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		<id>http://elendor.info/mw19/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mirdarah</id>
		<title>Elendor Community Wiki - User contributions [en]</title>
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		<updated>2026-06-04T01:12:35Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://elendor.info/mw19/index.php?title=Category:Harad&amp;diff=13097</id>
		<title>Category:Harad</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Category:Harad&amp;diff=13097"/>
				<updated>2018-11-07T18:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The_Haradrim_Banner.gif |frame|center]]&lt;br /&gt;
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==Welcome to the Southern Realms: Umbar - The City of Corsairs, its Fiefdoms and the lands of the Tribes of the Haradrim== &lt;br /&gt;
&lt;br /&gt;
Under Construction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Harad: The lands south of the River Harnen. Except that Oliphaunts lived there, nothing much is said of the land, except for Umbar. Harad was most probably hot, and perhaps had deserts. Harad was divided into Near Harad and Far Harad. Politically, it was divided into the many kingdoms of the Haradrim...&lt;br /&gt;
-from The Complete Guide to Middle-Earth, by Robert Foster&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Category:Arnor&amp;diff=13096</id>
		<title>Category:Arnor</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Category:Arnor&amp;diff=13096"/>
				<updated>2018-10-29T17:31:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: Replaced content with &amp;quot;      Arnor   Under Construction&amp;quot;&lt;/p&gt;
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Arnor &lt;br /&gt;
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Under Construction&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Dunland_Help_Files&amp;diff=13095</id>
		<title>Dunland Help Files</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Dunland_Help_Files&amp;diff=13095"/>
				<updated>2018-10-27T01:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dunland]][[Category:Dunland Help Files]]&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Here are some brief rules to help you understand your responsibility in this culture. They should be relatively obvious but if you have any questions, contact your ruler.&lt;br /&gt;
&lt;br /&gt;
* Be considerate of others.&lt;br /&gt;
* Play in theme.&lt;br /&gt;
* If an LA asks you to do something or not to do something, don't argue unrelentingly. If you need to make an appeal do so to either an arbiter (if it involves your IC behavior and you feel it is necessary), or your ruler (if you don't feel it requires arbitration or it is an OOC issue.). Until such time as there is some ruling by either arbiter, ruler, or admin, follow the instructions of your LA.&lt;br /&gt;
* Do not try to get something from one admin that another has refused.&lt;br /&gt;
Participate in any way towards the betterment of the culture, whether it be RP, code, building, newbie help or recruitment.&lt;br /&gt;
* If someone asks you to stop talking about a topic on the Dunland channel, please be polite and honor their wishes.&lt;br /&gt;
* In general, be polite.&lt;br /&gt;
* If you must argue about something, do so with consideration, and avoid ad hominem attacks.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Dunland's Rulers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Starting==&lt;br /&gt;
&lt;br /&gt;
:'''Welcome to Dunland!''' &lt;br /&gt;
&lt;br /&gt;
Now that you have chosen the best out of many cultural choices in Middle Earth, there are three things you must do in order to enter the wide world of RP (RolePlay - see +dunhelp RolePlay).&lt;br /&gt;
&lt;br /&gt;
* Set a description for your character by typing @desc me=Text, where Text is the text of your description. For help on crafting a thematic and appropriate description, see +dunhelp description.&lt;br /&gt;
&lt;br /&gt;
* Decide upon and set a history for your character. For help on crafting a thematic and appropriate history, see +dunhelp background. &lt;br /&gt;
&lt;br /&gt;
* Decide whether or not your character is currently aligned with any of the current clans or is part of an independent family. To see information on clans, holds and families, type +dunhelp clans, and for how to set your clan see +dunhelp starting2.&lt;br /&gt;
&lt;br /&gt;
Congratulations! You are now ready to enter the exciting world of Dunland. Make sure that you are in a Dunland controlled room (for help on this, ask anyone in +locals), and type +set ic. You will want to read the complete +dunhelp and game help files to aid you in your RP quest, and to help you refine your character and your RP over time.&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&lt;br /&gt;
Your description should be just that, descriptive. It should tell people what you look like, how tall you are, what clothes you are wearing. It should not speak of demeanour or feelings, these are fleeting things and best left to expression during roleplay itself.&lt;br /&gt;
&lt;br /&gt;
Dunlendings are described by Tolkien as 'swarthy and dark-haired', 'tall and grim'. Our clothing is medieval: trousers and tunics, skirts and bodices, with wool and leather being the most common materials, and colors generally being dark or muted. Clan members often wear something in their clan color (Bear - red, Wulf - green, Stag - blue), or an ornament bearing their clan symbol. Because we rely more on personal heroism than hardware in combat, our weapons are rare and primitive. A dagger, axe or bow is more likely than a sword but just as deadly in Dunlending hands.&lt;br /&gt;
&lt;br /&gt;
Dark hair is predominant, although most hair colors other than blond may be found within the culture. Dunlendings are swarthy-skinned. Fair skin and blue eyes are often looked at askance, and occasionally with more anger than curiosity. Anyone with blond hair is assumed to be one of the hated Forgoil and treated accordingly!&lt;br /&gt;
&lt;br /&gt;
To see examples of some Dunlending descriptions, type +display name/desc. Good people to look at are the folks in +dunadmin, or in your clan.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Your history should answer the following questions: Who are you? Where are you from? What key events have shaped your life? What people have influenced you? What motivates you, now and in the past? Your history does not need to be melodramatic - even 'small' things such as sibling rivalry, a childhood friend or a chance meeting can be a major influence on your character.&lt;br /&gt;
&lt;br /&gt;
Historically, we are a fierce and free forest people, defying our many outside foes, proud of our local families and our clans. Your background should reflect this. Owing to the violent nature of Dunlending society, to lose a close relative is not unknown, but please don't overdo it. Remember that a living family is a good way to enhance your RP and provide material for future TPs, and is strongly recommended.&lt;br /&gt;
&lt;br /&gt;
To set your history, type &amp;amp;history me=Your background info then @set me/history=vis so that your local admins can read it. To see examples of other Dunlendings' backgrounds, type +display name/history. Good people to look at are the folks in +dunadmin, or in your clan.&lt;br /&gt;
&lt;br /&gt;
===Roleplay===&lt;br /&gt;
&lt;br /&gt;
RolePlay is one of the three focuses of Elendor as a MUSH. The other two, code and building, are addressed elsewhere in the games own help files. But here, we will talk about RolePlay, or RP, the thing that brought most of us together, the thing that everyone does with some of their time here.&lt;br /&gt;
&lt;br /&gt;
What is RP? RP is just that. It is playing a role that you have chosen. Becoming the political leader of a clan, the weaver, the healer, the mother, the son, that you have created as your character. It is not acting. Acting is following stage direction, and uttering the words another person wrote. Acting is playing out a scene with a set concept and a decided upon end. It is not book writing. Books are written to be read later. Books are made with meticulous planning and revisions. RP is in the moment. RP is like playing with dolls, or Matchbox cars, or house when we were little. It's an immediate exchange of 'I do this' and 'you do that'. It is examining what the 'this and that' are based on previous shared experiences of RP, on what you believe your character would think, feel, and do in that moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
Combat can be an exciting and exhilarating RP experience. Here on Elendor, we have a neutral arbitration system for combat, called the combat system (CS for short). While it is possible to engage in combat and combative action without using the CS, it is very highly recommended that you do not do so without reading help Combat.&lt;br /&gt;
&lt;br /&gt;
How do you apply for combat? Follow these four easy steps:&lt;br /&gt;
&lt;br /&gt;
* Be active in Dunland for two weeks.&lt;br /&gt;
* Have a +top time of at least 8 hours in that two week time period.&lt;br /&gt;
* Ask anyone in +locals to send you the written test.&lt;br /&gt;
* Complete the written test and a short combat/training RP with one of our trainers.&lt;br /&gt;
&lt;br /&gt;
Voila, you are now ready to go out and experience the danger and thrills of combat RP with the CS.&lt;br /&gt;
&lt;br /&gt;
The following arms and equipment are available to players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Equipment&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Level !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Weapons !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Armour&lt;br /&gt;
 |-&lt;br /&gt;
 |Citizen ||Axe, Bow, Dagger (Preferred), Also Bare Hands, Spear, Staff, Maul Hammer, Club ||Leather&lt;br /&gt;
 |-&lt;br /&gt;
 |Warrior/Watch ||As Above Plus Longsword and Battle Axe ||Studded Leather Plus Choice of Helm or Shield&lt;br /&gt;
 |-&lt;br /&gt;
 |Noble || As For Warrior ||Ring Mail&lt;br /&gt;
 |-&lt;br /&gt;
 |Chief ||As for Warrior ||Chain Mail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IC Travel==&lt;br /&gt;
&lt;br /&gt;
Travel outside of Dunland is rare. We are surrounded by enemies (Forgoil to the left, Orcs to the right...). Dunlendings are also a fairly primitive, unsophisticated people. We are ruled by superstition, and are particularly suspicious of outsiders who do not show the proper respect. Most Dunlendings never travel farther then Kierkgard for the annual festivals. Too many have left only to not return again.&lt;br /&gt;
&lt;br /&gt;
That said, you are welcome to travel, bearing the following in mind:&lt;br /&gt;
&lt;br /&gt;
* Travel in Dunland takes time. We do not ride horses. We walk, or perhaps use a cart or wagon drawn by oxen. A chart of applicable travel times between Dunland's areas is given below.&lt;br /&gt;
* Travel alone outside Dunland is foolhardy and dangerous. Attempting to do so has a very high likelihood of having your character meet an untimely end.&lt;br /&gt;
* Travel outside Dunland in a group is encouraged, whether to raid our enemies or trade with friends. However, the nature of the MUSH requires that these sorts of expeditions be negotiated between cultures, and require working with your LA corps to set up.&lt;br /&gt;
&lt;br /&gt;
IC travel times outside the culture are as important as those inside. Please keep this in mind, and bring any questions to the LA corps. Please remember that all travel must make sense in a thematic manner. If it does not, you will be halted, and made to re-do the RP in a thematic manner, including the possibility of your character's death if you wander into a hostile area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |IC Days&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Journey !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Miles !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |On Foot !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |On Horseback&lt;br /&gt;
 |-&lt;br /&gt;
 |Central&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Old Village || 5|| 0.25|| (1 hr)&lt;br /&gt;
 |-&lt;br /&gt;
 |Kiergard-Iolair || 10|| 0.5|| &amp;lt;0.5&lt;br /&gt;
 |-&lt;br /&gt;
 |Redvyrne:&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Redvyrne ||65 ||2.5-5 ||1.5-2.5&lt;br /&gt;
 |-&lt;br /&gt;
 |Redvyrne-Crebain ||50 ||2-4||1-2&lt;br /&gt;
 |-&lt;br /&gt;
 |Crebain-The Gap ||80 ||3-6 ||1.5-3 &lt;br /&gt;
 |-&lt;br /&gt;
 |Laeg:&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Forthunn ||75 ||3-6 ||1.5-3&lt;br /&gt;
 |-&lt;br /&gt;
 |Forthunn-Border Fort ||75 ||3-6 ||1.5-3&lt;br /&gt;
 |-&lt;br /&gt;
 |Border Fort-Tharbad ||140 ||6-12 ||3-6&lt;br /&gt;
 |-&lt;br /&gt;
 |Caerdh:&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Creatrach ||75 ||3-6 ||1.5-3&lt;br /&gt;
 |-&lt;br /&gt;
 |Creatrach-Mathain ||100 ||4-8 ||2-4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Code !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Function !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |&lt;br /&gt;
 |-&lt;br /&gt;
 |DunAdmin ||Shows a listing of Dunland's Admin&lt;br /&gt;
 |-&lt;br /&gt;
 |DunAge ||Shows the IC age of the person. See +dunhelp +DunAge for details&lt;br /&gt;
 |-&lt;br /&gt;
 |DunDoing ||Similar to the global @doing, places a doing in the 'dunwho' listing under the poll&lt;br /&gt;
 |-&lt;br /&gt;
 |DunDoing/Clear ||Clears your +Dundoing&lt;br /&gt;
 |-&lt;br /&gt;
 |DunList ||Gives a list of all Dunlending players&lt;br /&gt;
 |-&lt;br /&gt;
 |Dunmap ||Shows a colour ascii map of Dunland, +dunmap Laeg, +dunmap Caerdh and +dunmap Redvyrne show text maps of Laeg, Caerdh and Redvyrne respectively&lt;br /&gt;
 |-&lt;br /&gt;
 |DunMOTD ||Shows the Dunland Message of the Day&lt;br /&gt;
 |-&lt;br /&gt;
 |DunTime ||Shows the IC time, weather and date. Shows RL Game Time&lt;br /&gt;
 |-&lt;br /&gt;
 |DunPoll ||Changes the DunPoll on the DunWho list&lt;br /&gt;
 |-&lt;br /&gt;
 |DunWho ||A WHO styled list that shows the Dundoing and Dunpoll of the connected players. +Dunwho also shows the information of all online Dunlendings including status and title.&lt;br /&gt;
 |-&lt;br /&gt;
 |DunWhere ||Shows connected players in Dunland and their location. See +Dunhelp and +Dunwhere for more details.&lt;br /&gt;
 |-&lt;br /&gt;
 |History || Shows the history of the person&lt;br /&gt;
 |-&lt;br /&gt;
 |OWho || A Recruiting tool which displays OOC cultured players online&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Dunland_Help_Files&amp;diff=13094</id>
		<title>Dunland Help Files</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Dunland_Help_Files&amp;diff=13094"/>
				<updated>2018-10-27T00:49:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dunland]][[Category:Dunland Help Files]]&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Here are some brief rules to help you understand your responsibility in this culture. They should be relatively obvious but if you have any questions, contact your ruler.&lt;br /&gt;
&lt;br /&gt;
* Be considerate of others.&lt;br /&gt;
* Play in theme.&lt;br /&gt;
* If an LA asks you to do something or not to do something, don't argue unrelentingly. If you need to make an appeal do so to either an arbiter (if it involves your IC behavior and you feel it is necessary), or your ruler (if you don't feel it requires arbitration or it is an OOC issue.). Until such time as there is some ruling by either arbiter, ruler, or admin, follow the instructions of your LA.&lt;br /&gt;
* Do not try to get something from one admin that another has refused.&lt;br /&gt;
Participate in any way towards the betterment of the culture, whether it be RP, code, building, newbie help or recruitment.&lt;br /&gt;
* If someone asks you to stop talking about a topic on the Dunland channel, please be polite and honor their wishes.&lt;br /&gt;
* In general, be polite.&lt;br /&gt;
* If you must argue about something, do so with consideration, and avoid ad hominem attacks.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Dunland's Rulers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Starting==&lt;br /&gt;
&lt;br /&gt;
:'''Welcome to Dunland!''' &lt;br /&gt;
&lt;br /&gt;
Now that you have chosen the best out of many cultural choices in Middle Earth, there are three things you must do in order to enter the wide world of RP (RolePlay - see +dunhelp RolePlay).&lt;br /&gt;
&lt;br /&gt;
* Set a description for your character by typing @desc me=Text, where Text is the text of your description. For help on crafting a thematic and appropriate description, see +dunhelp description.&lt;br /&gt;
&lt;br /&gt;
* Decide upon and set a history for your character. For help on crafting a thematic and appropriate history, see +dunhelp background. &lt;br /&gt;
&lt;br /&gt;
* Decide whether or not your character is currently aligned with any of the current clans or is part of an independent family. To see information on clans, holds and families, type +dunhelp clans, and for how to set your clan see +dunhelp starting2.&lt;br /&gt;
&lt;br /&gt;
Congratulations! You are now ready to enter the exciting world of Dunland. Make sure that you are in a Dunland controlled room (for help on this, ask anyone in +locals), and type +set ic. You will want to read the complete +dunhelp and game help files to aid you in your RP quest, and to help you refine your character and your RP over time.&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&lt;br /&gt;
Your description should be just that, descriptive. It should tell people what you look like, how tall you are, what clothes you are wearing. It should not speak of demeanour or feelings, these are fleeting things and best left to expression during roleplay itself.&lt;br /&gt;
&lt;br /&gt;
Dunlendings are described by Tolkien as 'swarthy and dark-haired', 'tall and grim'. Our clothing is medieval: trousers and tunics, skirts and bodices, with wool and leather being the most common materials, and colors generally being dark or muted. Clan members often wear something in their clan color (Bear - red, Wulf - green, Stag - blue), or an ornament bearing their clan symbol. Because we rely more on personal heroism than hardware in combat, our weapons are rare and primitive. A dagger, axe or bow is more likely than a sword but just as deadly in Dunlending hands.&lt;br /&gt;
&lt;br /&gt;
Dark hair is predominant, although most hair colors other than blond may be found within the culture. Dunlendings are swarthy-skinned. Fair skin and blue eyes are often looked at askance, and occasionally with more anger than curiosity. Anyone with blond hair is assumed to be one of the hated Forgoil and treated accordingly!&lt;br /&gt;
&lt;br /&gt;
To see examples of some Dunlending descriptions, type +display name/desc. Good people to look at are the folks in +dunadmin, or in your clan.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Your history should answer the following questions: Who are you? Where are you from? What key events have shaped your life? What people have influenced you? What motivates you, now and in the past? Your history does not need to be melodramatic - even 'small' things such as sibling rivalry, a childhood friend or a chance meeting can be a major influence on your character.&lt;br /&gt;
&lt;br /&gt;
Historically, we are a fierce and free forest people, defying our many outside foes, proud of our local families and our clans. Your background should reflect this. Owing to the violent nature of Dunlending society, to lose a close relative is not unknown, but please don't overdo it. Remember that a living family is a good way to enhance your RP and provide material for future TPs, and is strongly recommended.&lt;br /&gt;
&lt;br /&gt;
To set your history, type &amp;amp;history me=Your background info then @set me/history=vis so that your local admins can read it. To see examples of other Dunlendings' backgrounds, type +display name/history. Good people to look at are the folks in +dunadmin, or in your clan.&lt;br /&gt;
&lt;br /&gt;
===Roleplay===&lt;br /&gt;
&lt;br /&gt;
RolePlay is one of the three focuses of Elendor as a MUSH. The other two, code and building, are addressed elsewhere in the games own help files. But here, we will talk about RolePlay, or RP, the thing that brought most of us together, the thing that everyone does with some of their time here.&lt;br /&gt;
&lt;br /&gt;
What is RP? RP is just that. It is playing a role that you have chosen. Becoming the political leader of a clan, the weaver, the healer, the mother, the son, that you have created as your character. It is not acting. Acting is following stage direction, and uttering the words another person wrote. Acting is playing out a scene with a set concept and a decided upon end. It is not book writing. Books are written to be read later. Books are made with meticulous planning and revisions. RP is in the moment. RP is like playing with dolls, or Matchbox cars, or house when we were little. It's an immediate exchange of 'I do this' and 'you do that'. It is examining what the 'this and that' are based on previous shared experiences of RP, on what you believe your character would think, feel, and do in that moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
Combat can be an exciting and exhilarating RP experience. Here on Elendor, we have a neutral arbitration system for combat, called the combat system (CS for short). While it is possible to engage in combat and combative action without using the CS, it is very highly recommended that you do not do so without reading help Combat.&lt;br /&gt;
&lt;br /&gt;
How do you apply for combat? Follow these four easy steps:&lt;br /&gt;
&lt;br /&gt;
* Be active in Dunland for two weeks.&lt;br /&gt;
* Have a +top time of at least 8 hours in that two week time period.&lt;br /&gt;
* Ask anyone in +locals to send you the written test.&lt;br /&gt;
* Complete the written test and a short combat/training RP with one of our trainers.&lt;br /&gt;
&lt;br /&gt;
Voila, you are now ready to go out and experience the danger and thrills of combat RP with the CS.&lt;br /&gt;
&lt;br /&gt;
The following arms and equipment are available to players.&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Equipment&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Level !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Weapons !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Armour&lt;br /&gt;
 |-&lt;br /&gt;
 |Citizen ||Axe, Bow, Dagger (Preferred), Also Bare Hands, Spear, Staff, Maul Hammer, Club ||Leather&lt;br /&gt;
 |-&lt;br /&gt;
 |Warrior/Watch ||As Above Plus Longsword and Battle Axe ||Studded Leather Plus Choice of Helm or Shield&lt;br /&gt;
 |-&lt;br /&gt;
 |Noble || As For Warrior ||Ring Mail&lt;br /&gt;
 |-&lt;br /&gt;
 |Chief ||As for Warrior ||Chain Mail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IC Travel==&lt;br /&gt;
&lt;br /&gt;
Travel outside of Dunland is rare. We are surrounded by enemies (Forgoil to the left, Orcs to the right...). Dunlendings are also a fairly primitive, unsophisticated people. We are ruled by superstition, and are particularly suspicious of outsiders who do not show the proper respect. Most Dunlendings never travel farther then Kierkgard for the annual festivals. Too many have left only to not return again.&lt;br /&gt;
&lt;br /&gt;
That said, you are welcome to travel, bearing the following in mind:&lt;br /&gt;
&lt;br /&gt;
* Travel in Dunland takes time. We do not ride horses. We walk, or perhaps use a cart or wagon drawn by oxen. A chart of applicable travel times between Dunland's areas is given below.&lt;br /&gt;
* Travel alone outside Dunland is foolhardy and dangerous. Attempting to do so has a very high likelihood of having your character meet an untimely end.&lt;br /&gt;
* Travel outside Dunland in a group is encouraged, whether to raid our enemies or trade with friends. However, the nature of the MUSH requires that these sorts of expeditions be negotiated between cultures, and require working with your LA corps to set up.&lt;br /&gt;
&lt;br /&gt;
IC travel times outside the culture are as important as those inside. Please keep this in mind, and bring any questions to the LA corps. Please remember that all travel must make sense in a thematic manner. If it does not, you will be halted, and made to re-do the RP in a thematic manner, including the possibility of your character's death if you wander into a hostile area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |IC Days&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Journey !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Miles !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |On Foot !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |On Horseback&lt;br /&gt;
 |-&lt;br /&gt;
 |Central&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Old Village || 5|| 0.25|| (1 hr)&lt;br /&gt;
 |-&lt;br /&gt;
 |Kiergard-Iolair || 10|| 0.5|| &amp;lt;0.5&lt;br /&gt;
 |-&lt;br /&gt;
 |Redvyrne:&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Redvyrne ||65 ||2.5-5 ||1.5-2.5&lt;br /&gt;
 |-&lt;br /&gt;
 |Redvyrne-Crebain ||50 ||2-4||1-2&lt;br /&gt;
 |-&lt;br /&gt;
 |Crebain-The Gap ||80 ||3-6 ||1.5-3 &lt;br /&gt;
 |-&lt;br /&gt;
 |Laeg:&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Forthunn ||75 ||3-6 ||1.5-3&lt;br /&gt;
 |-&lt;br /&gt;
 |Forthunn-Border Fort ||75 ||3-6 ||1.5-3&lt;br /&gt;
 |-&lt;br /&gt;
 |Border Fort-Tharbad ||140 ||6-12 ||3-6&lt;br /&gt;
 |-&lt;br /&gt;
 |Caerdh:&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Creatrach ||75 ||3-6 ||1.5-3&lt;br /&gt;
 |-&lt;br /&gt;
 |Creatrach-Mathain ||100 ||4-8 ||2-4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Code !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Function !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |&lt;br /&gt;
 |-&lt;br /&gt;
 |DunAdmin ||Shows a listing of Dunland's Admin&lt;br /&gt;
 |-&lt;br /&gt;
 |DunAge ||Shows the IC age of the person. See +dunhelp +DunAge for details&lt;br /&gt;
 |-&lt;br /&gt;
 |DunDoing ||Similar to the global @doing, places a doing in the 'dunwho' listing under the poll&lt;br /&gt;
 |-&lt;br /&gt;
 |DunDoing/Clear ||Clears your +Dundoing&lt;br /&gt;
 |-&lt;br /&gt;
 |DunList ||Gives a list of all Dunlending players&lt;br /&gt;
 |-&lt;br /&gt;
 |Dunmap ||Shows a colour ascii map of Dunland, +dunmap Laeg, +dunmap Caerdh and +dunmap Redvyrne show text maps of Laeg, Caerdh and Redvyrne respectively&lt;br /&gt;
 |-&lt;br /&gt;
 |DunMOTD ||Shows the Dunland Message of the Day&lt;br /&gt;
 |-&lt;br /&gt;
 |DunTime ||Shows the IC time, weather and date. Shows RL Game Time&lt;br /&gt;
 |-&lt;br /&gt;
 |DunPoll ||Changes the DunPoll on the DunWho list&lt;br /&gt;
 |-&lt;br /&gt;
 |DunWho ||A WHO styled list that shows the Dundoing and Dunpoll of the connected players. +Dunwho also shows the information of all online Dunlendings including status and title.&lt;br /&gt;
 |-&lt;br /&gt;
 |DunWhere ||Shows connected players in Dunland and their location. See +Dunhelp and +Dunwhere for more details.&lt;br /&gt;
 |-&lt;br /&gt;
 |History || Shows the history of the person&lt;br /&gt;
 |-&lt;br /&gt;
 |OWho || A Recruiting tool which displays OOC cultured players online&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Dunland_Help_Files&amp;diff=13093</id>
		<title>Dunland Help Files</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Dunland_Help_Files&amp;diff=13093"/>
				<updated>2018-10-27T00:48:42Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: Created page with &amp;quot;==Rules==  Here are some brief rules to help you understand your responsibility in this culture. They should be relatively obvious but if you have any questions, contact your...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
&lt;br /&gt;
Here are some brief rules to help you understand your responsibility in this culture. They should be relatively obvious but if you have any questions, contact your ruler.&lt;br /&gt;
&lt;br /&gt;
* Be considerate of others.&lt;br /&gt;
* Play in theme.&lt;br /&gt;
* If an LA asks you to do something or not to do something, don't argue unrelentingly. If you need to make an appeal do so to either an arbiter (if it involves your IC behavior and you feel it is necessary), or your ruler (if you don't feel it requires arbitration or it is an OOC issue.). Until such time as there is some ruling by either arbiter, ruler, or admin, follow the instructions of your LA.&lt;br /&gt;
* Do not try to get something from one admin that another has refused.&lt;br /&gt;
Participate in any way towards the betterment of the culture, whether it be RP, code, building, newbie help or recruitment.&lt;br /&gt;
* If someone asks you to stop talking about a topic on the Dunland channel, please be polite and honor their wishes.&lt;br /&gt;
* In general, be polite.&lt;br /&gt;
* If you must argue about something, do so with consideration, and avoid ad hominem attacks.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Dunland's Rulers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Starting==&lt;br /&gt;
&lt;br /&gt;
:'''Welcome to Dunland!''' &lt;br /&gt;
&lt;br /&gt;
Now that you have chosen the best out of many cultural choices in Middle Earth, there are three things you must do in order to enter the wide world of RP (RolePlay - see +dunhelp RolePlay).&lt;br /&gt;
&lt;br /&gt;
* Set a description for your character by typing @desc me=Text, where Text is the text of your description. For help on crafting a thematic and appropriate description, see +dunhelp description.&lt;br /&gt;
&lt;br /&gt;
* Decide upon and set a history for your character. For help on crafting a thematic and appropriate history, see +dunhelp background. &lt;br /&gt;
&lt;br /&gt;
* Decide whether or not your character is currently aligned with any of the current clans or is part of an independent family. To see information on clans, holds and families, type +dunhelp clans, and for how to set your clan see +dunhelp starting2.&lt;br /&gt;
&lt;br /&gt;
Congratulations! You are now ready to enter the exciting world of Dunland. Make sure that you are in a Dunland controlled room (for help on this, ask anyone in +locals), and type +set ic. You will want to read the complete +dunhelp and game help files to aid you in your RP quest, and to help you refine your character and your RP over time.&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&lt;br /&gt;
Your description should be just that, descriptive. It should tell people what you look like, how tall you are, what clothes you are wearing. It should not speak of demeanour or feelings, these are fleeting things and best left to expression during roleplay itself.&lt;br /&gt;
&lt;br /&gt;
Dunlendings are described by Tolkien as 'swarthy and dark-haired', 'tall and grim'. Our clothing is medieval: trousers and tunics, skirts and bodices, with wool and leather being the most common materials, and colors generally being dark or muted. Clan members often wear something in their clan color (Bear - red, Wulf - green, Stag - blue), or an ornament bearing their clan symbol. Because we rely more on personal heroism than hardware in combat, our weapons are rare and primitive. A dagger, axe or bow is more likely than a sword but just as deadly in Dunlending hands.&lt;br /&gt;
&lt;br /&gt;
Dark hair is predominant, although most hair colors other than blond may be found within the culture. Dunlendings are swarthy-skinned. Fair skin and blue eyes are often looked at askance, and occasionally with more anger than curiosity. Anyone with blond hair is assumed to be one of the hated Forgoil and treated accordingly!&lt;br /&gt;
&lt;br /&gt;
To see examples of some Dunlending descriptions, type +display name/desc. Good people to look at are the folks in +dunadmin, or in your clan.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Your history should answer the following questions: Who are you? Where are you from? What key events have shaped your life? What people have influenced you? What motivates you, now and in the past? Your history does not need to be melodramatic - even 'small' things such as sibling rivalry, a childhood friend or a chance meeting can be a major influence on your character.&lt;br /&gt;
&lt;br /&gt;
Historically, we are a fierce and free forest people, defying our many outside foes, proud of our local families and our clans. Your background should reflect this. Owing to the violent nature of Dunlending society, to lose a close relative is not unknown, but please don't overdo it. Remember that a living family is a good way to enhance your RP and provide material for future TPs, and is strongly recommended.&lt;br /&gt;
&lt;br /&gt;
To set your history, type &amp;amp;history me=Your background info then @set me/history=vis so that your local admins can read it. To see examples of other Dunlendings' backgrounds, type +display name/history. Good people to look at are the folks in +dunadmin, or in your clan.&lt;br /&gt;
&lt;br /&gt;
===Roleplay===&lt;br /&gt;
&lt;br /&gt;
RolePlay is one of the three focuses of Elendor as a MUSH. The other two, code and building, are addressed elsewhere in the games own help files. But here, we will talk about RolePlay, or RP, the thing that brought most of us together, the thing that everyone does with some of their time here.&lt;br /&gt;
&lt;br /&gt;
What is RP? RP is just that. It is playing a role that you have chosen. Becoming the political leader of a clan, the weaver, the healer, the mother, the son, that you have created as your character. It is not acting. Acting is following stage direction, and uttering the words another person wrote. Acting is playing out a scene with a set concept and a decided upon end. It is not book writing. Books are written to be read later. Books are made with meticulous planning and revisions. RP is in the moment. RP is like playing with dolls, or Matchbox cars, or house when we were little. It's an immediate exchange of 'I do this' and 'you do that'. It is examining what the 'this and that' are based on previous shared experiences of RP, on what you believe your character would think, feel, and do in that moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
Combat can be an exciting and exhilarating RP experience. Here on Elendor, we have a neutral arbitration system for combat, called the combat system (CS for short). While it is possible to engage in combat and combative action without using the CS, it is very highly recommended that you do not do so without reading help Combat.&lt;br /&gt;
&lt;br /&gt;
How do you apply for combat? Follow these four easy steps:&lt;br /&gt;
&lt;br /&gt;
* Be active in Dunland for two weeks.&lt;br /&gt;
* Have a +top time of at least 8 hours in that two week time period.&lt;br /&gt;
* Ask anyone in +locals to send you the written test.&lt;br /&gt;
* Complete the written test and a short combat/training RP with one of our trainers.&lt;br /&gt;
&lt;br /&gt;
Voila, you are now ready to go out and experience the danger and thrills of combat RP with the CS.&lt;br /&gt;
&lt;br /&gt;
The following arms and equipment are available to players.&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Equipment&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Level !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Weapons !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Armour&lt;br /&gt;
 |-&lt;br /&gt;
 |Citizen ||Axe, Bow, Dagger (Preferred), Also Bare Hands, Spear, Staff, Maul Hammer, Club ||Leather&lt;br /&gt;
 |-&lt;br /&gt;
 |Warrior/Watch ||As Above Plus Longsword and Battle Axe ||Studded Leather Plus Choice of Helm or Shield&lt;br /&gt;
 |-&lt;br /&gt;
 |Noble || As For Warrior ||Ring Mail&lt;br /&gt;
 |-&lt;br /&gt;
 |Chief ||As for Warrior ||Chain Mail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IC Travel==&lt;br /&gt;
&lt;br /&gt;
Travel outside of Dunland is rare. We are surrounded by enemies (Forgoil to the left, Orcs to the right...). Dunlendings are also a fairly primitive, unsophisticated people. We are ruled by superstition, and are particularly suspicious of outsiders who do not show the proper respect. Most Dunlendings never travel farther then Kierkgard for the annual festivals. Too many have left only to not return again.&lt;br /&gt;
&lt;br /&gt;
That said, you are welcome to travel, bearing the following in mind:&lt;br /&gt;
&lt;br /&gt;
* Travel in Dunland takes time. We do not ride horses. We walk, or perhaps use a cart or wagon drawn by oxen. A chart of applicable travel times between Dunland's areas is given below.&lt;br /&gt;
* Travel alone outside Dunland is foolhardy and dangerous. Attempting to do so has a very high likelihood of having your character meet an untimely end.&lt;br /&gt;
* Travel outside Dunland in a group is encouraged, whether to raid our enemies or trade with friends. However, the nature of the MUSH requires that these sorts of expeditions be negotiated between cultures, and require working with your LA corps to set up.&lt;br /&gt;
&lt;br /&gt;
IC travel times outside the culture are as important as those inside. Please keep this in mind, and bring any questions to the LA corps. Please remember that all travel must make sense in a thematic manner. If it does not, you will be halted, and made to re-do the RP in a thematic manner, including the possibility of your character's death if you wander into a hostile area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |IC Days&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Journey !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Miles !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |On Foot !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |On Horseback&lt;br /&gt;
 |-&lt;br /&gt;
 |Central&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Old Village || 5|| 0.25|| (1 hr)&lt;br /&gt;
 |-&lt;br /&gt;
 |Kiergard-Iolair || 10|| 0.5|| &amp;lt;0.5&lt;br /&gt;
 |-&lt;br /&gt;
 |Redvyrne:&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Redvyrne ||65 ||2.5-5 ||1.5-2.5&lt;br /&gt;
 |-&lt;br /&gt;
 |Redvyrne-Crebain ||50 ||2-4||1-2&lt;br /&gt;
 |-&lt;br /&gt;
 |Crebain-The Gap ||80 ||3-6 ||1.5-3 &lt;br /&gt;
 |-&lt;br /&gt;
 |Laeg:&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Forthunn ||75 ||3-6 ||1.5-3&lt;br /&gt;
 |-&lt;br /&gt;
 |Forthunn-Border Fort ||75 ||3-6 ||1.5-3&lt;br /&gt;
 |-&lt;br /&gt;
 |Border Fort-Tharbad ||140 ||6-12 ||3-6&lt;br /&gt;
 |-&lt;br /&gt;
 |Caerdh:&lt;br /&gt;
 |-&lt;br /&gt;
 |Kierkgard-Creatrach ||75 ||3-6 ||1.5-3&lt;br /&gt;
 |-&lt;br /&gt;
 |Creatrach-Mathain ||100 ||4-8 ||2-4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Code !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Function !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |&lt;br /&gt;
 |-&lt;br /&gt;
 |DunAdmin ||Shows a listing of Dunland's Admin&lt;br /&gt;
 |-&lt;br /&gt;
 |DunAge ||Shows the IC age of the person. See +dunhelp +DunAge for details&lt;br /&gt;
 |-&lt;br /&gt;
 |DunDoing ||Similar to the global @doing, places a doing in the 'dunwho' listing under the poll&lt;br /&gt;
 |-&lt;br /&gt;
 |DunDoing/Clear ||Clears your +Dundoing&lt;br /&gt;
 |-&lt;br /&gt;
 |DunList ||Gives a list of all Dunlending players&lt;br /&gt;
 |-&lt;br /&gt;
 |Dunmap ||Shows a colour ascii map of Dunland, +dunmap Laeg, +dunmap Caerdh and +dunmap Redvyrne show text maps of Laeg, Caerdh and Redvyrne respectively&lt;br /&gt;
 |-&lt;br /&gt;
 |DunMOTD ||Shows the Dunland Message of the Day&lt;br /&gt;
 |-&lt;br /&gt;
 |DunTime ||Shows the IC time, weather and date. Shows RL Game Time&lt;br /&gt;
 |-&lt;br /&gt;
 |DunPoll ||Changes the DunPoll on the DunWho list&lt;br /&gt;
 |-&lt;br /&gt;
 |DunWho ||A WHO styled list that shows the Dundoing and Dunpoll of the connected players. +Dunwho also shows the information of all online Dunlendings including status and title.&lt;br /&gt;
 |-&lt;br /&gt;
 |DunWhere ||Shows connected players in Dunland and their location. See +Dunhelp and +Dunwhere for more details.&lt;br /&gt;
 |-&lt;br /&gt;
 |History || Shows the history of the person&lt;br /&gt;
 |-&lt;br /&gt;
 |OWho || A Recruiting tool which displays OOC cultured players online&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Dunland_Geography&amp;diff=13092</id>
		<title>Dunland Geography</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Dunland_Geography&amp;diff=13092"/>
				<updated>2018-10-26T20:41:01Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dunland]][[Category:Geography]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dunland_Mapv3.gif|frame|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dunland lies west of the Misty Mountains and is bordered to the north by the River Glanduin and to the south by the River Isen. The territory to the southeast is disputed land, claimed by both Dunland and Rohan. Dunland's neighbors are secretive Isengard to the east, hated Rohan to the south, and the Shire and Bree to the north, though vast tracts of empty land lie between. The holy city of Kierkgard is in the heart of the country.&lt;br /&gt;
&lt;br /&gt;
Laeg county in the north is rocky ground with veins of ore. The terrain bordering the road alternates between dusty plains and patches of woodland. Caerdh county in the east is mountainous land, its forested valleys remnants of the wide forests that once covered all of Enedwaith. Redvyrne county in the south consists of rolling hills interspersed wtih scattered woodlands and wide expanses of open grasslands suitable as pastures and grazing grounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dunland_Room_Map.jpg|frame|center]]&lt;br /&gt;
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				<updated>2018-10-26T20:40:17Z</updated>
		
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				<updated>2018-10-26T20:39:14Z</updated>
		
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		<title>Dunland Geography</title>
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				<updated>2018-10-26T20:35:36Z</updated>
		
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&lt;div&gt;[[Category:Dunland]][[Category:Geography]]&lt;br /&gt;
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Dunland lies west of the Misty Mountains and is bordered to the north by the River Glanduin and to the south by the River Isen. The territory to the southeast is disputed land, claimed by both Dunland and Rohan. Dunland's neighbors are secretive Isengard to the east, hated Rohan to the south, and the Shire and Bree to the north, though vast tracts of empty land lie between. The holy city of Kierkgard is in the heart of the country.&lt;br /&gt;
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Laeg county in the north is rocky ground with veins of ore. The terrain bordering the road alternates between dusty plains and patches of woodland. Caerdh county in the east is mountainous land, its forested valleys remnants of the wide forests that once covered all of Enedwaith. Redvyrne county in the south consists of rolling hills interspersed wtih scattered woodlands and wide expanses of open grasslands suitable as pastures and grazing grounds.&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

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		<id>http://elendor.info/mw19/index.php?title=Dunland_Geography&amp;diff=13088</id>
		<title>Dunland Geography</title>
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				<updated>2018-10-26T20:35:16Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: Created page with &amp;quot;Category:DunlandCategory:Society  left      Dunland lies west of the Misty Mountains and is bordered to the north by the River Glandui...&amp;quot;&lt;/p&gt;
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Dunland lies west of the Misty Mountains and is bordered to the north by the River Glanduin and to the south by the River Isen. The territory to the southeast is disputed land, claimed by both Dunland and Rohan. Dunland's neighbors are secretive Isengard to the east, hated Rohan to the south, and the Shire and Bree to the north, though vast tracts of empty land lie between. The holy city of Kierkgard is in the heart of the country.&lt;br /&gt;
&lt;br /&gt;
Laeg county in the north is rocky ground with veins of ore. The terrain bordering the road alternates between dusty plains and patches of woodland. Caerdh county in the east is mountainous land, its forested valleys remnants of the wide forests that once covered all of Enedwaith. Redvyrne county in the south consists of rolling hills interspersed wtih scattered woodlands and wide expanses of open grasslands suitable as pastures and grazing grounds.&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

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				<updated>2018-10-26T20:33:27Z</updated>
		
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		<title>File:Dunland Mapv2.png</title>
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				<updated>2018-10-26T20:29:41Z</updated>
		
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		<title>Dunland Society</title>
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				<updated>2018-10-26T20:10:40Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: Created page with &amp;quot;Category:DunlandCategory:Society   =='''The Dunlending Character'''==  The Dunlendings are one of the lesser-known human nations of Tolkien’s Middle-Earth. A remnant...&amp;quot;&lt;/p&gt;
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&lt;div&gt;[[Category:Dunland]][[Category:Society]]&lt;br /&gt;
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=='''The Dunlending Character'''==&lt;br /&gt;
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The Dunlendings are one of the lesser-known human nations of Tolkien’s Middle-Earth. A remnant of an ancient people akin to the Third House of the Edain, they withstood the forced rule of the Númenoreans and later the attacks of the Rohirrim, who drove them from the empty plains of Calenardhon to the barren uplands that became their only home. They are one of the few peoples in Middle-Earth who have maintained their own cultural identity, rather than being ‘Númenorized’ as were so many others.&lt;br /&gt;
The character of the Dunlending people may seem primitive and even barbaric to some. They do not respond well to authority, and have their own sense of honor. They believe in being practical about their allegiances, and it is understood that there is no such thing as a lifetime oath (it would be considered almost bondage). They are superstitious about breaking promises however, and consider it somewhat dangerous. They do not give their word lightly nor do they break their word lightly, but they also do not consider it treacherous as long as it is done openly.&lt;br /&gt;
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Because there is no real authority or organization, the actual interactions and politics of Dunland are complex and varying, and a great effort is made simply to maintain trust and relationships with neighbors and allies.&lt;br /&gt;
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=='''The Major Clans of Dunland'''==&lt;br /&gt;
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Dunland's people are split into innumerable small and large clans. The current major clans are:&lt;br /&gt;
*'''Stag''' - The North, Merchants&lt;br /&gt;
*'''Bear''' - The Eastern Mountains, Warriors&lt;br /&gt;
*'''Wulf''' - The South, Diplomats&lt;br /&gt;
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Details of the current leadership and alliances for each clan can be found in +dunhelp clans.&lt;br /&gt;
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===Stag===&lt;br /&gt;
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The Stag are a merchant clan. While having strong ties and loyalties to clan and Dunland as a whole, Stag prefer to negotiate, plan, scheme and use money and connections to get what they want rather than fighting and taking it. Still, when faced in a fight they are fierce warriors and dangerous foes, for they are known to use the same tactics on the battlefield. The Stag live in the north of Dunland, in Laeg county which is traversed by the Old South Road and bordered to the east by northern Caerdh. Their proximity to the road and their skill at trade have made them successful in the city as well as in their home.&lt;br /&gt;
The Stag clan was the smallest of the great clans, having within living memory used scheming and politics to rise from being a minor clan to dominate the county of Laeg. However, this was before the fall of the great clans and the Church of Kiern. Being the smallest of the great clans, perhaps Stag has had the shortest distance to fall, but the clan has split into two groups. The first group, the majority, consists of those who followed Corran Greggor. Corran claimed the Ceannship after the previous Ceann, Traek, was outlawed for the killing of priests within Kierkgard. Those still loyal to Traek have left the Stag clan, waiting for Traek to return and claim himself leader or a leader to arise among them to lead them into a new clan.&lt;br /&gt;
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The Wulf and Bear have mixed feelings about the clan. Hatred and disdain for their manipulation and constant scheming, yet at other times respect and awe when the Stag have come to aid the other clans in battle or have given rise to one of the great warriors of Dunland. The Stag have produced many heroes, like Asher, Donovan, Tet'nak, Racilion and even Traek.&lt;br /&gt;
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===Bear===&lt;br /&gt;
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The Bear hold the oldest bloodline of all the clans: even before the rest of the Dunlendings were driven back to the small land they now inhabit, the Bear lived in present-day Dunland. Their tie to their ancestral land is therefore especially strong. The Bear maintain the old ways of Dunland, while still holding the need to take back the lands that the Forgoil stole long ago. In battle they are known as berserkers and have great bloodlust for the enemy. Outside of battle they are known to be kind and sincere to their own people, true to Dunland.&lt;br /&gt;
Members of the Bear clan reside mainly in Caerdh county in eastern Dunland, their homes made in the foothills of the Misty Mountains. Their lands are clad in forest, and produce the best timber in all of Dunland. The Bear's tie to the land means they are among Dunland's best hunters, and many prefer the countryside to the city.&lt;br /&gt;
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The Bear are the most hot-headed and volatile of the Dunlending clans, and over the years this has resulted in many leadership changes, blood feuds with other clans - and not a few civil wars. Over the past four years, the Bear have had no fewer than six successive Ceanni: Angus, Diarmait, Searlas, Kedrik, Racollum and then Kedrik once again. And Bear Ceanni often die sudden and violent deaths: Angus went mad and was killed by the Wulf Ceann Praxis in retaliation for a series of murders of priests, Diarmait was assassinated by one of his own Laochi, Searlas died of his wounds after a fight with Kedrik (the same fight that left Kedrik forever lame), Racollum was killed by the leader of the Path Brotherhood Terren in a religious dispute.&lt;br /&gt;
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===Wulf===&lt;br /&gt;
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The Wulf are the descendants of the mixed-blood border-lord Wulf and his followers. Wulf's fateful dealings with the Rohirrim in the past lend fire to the clan's hatred of the Forgoil to this day. Formidable warriors, the Wulf fight with both blade and tongue. Among the Dunlendings the Wulf are known as cunning politicians who negotiate to maintain their position in Dunland. The Wulf reside in Redvyrne County in southern Dunland. Their land is mainly plains rather than mountains, providing suitable pastureland for sheep and horses. In the past, Wulf were the main horse-rearing clan, although this position is now challenged by the Crebain, and the clan has also produced many renowned shepherds and weavers.&lt;br /&gt;
For over a dozen years the clan has been ruled by a single man - Praxis, and under his leadership the Wulf have enjoyed a stability unmatched elsewhere in turbulent Dunland. During his Ceannship Praxis has rebuilt Redvyrne Keep and achieved several major victories against the Forgoil. Praxis' sudden unexplained absences have caused the other clans to wonder, but the majority of Wulf remain loyal to their leader at present.&lt;br /&gt;
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===Minor Clans===&lt;br /&gt;
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====Crebain====&lt;br /&gt;
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:'''Far South, Defenders Against the Forgoil'''&lt;br /&gt;
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The Crebain are mostly from the old Bear Clan. These men and women sought to escape the mercenary Racollum's criminal rule and after him, Kedrik Veers who many viewed as more of a drunk than a leader. Others hail from the Wulf Clan's southern region where the long absence of their leader, Praxis, was viewed as a signal of his death or an end to his rule.&lt;br /&gt;
It was after some time under Racollum's rule over Bear that the new Founder and Ceann, Raub Ceallach, claimed to have had a sending from Kiern. Using this &amp;quot;dream,&amp;quot; he made his escape from Bear through the Cult of the Path, disguising himself as a member of that sect. He and his people left Caerdh and migrated down towards Redvyrne where Wulf members, dissatisfied with their missing Ceann, joined him. Their journey continued, protected by Stag's watch, to Tharbad. As a friendly clan and an enemy to Bear, he was able to absorb the exiles that Traek had thrown to Tharbad. From there the Crebain traveled down into Kierkgard Dun and finally came to rest on the Borders, the first defensive line against the Forgoil to the south.&lt;br /&gt;
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Crebain share some of the Bear Clan's traits in that they are a swarthy bunch, making their living from being fierce fighters, politicians and horse thieves. They have recently renewed their alliance and status as a subclan under the Wulf Clan.&lt;br /&gt;
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====Hawk====&lt;br /&gt;
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:'''The Far Northeast, Defenders Against the Orcs'''&lt;br /&gt;
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The Hawk are a minor clan affiliated to Bear, and have long held Dunland's northeastern border against the Orcs. Proud and isolated, the Hawk are renowned as fierce fighters and have often acted as mercenaries in Dunland's clan wars. The Hawk are considered a subclan of Bear. Their main stronghold is Mathain Keep in northern Caerdh.&lt;br /&gt;
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====Boar====&lt;br /&gt;
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:'''The Humans of Isengard'''&lt;br /&gt;
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The Boar were a minor clan who lived traditionally in the far south of Dunland, in the vale between the rivers Adorn and the Isen, north of the Ered Nimrais mountains, near to The Gap. Today they live within the walls of Isengard under Saruman's protection, and along the River Isen's banks as well. Saruman's influence shows in many of them - they are refined and literate and may be seen wearing Gondorian fashion, though they claim that their belief in Keirn is untarnished. They are usually better armed and armored than most folk of Dunland, and most are skilled horsemen. They have ties to the Wulf Clan, and of all the great clans they favour Wulf the most.&lt;br /&gt;
Note: This clan is currently fallen, and is considered as Isendrim rather than Dunlending, but the information above is included here as members of the Boar, now scattered and broken, may sometimes be seen in Dunland working for their new master.&lt;br /&gt;
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=='''Holds'''==&lt;br /&gt;
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3025 was a year of great change in Dunland. During a religious schism, and the devastating fire that followed, many of the common people lost their faith in the clans, choosing instead to gather in family groups and establish small holds. Most of these holds still give their allegiance to one or other of the Great Clans. There have been one or two exceptions (usually short-lived). &lt;br /&gt;
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===Iolair Keep===&lt;br /&gt;
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:'''The Eagle'''&lt;br /&gt;
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The men and women of Iolair Keep were followers of the Bear Fian Malcolm Mahorn. Malcolm claimed the long-abandoned roadside keep outside Kierkgard as his own, and gradually restored it (with the aid of a small toll levied on all travellers passing through). Malcolm and his men were nominally Bear, but in Malcolm's absence the folk of Iolair declared independence from Caerdh. This ultimately led to their downfall, as the Keep was first annexed by Wulf and then partly burned by Stag. The buildings of Iolair are currently in Wulf's hands, its folk scattered (some remain in occupied Iolair, others are in Kierkgard, others have fled elsewhere).&lt;br /&gt;
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===Laeg Border Keep===&lt;br /&gt;
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Rumor has it that the followers of Traek, ex-Ceann of Stag, have taken up residence in the abandoned keep on Laeg's northern border. Their allegiance and alliances remain unknown at present. Religion&lt;br /&gt;
Traditionally the Dunlendings have a simple faith. They believe in great powers that affect everything they do. Their concern over troubling or angering those powers often causes them to be very superstitious.&lt;br /&gt;
In recent times a more rigid and centralized faith formed, with a priesthood and an organized church. However, in 3025 (a year of great upheaval for Dunland), a movement away from such restrictions arose, a cult that became known as the Path Brotherhood. In the resulting conflict between Priesthood and Path Brotherhood, the power of the church was broken and its members scattered. An older sect, the Caomhnoir, has reemerged and is rising to prominence in the Priesthood's place.&lt;br /&gt;
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===Kiernites===&lt;br /&gt;
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The followers of the priesthood are now known as Kiernites. Their worship is characterized by an emphasis on ritual, and a belief in the spiritual authority of the priesthood, Kiern's Chosen. Traditionally the priesthood has chosen the Dove to symbolize Kiern, although the other symbols such as the Cleansing Flame of the Caidithi (judicators) and the Raven of the Caomhoir are also used. Prayer to Kiern is often accompanied by the drawing of blood from the supplicant using a dagger, and is usually performed in a sacred place. A marriage ceremony consist of binding the hands of bride and groom to symbolize unity, whilst a funeral, sometimes burial but more commonly cremation, is referred to as 'sending our dead warrior on to Kiern's side'.&lt;br /&gt;
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Traditionally the Church consisted of five orders: Deirthair (warrior), Ovate (speaker), Derwydd (loremaster), Eiridinn (healer) and Caidith (judicator). The structure of the Church was hierarchical: novices, acolytes, priests, heads of the orders and finally the supreme authority on all matters spiritual, the high priestess or Ard-Ceile, the Bride of Kiern.&lt;br /&gt;
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When the Ard-Ceile Kaile was discovered to have been living a double life of outlawry and thievery, the Church was rocked to the very core. The Priesthood became generally distrusted, and eventually an uprising against them was led by the Path Brotherhood. Kiern's Temple was destroyed, many priests died and the remainder were scattered throughout Dunland. Leaderless now, the priests still find some support among the country folk. It is doubtful, however, that they will ever regain the prominence and power that they had before.&lt;br /&gt;
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====Path Brotherhood====&lt;br /&gt;
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The Path Brotherhood is a recent movement, its leader the Wulf hunter Terren Bryntadd. The Brotherhood scorns the rituals of the Priesthood, preferring to worship their Hill Father in the open air, and has no hierarchy, instead placing an emphasis on the responsibility of the individual for his or her spiritual rightness.&lt;br /&gt;
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===Caomhnoir===&lt;br /&gt;
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Legends tell of the Caomhnoir, the Guardians and Watchers of Dunland, who some say knew Kiern Himself when he walked the promised lands. They are warriors, healers, and some say the true heart of the Dunlendings for their membership crosses all Clan and Family boundaries, uniting all through their faith.&lt;br /&gt;
Their history is long and begins with Scion, called the Lightbringer, Kiern's closest friend and disciple. He was the first to record the holy teachings and stories, passing them down to the first Prophet, Luen, who in turn spread the wisdom of Kiern among others of the priesthood and creating the foundation of Dunland's religion. Any old Caidith can confirm this knowledge, and indeed, many stories about the Prophet's travels are recounted around warm fires on cold winter eves.&lt;br /&gt;
&lt;br /&gt;
Reverence for the Caomhnoir declined, and it was Kaile the Defiler who eventually proclaimed them heretics. His envy of their influence and power led him to the hunt, and he and his followers killed the Guardians they found, forcing the rest into hiding or exile. They became a small, secret sect within the priesthood, spreading the word as they could and always holding to the tenets of their own faith with tenacious will. On Kaile's death, the Church and its iron fist fell to the subtler strength of the Caomhnoir who had never given up their true belief. They have since reappeared from their hidden places, returning to Dunland in priestly robes and with the Marks of Kiern tattooed upon them. Their symbol, often worn on cords about their necks or dangling from a belt, is a white dove with wings outstretched.&lt;br /&gt;
&lt;br /&gt;
There are many notable Guardians, including former High Priests and Ard-Righs as well as their Varshyls. Current important ones include Siward Greumach, The Baptist, whom some call The Touched. Their leader is Cormac Nair, the Bard of Bear, called by many First Bard. One of the more infamous is Raub Ceallach, also known as Raub the Black. His formation of the Crebain has been frowned upon by other Dunlendings for his seeming switch of allegiance away from Caomhnoir and Dunland to that of his own clan.&lt;br /&gt;
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=='''Social Structure'''==&lt;br /&gt;
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The social structure of Dunland is based on clan. Each clan is ruled by a chief or Ceann, with the aid of his nobles, the Fianna. The Fianna serve their Ceann in a number of ways, from making laws to managing trade to leading men to war. A Fian’s primary duty is to represent his Ceann in all matters of Clan, and treat his subjects justly. Although there are some 'noble' families who have been Fianna for many generations, the position of Fian may also be gifted to a commoner who has served his or her Ceann well and is considered deserving of the honor. Therefore Dunland does not have a class system as such.&lt;br /&gt;
The common folk of a Clan are subject to Ceann and Fian alike. The majority of Dunlendings fall into this category - farmers, herders, foresters, miners, craftsmen ... Most often, they are poor in money, yet strong in spirit.&lt;br /&gt;
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In the past, Dunland has sometimes had an Ard-Righ (high king} or Ard-Ceile (high priestess) who was of higher authority than the Ceanni. However, in the present climate neither position is held, nor do folk wish them to be - for past leaders have fallen from favor.&lt;br /&gt;
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=='''Professions'''==&lt;br /&gt;
&lt;br /&gt;
While Dunland is a warrior culture, most warriors also have 'day jobs' from which they earn their livelihood. There are many jobs available for players - the limit is your imagination! However, new players may find the following list of suggestions helpful.&lt;br /&gt;
&lt;br /&gt;
Animal Handler, Baker, Bard, Brewer, Carpenter, Cobbler, Farmer, Forester, Healer, Herbalist, Herder, Hunter, Merchant, Miner, Smith, Stonemason, Tailor, Tanner, Tavernkeeper, Tracker, Trader, Trapper, Weaver.&lt;br /&gt;
&lt;br /&gt;
As an aside, please note that illiteracy is the norm in Dunland. Reading and writing are rare skills indeed. Bards are therefore especially important, as they disseminate oral history and traditions.&lt;br /&gt;
&lt;br /&gt;
Most trades in Dunland follow an apprenticeship system, with boys or girls being apprenticed in their early teens. The length of the apprenticeship varies, but at least five years is common.&lt;br /&gt;
&lt;br /&gt;
===Warriors===&lt;br /&gt;
&lt;br /&gt;
There is little military structure in the primitive Dunlending society. Every able-bodied man or woman can fight; however those who pledge their honor to a Ceann or Fian and also commit themselves to fighting service receive the title of warrior. To be a sworn warrior is a proud occupation, though it denotes no rank or authority within the army itself.&lt;br /&gt;
Dunland's trained warriors who have sworn fealty to their clan leader may carry a battle-axe or sword. Players who wish to take up a warrior position should arrange this ICly with the appropriate head of clan.&lt;br /&gt;
&lt;br /&gt;
=='''Kierkgard, the Holy City'''==&lt;br /&gt;
&lt;br /&gt;
The Holy City of Kiern is among the oldest establishments in Dunland, founded shortly after Kiern's People arrived here in numbers back in the Second Age. In order to ensure that those who spoke for Kiern did so with one voice, a place was built where these men and women could gather together in numbers, safety, and comfort. Here, anyone who sought guidance could come without fear. Over the years, the city grew in size, and so eventually a wall was built to protect it. Even now, with the old priesthood destroyed, the city holds a special place at Dunland's heart.&lt;br /&gt;
It has always been the policy that there shall be no fighting of Dunlending against Dunlending in Kierkgard. No Dunlending shall spill the blood of another Dunlending whilst in the Holy City, on pain of death. This rule goes past simple religious belief, and has a very practical purpose. The clans of Dunland rest in an uneasy peace, but at times all-out war may rage between them. Kierkgard, traditionally holy ground and sacred, is used by the clans as a meeting place, neutral ground where they may go in order to discuss peace without fear of treachery.&lt;br /&gt;
&lt;br /&gt;
In Kierkgard's long history there have often been disasters of one sort or another - fire, siege, riots ... The recent fires which incinerated most of the city are only one example, and the place has been rebuilt on many occasions.&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Dunland_History_Summary&amp;diff=13084</id>
		<title>Dunland History Summary</title>
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				<updated>2018-10-26T16:36:24Z</updated>
		
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&lt;div&gt;[[Category:Dunland]][[Category:Dunland History]]&lt;br /&gt;
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=='''Dunland in Tolkien's Works'''==&lt;br /&gt;
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Dunland is an independent realm, composed of the descendants of a people kin to the Folk of Haleth. At the start of the second age the ancestors of the Dunlendings lived in the wide lands of Enedwaith between the Misty Mountains and the Sea. These lands were originally entirely forested, but the great woods were depleted by Númenorean shipbuilders stationed at Tharbad. The folk of Enedwaith both marvelled at and feared the great mariner race, and kept to themselves at first. Only when the tree-felling activity of the Númenoreans became devastating did the ancestors of the Dunlendings strike back, targeting the Númenoreans' wood-stores. In the fighting that followed, the people of Enedwaith were driven eastwards and southwards.&lt;br /&gt;
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The Dunlendings have maintained their own traditions and language throughout. Very rarely have they been concerned by those who nominally claimed rulership over the land, whether it be the Dark Lord of the East or the men of Gondor. So as Gondor dwindled, the Dunlending folk took advantage of opportunities to regain some control over their own sovereignty, and expanded their territory eastwards into the fertile plains of Calenardhon, now known as Rohan.&lt;br /&gt;
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500 years ago, the great families of western Gondor began to fail. Over the centuries previous to this, the Dunlendings had begun to settle across the Isen, and in time it was they who held the defensive places of the province of Calenardhon. When Gondor was invaded by enemies from both East and South, the local fort holders had no interest in defending Gondor from these hordes, and so the invasion was successful until the Forgoil came riding to Gondor's aid. As a result of this Gondor allowed the Forgoil thieves to settle in Calenardhon and take it for their own.&lt;br /&gt;
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The Gondorians, concerned more with the land than the rightful landholders, supported the Forgoil in their efforts to force the Dunlendings back across the Isen River. However, the landholders along the western border still did commerce, and eventually a great landholder of both bloods sought to unite the power of the two lands, offering his son to be wed to the daughter of the Forgoil King Helm. King Helm first insulted the landowner, Freca, publicly and then, pretending towards interest in a private talk on the matter, instead waylaid and slaughtered the unarmed lord, striking him down without warning. Freca's son Wulf and his followers fled west, only to rightfully conquer the land years later. Holding Edoras, King Wulf sought to begin his reign over the Forgoil, but this was not to be and once again the Dunlending were swept west of the Isen. Since that time the Forgoil have continued to persecute the Dunlendings, and the Dunlendings have never ceased in their efforts to regain the Stolen Lands. It may be that the balance of power is changing at last, for in recent times the fortress of Isengard has come into that hands of Saruman the wizard, who seems sympathetic to the Dunlending cause.&lt;br /&gt;
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=='''Tolkien's Timeline'''==&lt;br /&gt;
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===Second Age===&lt;br /&gt;
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:'''First Millennium'''&lt;br /&gt;
Enedwaith and Minihiriath, the 'Middle Lands' between the sea and the Misty Mountains, are inhabited by a folk who were 'as later historians recognized the kin of the Folk of Haleth'. At the time of the first Númenorean explorations, these lands were occupied by vast and almost continuous forests, except in the central region of the Great Fens.&lt;br /&gt;
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:'''c. 750-800'''&lt;br /&gt;
Tar-Aldarion is the first Númenorean king to begin felling the great forests to provide timber for his ships. The native people of the 'Middle Lands' are at first in awe of the Númenoreans, and do not become hostile until the tree-felling has become devastating. They then attack and ambush the Númenoreans, who in turn become more ruthless in their fellings. The people of Minihiriath flee to the cape of Eryn Vorn; those of Enedwaith to the eastern mountains where afterwards was Dunland.&lt;br /&gt;
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:'''1693-1701'''&lt;br /&gt;
The war against Sauron. When Sauron begins a war in Eriador, the exiled peoples of Enedwaith and Minihiriath, bitter against the Númenorean conquistadors, give him their support. Sauron is defeated, but by the time the war is over most of the old forests have been destroyed.&lt;br /&gt;
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===Third Age===&lt;br /&gt;
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:'''1636-7'''	&lt;br /&gt;
The Great Plague. The Dunlendings suffer less than most, since they dwell apart and have few dealings with other men.&lt;br /&gt;
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:'''1975-2050'''&lt;br /&gt;
The days of the Kings in Gondor come to an end and the Dunlendings cease to be subjects of Gondor; the royal road becomes unkempt and the bridge at Tharbad ruinous.&lt;br /&gt;
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:'''2063-2460'''	&lt;br /&gt;
The people of the old Gondorian province of Calenardhon dwindle; the Dunlendings drift 'steadily and unchecked' over the Isen into the empty lands.&lt;br /&gt;
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:'''2510'''&lt;br /&gt;
Cirion the Steward of Gondor gives Eorl the Young and his people possession of Calenardhon, later known as Rohan, referred to by Eorl's people as 'the Mark'.&lt;br /&gt;
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:'''2545-70'''&lt;br /&gt;
Reign of Brego in Rohan. He drives the Dunlendings from the Wold.&lt;br /&gt;
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:'''2570-2645'''&lt;br /&gt;
Reign of Aldor 'the Old' in Rohan. He roots out the last of the Dunlendish people who lingered east of the Isen, and even raids their lands in Enedwaith in reprisal.&lt;br /&gt;
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:'''2699-2718'''&lt;br /&gt;
After the death of Aldor, the Dunlendings again begin to filter into northern Westfold, making settlements in the mountain glens west and east of Isengard and even in the southern eaves of Fangorn. Also, the command of the Gondorian fortress of Isengard passes into the hands of a family of the people, who are of mixed blood. During Deor's reign the Dunlendings become openly hostile, raiding the herds and studs of the Rohirrim in Westfold. Deor overcomes the Dunlendings, but finds Isengard held against him. He sends to Gondor for help, but they are unable to aid him. The Dunlendings remain in occupation of Isengard until after the Long Winter (2758-9), when they are starved out and capitulate to Fréaláf.&lt;br /&gt;
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:'''2741-59'''&lt;br /&gt;
Reign of Helm Hammerhand in Rohan.&lt;br /&gt;
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:'''2754'''&lt;br /&gt;
When Freca, a landowner of mixed blood whose lands lie on either side of the Adorn, asks for the hand of Helm's daughter for his son, Helm mocks him. Freca flies into a rage and reviles Helm. Helm takes Freca outside and without warning strikes him such a blow that he dies soon after. Freca's son and kin are proclaimed enemies of Rohan, and flee (probably to Dunland).&lt;br /&gt;
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:'''2758-9'''&lt;br /&gt;
Rohan is attacked from the east. The Dunlendings, led by Wulf son of Freca, seize their chance, and come over the Isen and down from Isengard. With them are 'enemies of Gondor' who landed at the mouths of Lefnui and Isen, probably the Corsairs of Umbar. Helm is driven back to Helms Deep, where he holds out for many months but eventually dies during the Long Winter. After winter breaks, Helm's nephew Fréaláf comes down out of Dunharrow and slays Wulf in Meduseld, regaining the royal fortress of Edoras. There are great floods during the spring of 2759; also, Gondor finally sends help to Rohan, and by year's end the Dunlendings are driven out even from Isengard.&lt;br /&gt;
:'''2864-2903'''&lt;br /&gt;
Reign of Folcwine in Rohan. He 'reconquers' the West-March, the lands between the Isen and Adorn, which the Dunlendings had long occupied.&lt;br /&gt;
:'''2912'''&lt;br /&gt;
Great floods devastate Enedwaith and Minihiriath. The town of Tharbad is ruined.&lt;br /&gt;
:'''3019'''&lt;br /&gt;
War of the Ring. Saruman incites the Dunlendings to unite with his own Orcish forces against Rohan. During the First Battle of the Fords of Isen, Saruman's forces are victorious and Theodred, heir to the King of Rohan, is slain. There is a second battle at the fords; again the Rohirrim are defeated, and their forces are driven back to Helm's Deep. The Battle of the Hornburg then takes place. The Rohirrim and their allies defeat Saruman's forces, largely due to the help of Gandalf the Grey and the Ents. No Orcs are left alive, but many Dunlending hillmen surrender. The Rohirrim are merciful; the Dunlendings must labor to repair the evil in which they have joined, but afterwards are allowed to go back to their own land, provided they take an oath never again to pass the Fords of Isen in arms.&lt;br /&gt;
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=='''The IC History of Dunland'''==&lt;br /&gt;
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===Dunland's History 3000-3008===&lt;br /&gt;
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====3000====   &lt;br /&gt;
:'''Creation of the Unified Dunland'''&lt;br /&gt;
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The unified kingdom of Dunland was established under Anuas Corwyn of the Wulf, assisted by the chieftains of the other clans: Donovan of the Stag and Hakuna of the Bear. Also instrumental was Mairin the Dove, Ard-Ceile of the Kiern Clan. Having been friends in childhood and as adults, this union was the natural course. Beforehand, Dunland had been filled with warring clans and a bloody history. The unification established the first known peace and allowed the people to prosper and align to defeat the greater enemy, the Forgoil.&lt;br /&gt;
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====3005====&lt;br /&gt;
:'''Ceann Hakuna becomes Ard-Righ'''&lt;br /&gt;
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After the disappearance of Anuas Corwyn, Hakuna Mac Mathain - the Ceann of the Bear clan - took control of Dunland as Anuas. After some time in power, he changed the title to Ard-Righ to gain more power. He reigned for some three years before he himself disappeared after his wife died, to wander in the Highlands of Caerdh.&lt;br /&gt;
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====3008====&lt;br /&gt;
::'''Robert Mac Mathain becomes Ard-Righ'''&lt;br /&gt;
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After Hakuna Mac Mathain left his position as Ard-Righ, and left for Caerdh, the Fian-Cadvirdoc Robert Mac Mathain immediately assumed the role of Ceann de Bear. The next few months saw a Dunland without an Ard-Righ, for the first time since its unification, but that would not last long. The Stag clan was still small, and displaced from Dunland proper in Tharbad. The Ceann de Wulf, Freoborn, was newly instated himself as well. Thus, through tradition, it only seemed natural for Robert Mac Mathain to take the role of Ard-Righ, and he did so. The man's reign was short as well, lasting little under a year, before he himself disappeared.&lt;br /&gt;
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::'''The Clans Vie for Power'''&lt;br /&gt;
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With Robert MacMathain gone there was once again a rift in power throughout Dunland. The newly appointed Fian-Cadvirdoc, Dominick the Younger, took advantage of the newly vacated seat of Ceann de Bear. He himself, within a short two months, proclaimed himself Ceann with little resistance. Dominick the Younger would not stop there, attempting to further promote the tradition of the Bear Ard-Righ line. However, another Ceann had visions of becoming the Ard-Righ. Freoborn, Ceann de Wulf, also sought support from the populace.&lt;br /&gt;
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===Dunland's History 3009-3011===&lt;br /&gt;
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====3009====	&lt;br /&gt;
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:'''Civil War: The Younger War'''&lt;br /&gt;
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Tensions began to build as the two Ceanni attempted to create their power, which eventually brought on more than simple harsh words or looks. For the first time since the unification of Dunland a Clan feud took place. It started simply, rumoured to be a simple drunken fight, which progressed into weaponry being used to settle the issue. Civil war broke out in Dunland, Wulf and Bear pitting themselves against one another, while Stag remained neutral.&lt;br /&gt;
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:'''The Battle of Redvyrne Keep'''&lt;br /&gt;
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Almost immediately organized warfare began. Two forces met near the border of Caerdh and Redvyrne, the Bear led by Dominick the Younger, and Wulf led by Freoborn. The respective Ceanni marched across the field and entered into a long parlay - many thought the pair would end this peacefully. They were sadly mistaken. Each Ceann returned to their respective warriors and signaled an assault on the other. The battle was short-lived, the Bear warriors driving Wulf back into retreat quickly. As the day dragged on, Wulf was forced to take refuge in the ancient Redvyrne Keep. Elsewhere, there were smaller skirmishes for the next few days, but Freoborn himself called an end to the conflict by surrendering on February 12, 3009.&lt;br /&gt;
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:'''Dominick the Younger becomes Ard-Righ'''&lt;br /&gt;
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In the aftermath of the Younger War there was once again an Ard-Righ. Dominick, at the age of 22, and with no further resistance, took the most coveted position in Dunland. The other Ceanni agreed that Dominick would lead the Dunlendings, and that all Clans would bow their head to his rule. Feelings die hard however, even those that have not been fueled for a long period of time. During the entirety of Dominick the Younger's rule there were hostilities between Bear and Wulf, though the new-found power of the Ard-Righ seemed to stay any bloodshed. Under a tradition that the Dunlendings could not break, Dominick would only serve as Ard-Righ for a short period of time, just over four months. Some say he went mad, claiming to actually be Kiern, while others contend there were more devious actions against the High-King. Whichever the reason, Dominick left Kierkgard Dun, heading into the wilderness without word.&lt;br /&gt;
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:'''Dunland's First Arcidelle'''&lt;br /&gt;
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After the Younger War people looked to something else, something more than politics, something divine. Kiern become the focus of attention, not Ceanni or Fianna bickering for power. The Ceoltoiri gained much support during the months after the civil war, and with support came those that choose to lead the life of a priest. Near mid-March, the Ard-Righ proclaimed to have a vision, one that was sent from Kiern himself. The vision stated that the Dunlending god intended to take a bride, the Arcidelle would be shown to all his people. On March 18 of the year 3009 the priesthood proclaimed the first Arcidelle. Larynn was her name, given the title 'The Dove' because of her purity and devoted strength. She soon became a symbol for peace between the clans, and helped dampen the feelings of aggression still left by the Younger War.&lt;br /&gt;
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:'''The Plague of the Bear'''&lt;br /&gt;
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The summer months of 3009 brought much sorrow to the Dunlending people. The Ard-Righ, Dominick, fled from Dunland proper sometime during the end of May, leaving Dunland without a ruler once again. The Ceanni had little time to ascend to the newly vacated throne, as within a few weeks time a great sickness fell over the land. Many Dunlendings died from June until late September when the plague died with its originator. Rumour had it that the sickness had come somewhere from the north, and was carried by a great animal. The animal was given a shape, that shape was of a bear. The Fian-Cadvirdoc Asher, of the Stag Clan, was given the task to hunt down the beast and destroy it. Leading a small company of trackers, warriors, and even priests, Asher made his way north. The party was gone for two months, and by the time they returned the plague had faded from existence. Fian-Cadvirdoc Asher was proclaimed a hero and his return caused much joy throughout the wounded Dunlending people.&lt;br /&gt;
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:'''Rohan's Defeat: Emergence of the Lord-Hunter'''&lt;br /&gt;
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To the south, Rohan stirred. After a series of failed Dunlending raids, Rohan counterattacked by attempting to send several Rohirrim disguised into Dunland proper in order to cause uprisings and sedition amongst the populous. Their attempts were disastrous. Seeing this, the Rohirrim began to remove its spies, but they were too late. Dunlendings began finding these spies and destroying them, in fact, it is rumoured that some were unfairly accused. When Rohan attempted to move into the Gap of Rohan to assist the fleeing Rohirrim spies, they suffered another loss at the hands of Dunland. This time it was in combat. A Dunlending force led by a man simply known as Tet'Nak rode down the fleeing Rohirrim and defeated them on the field of battle. Rohan's loss was significant as several of their war captains were killed. In Dunland, this resulted in Tet'Nak receiving much praise, and soon after he became known as the Lord-Hunter.&lt;br /&gt;
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:'''Clan Stag: Asher becomes Ceann'''&lt;br /&gt;
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By year's end the leadership of Dunland was faltering even further. Not only was there no Ard-Righ, but the place of Bear Ceann was vacant as well. The leadership structure was about to change once more. Donovan, Ceann de Stag, proclaimed his departure from his long held seat. The Stag Clan was growing in power, its ties to the past and its previous minor role in Dunlending society forgotten. The renowned hero Asher, former Fian-Cadvirdoc under Donovan, took control in his stead. When the year ended, Donovan and his wife, Searonett, had long vanished to live in secrecy. Asher was Ceann, and clan Stag had made a name for itself as a force to be dealt with.&lt;br /&gt;
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====3010====&lt;br /&gt;
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:'''Rebellion of the Arrow'''&lt;br /&gt;
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The change of the year brought new proclamations from Dunland's spiritual leader, Arcidelle Larynn. With no Ard-Righ, Larynn had control of the newly formed nation. This was protested by many, not trusting any other besides Ard-Righ or Ceanni to lead, and the peasant folk began to revolt. Secretly small groups began to band together, and soon consolidated their forces to protest this new rule. Bloody battles began to occur, Dunlendings dying, both rebels and legitimate forces. The end was marked with the Battle of Forthunn. Two nobles destroyed the last remaining rebels, Argyle MacDuff and Draig MacWulf Mor, from Stag and Wulf clans respectively. All was not well, however, as in Kierkgard Dun the Arcidelle was found murdered. Alongside her dead body was the noted leader of the rebellion Wulfhere, whom seemed to have fallen to a self-inflicted wound.&lt;br /&gt;
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:'''Beware the Iron Gates!'''&lt;br /&gt;
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Dunland's recent past, rebellion, disease, and lack of leadership could have all attributed to it. The Thieves Quarter, as it was called, had been in Kierkgard Dun for decades, but it was considered only a place where the poor and rabble of society made their home. Surely, never had it been considered a 'force'. Yet, around this time, it became just that. It began to rain terror upon the populace of Kierkgard Dun, and Dunland. This shown by the assassination of Ceann Asher's trusted Fian, Wallace. A man of ill temper, and questionable practices, he was killed along the roadside leading to Kierkgard Dun. A letter, attached with a dagger to the man's chest, read, 'Beware the Iron Gates.' There began the legend and rumour of the darkest place within all of Dunland.&lt;br /&gt;
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====3011====	&lt;br /&gt;
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:'''The Witch-Hunt'''&lt;br /&gt;
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The rise of the Thieves Quarter brought many Dunlendings to new heights of suspicion. Foreigners and other outcasts were treated harshly at this time, and many were falsely accused. One such figure was called Caermin, self-proclaimed Dunlending, living under the confines of Isengard. Many did not receive him kindly, but others accepted the man. It did not take long for the man to raise the ire of the person known as Tet'Nak, however. It was rumoured that there was a bounty placed upon Caermin's head, as Tet'Nak was known as a man of low morals, but vested interest in Dunland's future. Over the early months of 3011, Tet'Nak sought out Caermin, and on February 8th Caermin was beheaded by the bounty hunter. The Lord-Hunter, Tet'Nak, returned to Dunland. Upon his arrival, he was given a hero's welcome by his Clan, Clan Stag, and particularly Fian Giric dan Marsanta, an up and coming noble under Ceann Asher.&lt;br /&gt;
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:'''Isengard's Alliance'''&lt;br /&gt;
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Rohan, in the south, became active again. Patrolling the Gap of Rohan often, the Dunlendings sought to destroy the Rohan incursion into the disputed territory. The Dunlendings, seriously outmatched in training and armaments, lost several decisive battles. The time came for an alliance however, one with neighbouring Isengard, which was populated by many people of Dunlending stock. This alliance was procured by an unlikely person - the gravedigger of Kierkgard Dun, a man known as Vardaen, brought metal weapons and armour for the Dunlendings to use. This led to the Dunlendings being able to push the patrols back into Rohan, and the previously outmatched Dunlendings subsequently won several other battles.&lt;br /&gt;
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===Dunland's History 3011-3022===&lt;br /&gt;
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:'''A Time of Change'''&lt;br /&gt;
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Following the Younger War many felt Dunland would return to the relative peace it had known since the unification. A High King now sat upon the throne, and leadership seemed stable throughout the clans. Yet in less than a year every major leader in Dunland would be replaced.&lt;br /&gt;
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First to be replaced was Freoborn of the Wulf. Never able to recover from the shame of his defeat at the hands of Dominick, the Wulf Chieftain went into self-imposed exile. His replacement was a hunter named Praxis. The news of Freoborn's disappearance was still fresh on everyone's mind when another leader vacated his position. Dominick the Younger felt constrained by the position of High King and longed for the days of his youth in Caerdh; amidst rumors of madness the High King departed Kierkgard late one evening and was never seen again. Robert Mathain would claim the position of Bear Chieftain in Dominick's absence, but first the throne would remain empty for almost a year.&lt;br /&gt;
Stag Chieftain Asher Solace chose to step down as Chieftain and dedicate his life to the priesthood. A young smith named Giric Marasanta replaced him as leader of the Stag.&lt;br /&gt;
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:'''Kierkgard Under Siege'''&lt;br /&gt;
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As the new Chieftains were settling into their positions, tragedy struck. While Praxis and Robert Mathain discussed ways to heal the hurts caused by the Younger War, a force of Orcs descended upon Caerdh. The sheer number of the horde was beyond anything in recent history, and after tearing through Caerdh the Orcs set siege to the Holy City itself, trapping the Wulf and Bear inside. Giric and the Stag militia, accompanied by a large band of dwarven warriors, eventually relieved the siege. The orcs, caught between the forces of Wulf, Bear, Stag and Dwarf, were dealt with without mercy. &lt;br /&gt;
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:'''Madness and Heresy'''&lt;br /&gt;
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The throne of Dunland remained empty, but many saw a new High King in Giric. Giric had no desire for the throne, but the pressure from the clans was great and he agreed to take the position after much persuasion. The Fall Festival was set as the date of his coronation. However, at the festival a figure believed to be Kiern himself descended upon Dunland and named an unknown Bear, Sivern Cambuel, as High King. Giric was the first to pledge support to the new King.&lt;br /&gt;
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After Sivern's coronation a rise of heretics in Laeg would keep the Stag busy for sometime. The fighting would eventually result in the destruction of the Stag stronghold of Fort MacDuff and the death of several nobles. When the fighting finally ended, Giric had learned the name of the heretic leader, a Stag noble named Tet'Nak. Giric confronted Tet'Nak outside the walls of Kierkgard Dun, and through treachery Tet'Nak managed to slay the Stag Chieftain. The Stag responded immediately. Giric's replacement, Aphron Shamrick, exiled Tet'Nak from the Stag and pt a price upon his head. Tet'Nak sought and received protection from Praxis and the Wulf. &lt;br /&gt;
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Angry over the Wulf harboring Tet'Nak, war was declared between Stag and Wulf. Only the intervention of the Bear kept the two clans from destroying each other. Robert Mathain was named as the man to investigate the claims of heresy and murder levied against Tet'Nak. In his investigation he learned a darker truth, that the High King Sivern had gone completely mad. The Champion Nireryn had hid the King away and ruled in Sivern's name. Rather than face the punishment for these crimes, Nireryn took his own life.&lt;br /&gt;
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With Nireryn dead and Sivern's madness revealed, Robert Mathain once again took up the position of High King. His proved to be a short reign, however. Finding Tet'Nak innocent of the charges of murder and heresy, Mathain named Tet'Nak Champion of Dunland - yet Giric was a folk hero, and Dunland would not let his killer go unpunished. Incited by Aphron, the people of Kierkgard rose up against Tet'Nak and Mathain. The resulting riots would see Kierkgard destroyed, Tet'Nak dead and Mathain forever gone from Dunland. &lt;br /&gt;
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:'''New King and Priestess'''&lt;br /&gt;
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Jearak Baerknaught was to take Robert Mathain's place as Bear Chieftain. In a bold move, Aphron and a female Wulf Noble named Kaile stormed Kierkgard Dun, removing any they believed loyal to Mathain or Tet'Nak. Afterwards the two claimed the titles of High King and High Priestess.&lt;br /&gt;
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===Dunland's History 3023-3026===&lt;br /&gt;
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====3023====	&lt;br /&gt;
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:'''Spring'''&lt;br /&gt;
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A coalition of the clans led by Vardaen (the Boar leader and servant of Saruman, recently proclaimed Kiern's Champion by the Ard-Ceile Kaile) confronted the Ard-Righ Arphon, who was found to have been embezzling Temple gold. After Arphon's death Vardaen claimed the empty throne, an unpopular move. After an attack on Vardaen, the Ard-Ceile called for a council of Ceanni. Vardaen's claim to the throne was not supported by any of the clans, and in the end the position of Ard-Righ was left vacant until a more acceptable claimant could be found.&lt;br /&gt;
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:'''Summer'''&lt;br /&gt;
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Bandits raided the town of Forthunn, leaving destruction in their wake. The Stag Ceann Racilion and the Bear Ceann Diarmait marched north with their forces towards Tharbad, along with a contingent from Wulf. The bandits were eventually driven from Tharbad by a combined force from all three clans. Yet the victory was a bitter one, for only days later the Bear Ceann Diarmait was assassinated by one of his own Laochi; the Stag Ceann Racilion also suffered injury. Even with the threat from Tharbad was removed, the roads were not safe, for on several occasions those that some call goblin and others orc harried travellers on the road.&lt;br /&gt;
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:'''Autumn'''&lt;br /&gt;
&lt;br /&gt;
The Wulf Fian Searlas, whose father was from Bear and mother from Wulf, proclaimed himself Ceann de Bear. The powerful Macmathain family opposed him, and for several months there was civil war in Caerdh. Eventually Searlas was victorious. At this time also the Champion Vardaen's loyal men left Dunland, heading east to some unknown destination.&lt;br /&gt;
&lt;br /&gt;
====3024====&lt;br /&gt;
&lt;br /&gt;
:'''Spring'''&lt;br /&gt;
&lt;br /&gt;
The Stag Ceann Racilion died early in the year of a festering wound - an event all the more tragic for the fact that the wound was self-inflicted, an accident with his knife they say. The Fian Traek became Ceann de Stag in his stead. A series of Orcish raids in Caerdh forced the squabbling clans to rally. After a couple of months of skirmishing the Morians were driven back; the Stag returned to Forthunn, while the Bear and Wulf withdrew southwards as a single unit, through Caerdh. An incident between the Wulf Coyrlagh Rhyessa and the Bear Laoch Anatha, during which the man was injured in a rather sensitive place, led to rising tension between Bear and Wulf, but this tension stopped short of civil war, when it became apparent that Anatha was clearly deranged. The Bear Laoch was later killed by the Wulf hunter, Landrus, in self-defense.&lt;br /&gt;
&lt;br /&gt;
:'''Summer'''&lt;br /&gt;
&lt;br /&gt;
Summer saw much rebuilding in Kierkgard: the Bear Fian Kedrik announced his intent to build a new tavern in the city, to replace the Leaping Stag which had burned down two years previous, and soon afterwards word went about that the Bear were building a new keep within Kierkgard - the priesthood having repealed their ban on clan keeps within the Holy City. Some months later, the other clans followed suit.&lt;br /&gt;
&lt;br /&gt;
:'''Autumn'''&lt;br /&gt;
&lt;br /&gt;
The Ard-Ceile Kaile returned after a mysterious absence, but almost immediately seemed to go into seclusion in the Temple. Another newcomer to Dunland at this time was the mercenary Racollum, brother of the Bear Fian Kedrik. The Stag Chief Traek began to move his troops to his borders between the Bear clan, pressuring the Bear Chief Searlas with threats of invasion.&lt;br /&gt;
&lt;br /&gt;
:'''Winter'''&lt;br /&gt;
&lt;br /&gt;
Near to year's end, the Bear Ceann Searlas arranged a meeting of the Ceanni and called upon the clans to elect him as Ard-Righ. He had the backing of the Wulf Coyrlagh Rhyessa, acting head of her clan in her Ceann's absence, and of the church. Stag alone dissented, with the Stag Ceann Traek storming from the hall after Searlas threatened to attack the relatively unprotected Stag town of Forthunn if Traek did not withdraw his troops from the Caerdh border. When a contingent of Dierthairi (priesthood warriors) tried to stop him, Traek struck them down before fleeing Kierkgard. The Stag Fian Corran declared himself 'Protector of Forthunn' and Traek a madman, placed Forthunn under temporary martial law and returned to Kierkgard to form an alliance with Searlas. Four days later, Searlas was married to the Wulf healer Korrina and crowned as Ard-Righ in a single ceremony. As part of the process, Searlas chose to leave his old clan and passed the Bear Ceannship to Kedrik.&lt;br /&gt;
&lt;br /&gt;
====3025====&lt;br /&gt;
&lt;br /&gt;
:'''Spring'''&lt;br /&gt;
&lt;br /&gt;
The Maister Deirthair Asher proclaimed Traek a heretic, banished him from Kierkgard, and sent out a force to bring the fugitive to justice. Northward the trail led, to the ruined city of Tharbad. Yet when the combined forces of Asher and the Stag Fian Corran arrived, they found not only Traek but the Ard-Ceile Kaile. After heated discussion Kaile, revealed as bandit queen and proclaimed the 'False Dove' attacked Asher, who struck her down swiftly and coldly. Meanwhile the Stag contingent fought amongst themselves, and Traek and Corran met in single combat. Traek was defeated, yet allowed to live, stripped of his title. Later Traek and Asher met in Forthunn, and Traek agreed to come to Kierkgard to stand trial.&lt;br /&gt;
&lt;br /&gt;
In Kierkgard, the Bear Ceann Kedrik challenged Searlas and the two fought. Both were badly wounded, Kedrik's leg shattered and Searlas with a broken collarbone. Kedrik was the victor, but pledged his loyalty to Searlas. Yet only a fortnight later, Searlas was dead, apparently of his wounds.&lt;br /&gt;
&lt;br /&gt;
A series of murders took place that shocked Kierkgard. The victims were all tavern wenches or women known to trade their favours, the murderer marking his prey with a five-pointed star. The clans imposed curfews on their womanfolk, but to little avail. Only when the Wulf Coyrlagh Rhyessa herself was attacked and badly beaten, yet managed to drive off her assailant, did the identity of the killer become known. When the murderer returned to finish off his victim he was revealed as a rogue Bear Fian, Rourshach. The villain was captured and later executed - some say with Corran's own dagger, symbolic revenge, as Corran's own love Illyra was among the women killed.&lt;br /&gt;
&lt;br /&gt;
At last Traek the Heretic was brought to trial. However, proceedings were interrupted by the Bear Ceann Kedrik, who accused the priesthood of corruption and demanded that it be purified of Kaile's influences, calling on his brother Racollum and a contingent of Laochi as backup. After a heated discussion, mired by threats and counterthreats, the Maistir Caidith Bran gave into the demands, agreeing that the absent Asher would cleanse the temple of past sins and order a new trial. Until such time, Traek was to be held at the Hall of Ceanni, guarded by members of each clan: Stag, Wulf, Bear and Kiern.&lt;br /&gt;
&lt;br /&gt;
This period also saw two new Ceanns rise to power: Corran proclaimed himself Ceann de Stag, while Kedrik relinquished the Bear Ceannship to his brother Racollum, citing his injured leg as the reason. Racollum forced the Bear Fianna to support him, executing two dissenters, and brought in mercenaries from the north to bolster Caerdh's Laochi; he also ordered the building of several outposts along the edge of the Misty Mountains.&lt;br /&gt;
&lt;br /&gt;
More sinister, though none yet realized it, was the beginning of the cult of the Hill Father, at its head the enigmatic Wulf hunter turned preacher Terren. He denounced Kierkgard for its wickedness, and called on the people to repent.&lt;br /&gt;
&lt;br /&gt;
:'''Summer'''&lt;br /&gt;
&lt;br /&gt;
The Hill Father cult continued to grow, spreading their message that all are equal in the Father's sight, and those who stand between the people and their Father should be punished. An initial flare-up between Path Brotherhood, as the cultists became known, and Priesthood left the Hall of the Ceanni in ashes and the ex-Stag Ceann Traek, still held prisoner there after all these months, vanished.&lt;br /&gt;
&lt;br /&gt;
In yet another surprise shift of power, Racollum handed the Bear Ceannship back to Kedrik, though remaining as Fian-Cadviroc (General). Only a few months later, Racollum was killed by the leader of the Path Brothers, Terren, after an argument.&lt;br /&gt;
&lt;br /&gt;
The Wulf, meanwhile, spent the summer skirmishing against the Rohirrim. In one of these skirmishes several Dunlendings were taken prisoner by the Forgoil, though Dunland's valiant fighters seized some hostages in return. Eventually there was an exchange of prisoners, and the captive Dunlendings, who included the Ard-Righ's widow Korrina, were released.&lt;br /&gt;
&lt;br /&gt;
:'''Autumn/Winter'''&lt;br /&gt;
&lt;br /&gt;
The annual autumn festival highlighted the conflict between old and new. By week's end the clashes between Priesthood and Path Brothers turned to violence. A mob seethed forward to burn the Temple, and many of the priests perished within it; the conflagration raged out of control and destroyed the whole city of Kierkgard.&lt;br /&gt;
&lt;br /&gt;
====3026====&lt;br /&gt;
&lt;br /&gt;
:'''Spring'''&lt;br /&gt;
&lt;br /&gt;
A sudden increase in Orcish raids along Dunland's borders led to a plea for help from the beleaguered Hawk clan. Forces from all the clans have mustered at Mathain Keep to attack the hated intruders, and eventually the Orcs were driven back, but at great cost. The Chieftain of Stag Corran, General of Crebain Seigmund and young leader of the Watch Raconal were among those slain. Dunland's misfortune continued, for a fatal sickness began to spread amongst the wounded, the fever known as the Grinning Death. Whether it was some devilry of the Orcs, or a sign of Kiern's wrath none knew, but as the clans' warriors returned to their keeps, the sickness spread to all parts of Dunland save Redvyrne (the Chieftain of Wulf had closed his borders). Mathain Keep was one of the worst hit places. Eventually the plague burned itself out, while the healers found new ways to treat the symptoms and increase victims' chances of survival.&lt;br /&gt;
&lt;br /&gt;
:'''Summer'''&lt;br /&gt;
&lt;br /&gt;
Both Bear and Stag chose new leaders. In Caerdh, noble Banedil Alden publicly proclaimed himself Chieftain of Bear - but the smith Stilicon later challenged the claim. A regent was appointed until the two men could vie for the Chieftainship in unarmed combat. In the end, the fight was won by Stilicon but he chose to declare Banedil the new Chieftain. In Laeg, events were rather less dramatic: Broc Ironcrow was selected by the Stag nobles as their new Chieftain, in a 35 to 32 victory over the other candidate, Corriana Greggor. The line of Crebain chief Raub Ceallach was assured when his lady, the Wulf healer Korrina, gave birth to twins.&lt;br /&gt;
&lt;br /&gt;
:'''Autumn'''&lt;br /&gt;
&lt;br /&gt;
Trouble started brewing in central Dunland when the mason Barseg, acting on behalf of Iolair Keep, made a public speech in Kierkgard hinting that the Great Clans had abandoned the place and offering to rebuild elsewhere for those who gave their support to Iolair. Naturally this brought the wrath of Stag and Wulf (though oddly not Bear) down on his head. Iolair found itself beseiged, with Stag roadblocks to the north and a Wulf encampment to the south; after a couple of weeks an agreement with the Stag was reached. However the Wulf encampment remained and later, after Iolair's chief troublemaker had placed himself in their hands, the Wulf annexed the Keep for their own, setting the smith Sigmar Wallace up as 'Regent Lord of Iolair'. Attacks on the Bear smith Stilicon and the Wulf advisor Rhyessa were rumoured to be linked, and the matter was investigated by their respective clans, though the attacker's identity never came to light. Another Orcish incursion in the north was repelled, this time by the Guardians, a religious sect. The autumn festival provided a welcome respite from the growing tension, with the bardic circle being of especial note.&lt;br /&gt;
&lt;br /&gt;
:'''Winter'''&lt;br /&gt;
&lt;br /&gt;
At the end of November the annual Council of Clans was held, with the Iolair issue once again provoking dissent - the Stag Chieftain stormed out, while general mistrust between Bear and Wulf prevented any agreement being reached. At this point the Stag Chieftain, Broc Ironcrow, applied his own rather brutal solution to the Iolair problem, marching on the place with 500 men bearing torches and tar-barrels. By night's end Sigmar Wallace was dead and Iolair's east range in flames. After a couple of tense weeks, the Stag withdrew to Laeg and by month's end it seemed that they and Wulf had reached some agreement. A much happier occasion was the marriage of Bear Chieftain Banedil Alden-Guyger to Corona, formerly of the Wulf. The ceremony was a quiet one, performed by their friend the Stag bard Elrabin.&lt;br /&gt;
&lt;br /&gt;
===Dunland's History 3027-3030===&lt;br /&gt;
&lt;br /&gt;
====3027====&lt;br /&gt;
&lt;br /&gt;
:'''Spring'''&lt;br /&gt;
&lt;br /&gt;
The year started quietly, with no sign of hostilities between Stag and Wulf. As the weather warmed up, Wulf resumed rebuilding of the quarter within Kierkgard that they considered theirs. The former master mason of Iolair, Barseg, was quietly released from Wulf custody in mid-February. At the end of March the Guardians, a religious sect headed by the ex-Stag Cortheon Jarrett, declared themselves 'the law' in Kierkgard - this statement met with no protest. The early months of 3027 also saw an unusual number of foreigners in Dunland, the most notable being the Gondorian woman Aearwen who eventually joined the Hawk as a healer.&lt;br /&gt;
&lt;br /&gt;
Rumour had it that during the rebuilding of Kierkgard Wulf's ring, a silver ring said to bring its owner luck, had been found. Was this the ring that the young thief Cecilia tried and failed to sell in the market? The one that the Bear Chieftain's wife Corona lost in Creatrach? The one that by a set of mysterious and rather convoluted circumstances found its way for a second time into the hands of the Wulf bard Aylean, and was returned by her to the Wulf advisor Rhyessa for safekeeping? Perhaps.&lt;br /&gt;
&lt;br /&gt;
A chance meeting in Forthunn between the Hawk leader I'racil and the Stag Chieftain Broc yielded some surprising results - the Hawk clan, heretofore a subclan of Bear, would now join the Stag, and I'racil was gifted with the title of 'Noble of Stag', while Broc in turn became a 'Noble of Hawk'. This news was ill-received by the Bear, who began mustering their army despite rumours of unrest within Caerdh.&lt;br /&gt;
&lt;br /&gt;
Early on a mid-June morning, the Stag Chieftain Broc Ironcrow was found dead in a pool of his own blood - his throat had apparently been slit while he slept. There was no indication of the perpetrator, for many folk had been in Forthunn at the time: the Hawk caravan that included I'racil, Aearwen, the Wulf bard Aylean and until recently the clanless mason Barseg; the Bear Chieftain and his wife, who had made a precipitous departure on the very night of the murder; some even whisper that the Wulf Chieftain had been seen moving north ...&lt;br /&gt;
&lt;br /&gt;
:'''Summer'''&lt;br /&gt;
&lt;br /&gt;
:''Battle of the Pass''&lt;br /&gt;
&lt;br /&gt;
The bloodshed that seemed inevitable after Hawk's switch of allegiance finally occurred - the Hawk caravan returning to Mathain Keep found their way blocked by Stag and Bear armies at a standoff. The impasse was broken when a single arrow flew from the darkness to embed itself in a Hawk warrior's throat, and a bloody battle ensued. The carnage came to an end when one man, the Stag bard Elrabin, dared to step between the blades of I'racil and Banedil and push them aside, and begged his old friends to cease their hostilities. Eventually it was agreed that the two sides would meet on neutral ground to discuss terms of peace.&lt;br /&gt;
&lt;br /&gt;
:''The Path of Blood''&lt;br /&gt;
&lt;br /&gt;
High summer saw the arrival of a band of strangers in Dunland, led by the exiled preacher Terren. His message, to turn blades and faces southward on a Path of Blood, a long-promised war of revenge against the forgoil to reclaim the Stolen Lands from the Riders, captured the hearts of many including the Bear Chieftain Banedil and acting Stag leader Cortheon. They, together with the Hawk leader I'racil and many common Dunlending men and women, marched south under Terren's banner, after arranging for a mixed force of Bear, Stag and Hawk to fortify Mathain against any possible attacks. The army halted briefly at Iolair Keep, and obtained the consent of the Wulf Chieftain Praxis to march through his lands - after this many Wulf also joined the cause.&lt;br /&gt;
&lt;br /&gt;
At the end of August the followers of the Path had their first confrontation on Forgoil soil, when a band of Forgoil archers harried the Dunlendings as they marched. Many Forgoil arrows found their mark, yet in the end the stubborn determination of Terren, who marched on despite an arrow in his leg, and the perseverance of the Wulf hunter Devlan, whom Terren christened 'True-Eye' after he had struck the Forgoil leader with three successive shots, foiled alas by the man's mailcoat, won through. The Dunlendings pushed on into Rohan following the Path that Terren had now watered with his own blood. Several weeks of raiding ensued - farms burned, men and women killed or injured on both sides - but after Terren and his companions obtained horses and rode east alone, leaving no word for the rest of the army, the Dunlendings' impetus failed. The Chieftains and their followers withdrew, taking with them livestock, goods and even a few Forgoil captives, whose fate must surely have been a harsh one.&lt;br /&gt;
&lt;br /&gt;
:'''Autumn'''&lt;br /&gt;
&lt;br /&gt;
A group of Beorning travellers passed through Dunland, and discovered that their welcome was less than warm - for many of them were blonde. Indeed the Stag hunter Karsten kidnapped one of the Beorning women, claiming he'd traded for her. Fortunately the difficulties were smoothed out, the captive returned to her people, Beorning honey traded and the Beornings hurried southwards beyond Dunland's borders.&lt;br /&gt;
&lt;br /&gt;
====3028====&lt;br /&gt;
&lt;br /&gt;
:'''Winter'''&lt;br /&gt;
&lt;br /&gt;
Despite the onset of winter, a number of Dunlendings (among them the Chieftain of Wulf!) chose to head up to Bree to trade. For some the trade was more successful than others - cloth and furs were sold easily enough, but those trying to persuade the Breefolk to buy weapons had rather more difficulty. The Dunlendings spent a couple of months in Bree, precipitating several minor incidents but no major ones, before returning to their homeland.&lt;br /&gt;
&lt;br /&gt;
:'''Spring'''&lt;br /&gt;
&lt;br /&gt;
With the Stag clan still leaderless, two from opposing factions chose to make bids: the Guardian's Herald Cortheon Jarrett and the noble Corriana Greggor. The two engaged in a public debate that ended in deadlock, the end result being that neither claimant took the position of Chieftain.&lt;br /&gt;
&lt;br /&gt;
:'''Spring/Summer'''&lt;br /&gt;
&lt;br /&gt;
This year saw the onset of two further building projects overseen by the mason Barseg - a monument commissioned by Wulf to replace the temple, and a lodging-house built by the Bear clan. The site of the latter at the Gate of the old Temple raised a few eyebrows, but the building was completed without any opposition. Work on the Wulf project halted briefly when discovery of some old bones and several unlucky incidents prompted fears of a curse, but over time these fears calmed and work restarted ... perhaps Kiern did indeed answer the workers' prayers?&lt;br /&gt;
&lt;br /&gt;
:'''Summer'''&lt;br /&gt;
&lt;br /&gt;
Early summer saw folk from all clans gathering in Crebain Keep, with the hope of assailing the Forgoil. Alas that was not to be ... the Crebain leader Korrina was reluctant to start war, and the lack of action caused the more hot-headed to seek other targets. Some injudicious name-calling saw the Bear smith Stilicon banned from the Keep; the rest of his clan withdrew soon after.&lt;br /&gt;
&lt;br /&gt;
In high summer, Crebain saw its first stranger - a tall, dark-haired man or seeming man, radiant of features and uncannily fair. Some believed the stranger to be Kiern incarnate; others feared that he was a demon and favoured welcoming him with the sword; however in the end wisdom prevailed and he was allowed to pass. Was this the same stranger seen later with a companion and attacked by Stilicon and his sister Thelia? The same stranger that caused the Stag hunter Karsten to collapse with a mere glance? Perhaps.&lt;br /&gt;
&lt;br /&gt;
In September a new threat assailed Crebain lands - Orcs. The creatures first made their presence known when they attacked a scouting party: the newly-promoted Crebain Marshall Devlan was taken captive and none of the rest of the party escaped uninjured. Devlan was later rescued by a group led by the Wulf bard Aylean and the Guardian Cortheon, and weeks of skirmishing followed before the Orcs eventually left, a couple of minor defeats perhaps prompting them to seek easier prey elsewhere. In the Forgoil lands, those of Dunland sincerely hope ...&lt;br /&gt;
&lt;br /&gt;
:'''Autumn'''&lt;br /&gt;
&lt;br /&gt;
While the Wulf were engaged in fighting Orcs in the south, a raid on Redvyrne farms took place. The raiders were never named, but it was no secret in Creatrach that just after the raids the Bear smith Stilicon was temporarily keeping sheep in his smithy, while the mercenary Marja had a quantity of grain to sell.&lt;br /&gt;
&lt;br /&gt;
Perhaps this may have contributed to the tension at the Council of Clans. The meeting started well, but things began to deteriorate when the Bear refused to acknowledge Wulf's ownership of Iolair, and the Council ended with Stag and Wulf forming a new alliance, leaving Bear both isolated and angered. By year's end Bear had closed its borders and recalled all clan members to Caerdh - fears of conflict were high.&lt;br /&gt;
&lt;br /&gt;
:'''Autumn'''&lt;br /&gt;
&lt;br /&gt;
A new Stag Chieftain was chosen by the clan at the Autumn festival - the merchant Phelan Usheen. He was backed by Cortheon Jarrett and was unanimously elected to the post, for the other contender Corriana Greggor was mysteriously absent. Phelan's first act as Chieftain was to leave Kierkgard to search for Corriana; clearly the absence of his rival concerned him.&lt;br /&gt;
&lt;br /&gt;
====3029====&lt;br /&gt;
&lt;br /&gt;
:'''Winter/Spring'''&lt;br /&gt;
&lt;br /&gt;
The reason for the disappearance of Corriana Greggor, the unsuccessful candidate for the Stag Chieftainship, was discovered - both the woman and her guards had been brutally murdered. The only evidence, rumour said, was a dagger hilted with red leather and stamped with the Bear mark. Not long after, Wulf horse-herders were also found murdered and their beasts stolen, and later there was a raid on a farm near the Old Village. Bear's leaders were informed, but denied any involvement in the killings, a claim seemingly accepted as truth by the other clans. Although all three clans sent parties to investigate the source of the raids and murders, no perpetrator was ever found.&lt;br /&gt;
&lt;br /&gt;
:'''Winter/Spring'''&lt;br /&gt;
&lt;br /&gt;
After the controversial Council of Clans in 3028, Bear shut its borders to all outsiders, save for official messengers under escort. The Bear militia was raised, and the winter spent in training men and patrolling the borders. Wulf too increased its patrols at the Caerdh border in response to the recent raids - some whisper that although Bear's border was officially closed, there was unofficial exchange of information between the two groups. Eventually Wulf-held Iolair was reopened to Bear travellers; soon afterwards the leaders of both clans came to an agreement regarding ownership of the Keep that satisfied both parties.&lt;br /&gt;
&lt;br /&gt;
Relations between Wulf and Stag, meanwhile, were far more pleasant, and representatives of the two clans negotiated various trade deals and agreements regarding manpower.&lt;br /&gt;
&lt;br /&gt;
:'''Spring'''&lt;br /&gt;
&lt;br /&gt;
Politics were set aside when news leaked that an Orcish army was marching on Mathain, the Hawk Keep. Stag mustered their army and the Chieftain Phelan himself fought alongside the renowned Watch commander Cortheon, Wulf sent troops under the leadership of the Marshall Devlan and the healer and Lady Crebain Korrina, and even Bear were represented - a contingent of militia led by the stonemason Barseg lent their aid to hold the borders. Several battles ensued, with Dunlendings winning some skirmishes, but losing others; eventually the Orc horde, foiled so they say by the smooth walls of Mathain, turned tail and fled. A few speculated that the filthy beasts might have started fighting amongst themselves - for most, it was enough that they were gone and life could return to normal.&lt;br /&gt;
&lt;br /&gt;
:'''Spring'''&lt;br /&gt;
&lt;br /&gt;
In a shock move the Stag Chieftain Phelan, fresh from his victory over the Orcs, made peace with his adversary Banedil in what was thought to be a very lucrative agreement for Bear. Mathain would be returned to Bear ownership, and with it the Hawk subclan, who would hold the Keep in trust for Bear as they had done in the past. Those Hawk who would prefer to continue as a subclan of Stag would be given lands of their own on the Caerdh-Laeg border and unimpeded access to Mathain at all times. Stag would continue to maintain their own garrison at Mathain to assist in repelling Orcs.&lt;br /&gt;
&lt;br /&gt;
:'''Summer'''&lt;br /&gt;
&lt;br /&gt;
Some wondered if Phelan's generous dealings with Banedil showed the man to be a little unhinged. Alas their fears were to be confirmed, for in high summer the Stag Chieftain disappeared - on a quest, so they say, for an Eagle, for several reliable witnesses had seen those mighty birds swooping down on Dunland's flocks. He was never seen again.&lt;br /&gt;
&lt;br /&gt;
The Stag Watch Commander Cortheon organized a group to go in search of their missing Chieftain, and spent some time scouring Dunland's northlands for clues. Eventually the searchers returned with news that they had found Phelan's body, a grievous blow to many in the clan. Phelan left behind his woman, Ajia, who was already heavy with child, and his brother Bryan, a quiet man best known for his smithwork. Summer/autumn: A final journey&lt;br /&gt;
&lt;br /&gt;
A trio of Hawk led by the long-absent Shaneon arrived at Mathain, bearing a body identified as that of I'racil, the former leader of the proud and primitive Hawk clan. While his own people mourned their loss, some among the Bear perhaps rejoiced in the death of a so-called `traitor'. However, the Hawk were given permission to bury the body of their fallen leader in their ancestral home if they so wished.&lt;br /&gt;
&lt;br /&gt;
:'''Summer/Autumn'''&lt;br /&gt;
&lt;br /&gt;
Banedil lost no time in securing Bear's claim on Mathain, sending first the smith Stilicon and his sister Thelia as envoys, then later the mason Barseg, who led a contingent of militia north and claimed the post of Bear's garrison commander. In an exercise reputedly designed to foster cooperation between the clans Barseg led a mixed group that included not only Bear, Stag and Hawk but also the Wulf Marshall Devlan northwards on a long-range patrol. The party returned with two members Orc-scathed, but brought back the news that they had found ruins, ruins that might have long-term potential ...&lt;br /&gt;
&lt;br /&gt;
:'''Autumn/winter'''&lt;br /&gt;
&lt;br /&gt;
Harvest-time came and went, and with so many Dunlendings north on various errands, Kierkgard was unwontedly quiet. However, when the absentees returned and a Clan Council was announced, local traders seized the opportunity for a full Festival - in honour of Midwinter. The festival was opened beneath Freca's proud effigy with the kindling of flame to be carried back to every hearth, and a fortnight of song and story, eating and drinking, contests and times of quiet reflection followed.&lt;br /&gt;
&lt;br /&gt;
====3030====&lt;br /&gt;
&lt;br /&gt;
Not yet written ...&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Category:Dunland&amp;diff=13083</id>
		<title>Category:Dunland</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Category:Dunland&amp;diff=13083"/>
				<updated>2018-10-26T14:38:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dunland]]&lt;br /&gt;
[[Image:Dunland_title.png|frame|center]]&lt;br /&gt;
[[Image:Dun_map6.jpg|thumb|400px|Dunland Map for Elendor ([http://elendorwiki.closetgamers.com/images/c/c4/Dun_map6.jpg Click to enlarge)]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Welcome to Dunland: the Home of the People of the Hill Lands==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''In the foothills of the western side of the Misty Mountains lived the remnants of the people that the Rohirrim later called the Dunlendings: a sullen folk, akin to the ancient inhabitants of the White Mountain valleys … hardy and bold … ''&amp;quot;&lt;br /&gt;
'''(Unfinished Tales, Part 3, chapter V)'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''Only in Dunland did Men of this race hold to their old speech and manners: a secret folk, unfriendly to the Dúnedain, hating the Rohirrim …''&amp;quot; &lt;br /&gt;
'''(Lord of the Rings, Appendix F)'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''… the wild men of the Dunland fells… Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the Young and made alliance with him … They are fierce folk when roused. They will not give way now for dusk or dawn …''&amp;quot;&lt;br /&gt;
'''(Lord of the Rings, Book 3, chapter 7) - J.R.R. Tolkien'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These pages are the official home of Elendor's Dunlending culture, a premier MUSH based on the works of J.R.R. Tolkien. Here you can read about our history, geography, culture and way of life.&lt;br /&gt;
&lt;br /&gt;
We are a small kingdom nestled between the Old South Road and the Misty Mountains. Our warriors hold our border against our mortal enemies, the Forgoil of Rohan, and continue fighting to regain the land that they stole. The goblins of Moria also pose a constant threat as we fight to drive back their continued raids along our borders. For those who seek a calmer life there is the chance of trade with Bree and the possibility of meeting one of the many strangers who wander through the Dunlending homelands, while the constant shifting alliances of our political structure provide numerous opportunities for intrigue and diplomacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''[[Dunland_History_Summary|History]]'''&lt;br /&gt;
* '''[[Dunland_Society|Society]]'''&lt;br /&gt;
* '''[[Dunland_Geography|Geography]]'''&lt;br /&gt;
* '''[[Dunland_Help_Files|Help Files]]'''&lt;br /&gt;
* '''[[Dunland_News_Archive|News Archive]]'''&lt;br /&gt;
* '''[[Dunland_Resources|Resources]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{attn|All pages Dunland should be listed here. If you do not see your page, please add &amp;lt;nowiki&amp;gt;[[Category:Dunland]]&amp;lt;/nowiki&amp;gt; to it. &amp;lt;br&amp;gt;(except character pages as those are in the Dunland Characters category)}}&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Category:Dunland&amp;diff=13082</id>
		<title>Category:Dunland</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Category:Dunland&amp;diff=13082"/>
				<updated>2018-10-26T14:31:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dunland]]&lt;br /&gt;
[[Image:Dunland_title.png|frame|center]]&lt;br /&gt;
[[Image:Dun_map6.jpg|thumb|400px|Dunland Map for Elendor ([http://elendorwiki.closetgamers.com/images/c/c4/Dun_map6.jpg Click to enlarge)]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Welcome to Dunland: the Home of the People of the Hill Lands==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''In the foothills of the western side of the Misty Mountains lived the remnants of the people that the Rohirrim later called the Dunlendings: a sullen folk, akin to the ancient inhabitants of the White Mountain valleys … hardy and bold … ''&amp;quot;&lt;br /&gt;
'''(Unfinished Tales, Part 3, chapter V)'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''Only in Dunland did Men of this race hold to their old speech and manners: a secret folk, unfriendly to the Dúnedain, hating the Rohirrim …''&amp;quot; &lt;br /&gt;
'''(Lord of the Rings, Appendix F)'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''… the wild men of the Dunland fells… Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the Young and made alliance with him … They are fierce folk when roused. They will not give way now for dusk or dawn …''&amp;quot;&lt;br /&gt;
'''(Lord of the Rings, Book 3, chapter 7) - J.R.R. Tolkien'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These pages are the official home of Elendor's Dunlending culture, a premier MUSH based on the works of J.R.R. Tolkien. Here you can read about our history, geography, culture and way of life.&lt;br /&gt;
&lt;br /&gt;
We are a small kingdom nestled between the Old South Road and the Misty Mountains. Our warriors hold our border against our mortal enemies, the Forgoil of Rohan, and continue fighting to regain the land that they stole. The goblins of Moria also pose a constant threat as we fight to drive back their continued raids along our borders. For those who seek a calmer life there is the chance of trade with Bree and the possibility of meeting one of the many strangers who wander through the Dunlending homelands, while the constant shifting alliances of our political structure provide numerous opportunities for intrigue and diplomacy.&lt;br /&gt;
&lt;br /&gt;
* '''[[Dunland_History_Summary|History]]'''&lt;br /&gt;
* '''[[Dunland_Society|Society]]'''&lt;br /&gt;
* '''[[Dunland_Geography|Geography]]'''&lt;br /&gt;
* '''[[Dunland_Help_Files|Help Files]]'''&lt;br /&gt;
* '''[[Dunland_News_Archive|News Archive]]'''&lt;br /&gt;
* '''[[Dunland_Resources|Resources]]'''&lt;br /&gt;
&lt;br /&gt;
{{attn|All pages Dunland should be listed here. If you do not see your page, please add &amp;lt;nowiki&amp;gt;[[Category:Dunland]]&amp;lt;/nowiki&amp;gt; to it. &amp;lt;br&amp;gt;(except character pages as those are in the Dunland Characters category)}}&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Category:Dunland&amp;diff=13081</id>
		<title>Category:Dunland</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Category:Dunland&amp;diff=13081"/>
				<updated>2018-10-26T13:56:39Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dunland]]&lt;br /&gt;
[[Image:Dunland_title.png|frame|center]]&lt;br /&gt;
[[Image:Dun_map6.jpg|thumb|400px|Dunland Map for Elendor ([http://elendorwiki.closetgamers.com/images/c/c4/Dun_map6.jpg Click to enlarge)]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Welcome to Dunland: the Home of the People of the Hill Lands==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''In the foothills of the western side of the Misty Mountains lived the remnants of the people that the Rohirrim later called the Dunlendings: a sullen folk, akin to the ancient inhabitants of the White Mountain valleys … hardy and bold … ''&amp;quot;&lt;br /&gt;
'''(Unfinished Tales, Part 3, chapter V)'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''Only in Dunland did Men of this race hold to their old speech and manners: a secret folk, unfriendly to the Dúnedain, hating the Rohirrim …''&amp;quot; &lt;br /&gt;
'''(Lord of the Rings, Appendix F)'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''… the wild men of the Dunland fells… Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the Young and made alliance with him … They are fierce folk when roused. They will not give way now for dusk or dawn …''&amp;quot;&lt;br /&gt;
'''(Lord of the Rings, Book 3, chapter 7) - J.R.R. Tolkien'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These pages are the official home of Elendor's Dunlending culture, a premier MUSH based on the works of J.R.R. Tolkien. Here you can read about our history, geography, culture and way of life.&lt;br /&gt;
&lt;br /&gt;
We are a small kingdom nestled between the Old South Road and the Misty Mountains. Our warriors hold our border against our mortal enemies, the Forgoil of Rohan, and continue fighting to regain the land that they stole. The goblins of Moria also pose a constant threat as we fight to drive back their continued raids along our borders. For those who seek a calmer life there is the chance of trade with Bree and the possibility of meeting one of the many strangers who wander through the Dunlending homelands, while the constant shifting alliances of our political structure provide numerous opportunities for intrigue and diplomacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{attn|All pages Dunland should be listed here. If you do not see your page, please add &amp;lt;nowiki&amp;gt;[[Category:Dunland]]&amp;lt;/nowiki&amp;gt; to it. &amp;lt;br&amp;gt;(except character pages as those are in the Dunland Characters category)}}&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=File:Dunland_Map.jpg&amp;diff=13080</id>
		<title>File:Dunland Map.jpg</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=File:Dunland_Map.jpg&amp;diff=13080"/>
				<updated>2018-10-26T13:53:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Category:Arnor&amp;diff=13079</id>
		<title>Category:Arnor</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Category:Arnor&amp;diff=13079"/>
				<updated>2018-10-25T22:42:57Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: Created page with &amp;quot;   center   ==Welcome to the Fallen Realm of Arnor: The Lost Northern Kingdom==   Under Construction  The ancestral seat of the High King of th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Map_of_Arnor.jpg|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Welcome to the Fallen Realm of Arnor: The Lost Northern Kingdom== &lt;br /&gt;
&lt;br /&gt;
Under Construction&lt;br /&gt;
&lt;br /&gt;
The ancestral seat of the High King of the Dunadan who once ruled over both the realms of Arnor and Gondor, the lands which once composed this lost Kingdom lie in ruin. Only the shattered remants of its people survive to carry on its legacy. These are the secretive Dunadan Rangers who travels the length and breadth of Eriador, keeping silent vigil over the peoples who still inhabit this part of Middle Earth.&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=File:Map_of_Arnor.jpg&amp;diff=13078</id>
		<title>File:Map of Arnor.jpg</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=File:Map_of_Arnor.jpg&amp;diff=13078"/>
				<updated>2018-10-25T22:18:15Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Category:Bree&amp;diff=13077</id>
		<title>Category:Bree</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Category:Bree&amp;diff=13077"/>
				<updated>2018-10-25T21:52:01Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: Created page with &amp;quot;Category:Breefolk {{BESTMenu}} right {{MainMenu}} Welcome to the BreeWiki! On the game, be sure to type '''+BREEINFO''' for additio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Breefolk]]&lt;br /&gt;
{{BESTMenu}}&lt;br /&gt;
[[Image:bree_shot.jpg|frameless|400px|right]]&lt;br /&gt;
{{MainMenu}}&lt;br /&gt;
Welcome to the BreeWiki! On the game, be sure to type '''+BREEINFO''' for additional information. Questions/Comments/Concerns can be directed via +MAIL to MINION-BB, or emailed to pyralisdawn@gmail.com.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please use the menu above to navigate pages related to the Breefolk culture!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
Be sure to always +BBSCAN to check for new posts on BEST-BB (OOC News) and BEST-RP (IC News). And +BREEMOTD for TP Info and events! An archive of past TPs and major IC events can be found Here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wiki Updates:'''&lt;br /&gt;
&lt;br /&gt;
Add your old (and new!) logs to the [http://elendor.info RP Logs] page!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Current TPs:'''&lt;br /&gt;
*What's this about a couple of strangers showing up in town, and buying the old pipeweed haunt in the North Market (The Treasure Hole) right out from under the poor old previous proprietor? What do foreigners know about pipeweed, anyway?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Current Events:'''&lt;br /&gt;
None right now, check back soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Useful Links ==&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Characters|Character Listing]]&lt;br /&gt;
*[[New Players|New Players Click Here!]]&lt;br /&gt;
*[[How to add a character page|How do I add a character page?]]&lt;br /&gt;
*[[:Template:CharacterBox|Quick Reference Box]]&lt;br /&gt;
*[[Logs|Bree RP Logs]]&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Category:Harad&amp;diff=13076</id>
		<title>Category:Harad</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Category:Harad&amp;diff=13076"/>
				<updated>2018-10-25T21:37:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The_Haradrim_Banner.gif |frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Map_of_Harad_v2.jpg|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Welcome to the Southern Realms: Umbar - The City of Corsairs, its Fiefdoms and the lands of the Tribes of the Haradrim== &lt;br /&gt;
&lt;br /&gt;
Under Construction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Harad: The lands south of the River Harnen. Except that Oliphaunts lived there, nothing much is said of the land, except for Umbar. Harad was most probably hot, and perhaps had deserts. Harad was divided into Near Harad and Far Harad. Politically, it was divided into the many kingdoms of the Haradrim...&lt;br /&gt;
-from The Complete Guide to Middle-Earth, by Robert Foster&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=File:Map_of_Harad_v2.jpg&amp;diff=13075</id>
		<title>File:Map of Harad v2.jpg</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=File:Map_of_Harad_v2.jpg&amp;diff=13075"/>
				<updated>2018-10-25T21:36:25Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=File:Map_of_Harad_Geography.jpg&amp;diff=13074</id>
		<title>File:Map of Harad Geography.jpg</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=File:Map_of_Harad_Geography.jpg&amp;diff=13074"/>
				<updated>2018-10-25T21:24:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=File:The_Haradrim_Banner.gif&amp;diff=13073</id>
		<title>File:The Haradrim Banner.gif</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=File:The_Haradrim_Banner.gif&amp;diff=13073"/>
				<updated>2018-10-25T19:36:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=File:The_dead_attack_the_corsairs.gif&amp;diff=13072</id>
		<title>File:The dead attack the corsairs.gif</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=File:The_dead_attack_the_corsairs.gif&amp;diff=13072"/>
				<updated>2018-10-25T19:35:05Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Elendor_Community_Wiki&amp;diff=13071</id>
		<title>Elendor Community Wiki</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Elendor_Community_Wiki&amp;diff=13071"/>
				<updated>2018-10-25T18:17:18Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome!!&lt;br /&gt;
&lt;br /&gt;
As with [http://elendor.info/joomla/ Elendor Logs] this is another fan site for folks on Elendor to use. I originally had the wiki set up for Bree, but decided to expand it more generally for everyone. It's meant as a supplement to the game, not as a replacement for any tools in the MUSH.&lt;br /&gt;
--[[User:Keldean|Keldean]] 18:00, 30 December 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{attn|'''Please try to note.''' Everytime a page is edited and saved, a new version is saved to the database. When you're making lots of small tweaks in a row, please try to use the Preview button in lieu of saving a new version every single time. Thanks!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ElendorWiki has {{NUMBEROFARTICLES}} articles.&lt;br /&gt;
&lt;br /&gt;
== Character Directory ==&lt;br /&gt;
Want to list your character in here for people to reference? &lt;br /&gt;
&lt;br /&gt;
*[[:Category:Characters|Characters]]&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
All cultures are welcome to use this wiki if they like, please contact Gwen for getting started (simply to keep things consistently organized)&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot;  cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
  |-&lt;br /&gt;
  ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:100em;&amp;quot; |Cultures !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Ruler (s)&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Arnor |Arnorian]] ||Feandril and Elrohir&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Beorning |Beorning]] ||Isobel and Corawyn&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Bree |Breefolk]] ||Saruman and Tobbit&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Dale |Dale-Lands]] ||Isobel and Corawyn&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Dunland |Dunlending]] ||Sauron and Shavyak&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Erebor |Erebor]] ||Isobel and Corawyn&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:EL |Ered-Luin]] ||Saruman and Tobbit&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Lorien |Galadhrim]] ||Silaeth and Gandalf&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Gondor |Gondorian]] ||Rananar and Gwendion&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Harad |Haradrim]] ||Sauron and Mara&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Imladris |Imladhrim]] ||Feandril and Elrohir&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Isengard |Isendrim]] ||Sauron and Shavyak&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Mithlond |Mithlondhrim]] ||Saruman and Tobbit&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Mordor |Mordain]] ||Sauron and Mara&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Moria |Morian]] ||Silaeth and Gandalf&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Amon_Thranduil |Ndaedeldhrim]] ||Isobel and Corawyn&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Northern |Northern]] ||Silaeth and Gandalf&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Fangorn |Onodrim]] ||Sauron and Shavyak&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Rohan |Rohirrim]] ||Rananar and Gwendion&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Shire |Shirefolk]] ||Saruman and Tobbit&lt;br /&gt;
  |-&lt;br /&gt;
  |[[:Category:Trollshaws |Yfelwydan]] ||Feandril and Elrohir&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Elendor_Community_Wiki&amp;diff=13070</id>
		<title>Elendor Community Wiki</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Elendor_Community_Wiki&amp;diff=13070"/>
				<updated>2018-10-25T04:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome!!&lt;br /&gt;
&lt;br /&gt;
As with [http://elendor.info/joomla/ Elendor Logs] this is another fan site for folks on Elendor to use. I originally had the wiki set up for Bree, but decided to expand it more generally for everyone. It's meant as a supplement to the game, not as a replacement for any tools in the MUSH.&lt;br /&gt;
--[[User:Keldean|Keldean]] 18:00, 30 December 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{attn|'''Please try to note.''' Everytime a page is edited and saved, a new version is saved to the database. When you're making lots of small tweaks in a row, please try to use the Preview button in lieu of saving a new version every single time. Thanks!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ElendorWiki has {{NUMBEROFARTICLES}} articles.&lt;br /&gt;
&lt;br /&gt;
== Character Directory ==&lt;br /&gt;
Want to list your character in here for people to reference? &lt;br /&gt;
&lt;br /&gt;
*[[:Category:Characters|Characters]]&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
All cultures are welcome to use this wiki if they like, please contact Gwen for getting started (simply to keep things consistently organized)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[Best|BEST]]: [[Bree|Bree]] - [[EL|Ered-Luin]] - [[Shire|Shire]] - [[Mithlond|Mithlond]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edge of the Wild: [[Yfelwydan|Yfelwydan - the TrollShaws]], Arnor and [[Imladris]]&lt;br /&gt;
&lt;br /&gt;
Dirty South: [[Dunland]] - Isengard - Onodrim&lt;br /&gt;
&lt;br /&gt;
[[:category:Gondor|Gondor]]&lt;br /&gt;
&lt;br /&gt;
[[:category:Harad|Harad]]&lt;br /&gt;
&lt;br /&gt;
[[:category:Lorien|Lorien]]&lt;br /&gt;
&lt;br /&gt;
[[:category:Moria|Moria]]&lt;br /&gt;
&lt;br /&gt;
Rhovanion: [[:category:Beorning|Beorning]] - [[:Category:Dale|Dale-lands]] - [[:category:Erebor|Erebor]] - [[:category:Amon Thranduil|Ndaedeldhrim]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot;  cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
  |-&lt;br /&gt;
  ! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Cultures !! scope=&amp;quot;col&amp;quot; width=&amp;quot;width:60em;&amp;quot; |Ruler (s)&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Arnor |Arnorian]] ||Feandril and Elrohir&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Beorning]] ||Isobel and Corawyn&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Bree |Breefolk]] ||Saruman and Tobbit&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Dale |Dale-Lands]] ||Isobel and Corawyn&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Dunland |Dunlending]] ||Sauron and Shavyak&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Erebor]] ||Isobel and Corawyn&lt;br /&gt;
  |-&lt;br /&gt;
  |[[EL |Ered-Luin]] ||Saruman and Tobbit&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Lorien |Galadhrim]] ||Silaeth and Gandalf&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Gondor |Gondorian]] ||Rananar and Gwendion&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Harad |Haradrim]] ||Sauron and Mara&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Imladris |Imladhrim]] ||Feandril and Elrohir&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Isengard |Isendrim]] ||Sauron and Shavyak&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Mithlond |Mithlondhrim]] ||Saruman and Tobbit&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Mordor |Mordain]] ||Sauron and Mara&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Moria |Morian]] ||Silaeth and Gandalf&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Mirkwood |Ndaedeldhrim]] ||Isobel and Corawyn&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Northern]] ||Silaeth and Gandalf&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Fangorn |Onodrim]] ||Sauron and Shavyak&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Rohan |Rohirrim]] ||Rananar and Gwendion&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Shire |Shirefolk]] ||Saruman and Tobbit&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Trollshaws |Yfelwydan]] ||Feandril and Elrohir&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Category:Moria&amp;diff=13069</id>
		<title>Category:Moria</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Category:Moria&amp;diff=13069"/>
				<updated>2018-10-25T00:51:15Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: Created page with &amp;quot;Under Construction&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under Construction&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Elendor_Community_Wiki&amp;diff=13068</id>
		<title>Elendor Community Wiki</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Elendor_Community_Wiki&amp;diff=13068"/>
				<updated>2018-10-25T00:35:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome!!&lt;br /&gt;
&lt;br /&gt;
As with [http://elendor.info/joomla/ Elendor Logs] this is another fan site for folks on Elendor to use. I originally had the wiki set up for Bree, but decided to expand it more generally for everyone. It's meant as a supplement to the game, not as a replacement for any tools in the MUSH.&lt;br /&gt;
--[[User:Keldean|Keldean]] 18:00, 30 December 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{attn|'''Please try to note.''' Everytime a page is edited and saved, a new version is saved to the database. When you're making lots of small tweaks in a row, please try to use the Preview button in lieu of saving a new version every single time. Thanks!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ElendorWiki has {{NUMBEROFARTICLES}} articles.&lt;br /&gt;
&lt;br /&gt;
== Character Directory ==&lt;br /&gt;
Want to list your character in here for people to reference? &lt;br /&gt;
&lt;br /&gt;
*[[:Category:Characters|Characters]]&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
All cultures are welcome to use this wiki if they like, please contact Gwen for getting started (simply to keep things consistently organized)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[Best|BEST]]: [[Bree|Bree]] - [[EL|Ered-Luin]] - [[Shire|Shire]] - [[Mithlond|Mithlond]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edge of the Wild: [[Yfelwydan|Yfelwydan - the TrollShaws]], Arnor and [[Imladris]]&lt;br /&gt;
&lt;br /&gt;
Dirty South: [[Dunland]] - Isengard - Onodrim&lt;br /&gt;
&lt;br /&gt;
[[:category:Gondor|Gondor]]&lt;br /&gt;
&lt;br /&gt;
[[:category:Harad|Harad]]&lt;br /&gt;
&lt;br /&gt;
[[:category:Lorien|Lorien]]&lt;br /&gt;
&lt;br /&gt;
[[:category:Moria|Moria]]&lt;br /&gt;
&lt;br /&gt;
Rhovanion: [[:category:Beorning|Beorning]] - [[:Category:Dale|Dale-lands]] - [[:category:Erebor|Erebor]] - [[:category:Amon Thranduil|Ndaedeldhrim]]&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Talk:Elendor_Community_Wiki&amp;diff=13064</id>
		<title>Talk:Elendor Community Wiki</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Talk:Elendor_Community_Wiki&amp;diff=13064"/>
				<updated>2018-10-24T20:42:50Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== elendor.org ==&lt;br /&gt;
&lt;br /&gt;
I notice that someone owns elendor.org, yet the domain does not seem to resolve for me.  I wonder if we could get ahold of whoever owns it and point elendor.org over here.  Or at least the subdomain wiki.elendor.org.  Here's the WHOIS report:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NOTICE: Access to .ORG WHOIS information is provided to assist persons in&lt;br /&gt;
determining the contents of a domain name registration record in the Public Interest Registry&lt;br /&gt;
registry database. The data in this record is provided by Public Interest Registry&lt;br /&gt;
for informational purposes only, and Public Interest Registry does not guarantee its&lt;br /&gt;
accuracy. This service is intended only for query-based access. You agree&lt;br /&gt;
that you will use this data only for lawful purposes and that, under no&lt;br /&gt;
circumstances will you use this data to: (a) allow, enable, or otherwise&lt;br /&gt;
support the transmission by e-mail, telephone, or facsimile of mass&lt;br /&gt;
unsolicited, commercial advertising or solicitations to entities other than&lt;br /&gt;
the data recipient's own existing customers; or (b) enable high volume,&lt;br /&gt;
automated, electronic processes that send queries or data to the systems of&lt;br /&gt;
Registry Operator or any ICANN-Accredited Registrar, except as reasonably&lt;br /&gt;
necessary to register domain names or modify existing registrations. All&lt;br /&gt;
rights reserved. Public Interest Registry reserves the right to modify these terms at any&lt;br /&gt;
time. By submitting this query, you agree to abide by this policy.&lt;br /&gt;
&lt;br /&gt;
Domain ID:D135751586-LROR&lt;br /&gt;
Domain Name:ELENDOR.ORG&lt;br /&gt;
Created On:25-Dec-2006 00:47:03 UTC&lt;br /&gt;
Last Updated On:21-Oct-2008 18:14:38 UTC&lt;br /&gt;
Expiration Date:25-Dec-2009 00:47:03 UTC&lt;br /&gt;
Sponsoring Registrar:1 &amp;amp; 1 Internet AG (R73-LROR)&lt;br /&gt;
Status:OK&lt;br /&gt;
Registrant ID:SPAG-35477762&lt;br /&gt;
Registrant Name:Jochen Koenig&lt;br /&gt;
Registrant Street1:Gellertstr. 9&lt;br /&gt;
Registrant Street2:&lt;br /&gt;
Registrant Street3:&lt;br /&gt;
Registrant City:Rostock&lt;br /&gt;
Registrant State/Province:&lt;br /&gt;
Registrant Postal Code:18057&lt;br /&gt;
Registrant Country:DE&lt;br /&gt;
Registrant Phone:+49.3813644614&lt;br /&gt;
Registrant Phone Ext.:&lt;br /&gt;
Registrant FAX:&lt;br /&gt;
Registrant FAX Ext.:&lt;br /&gt;
Registrant Email:&lt;br /&gt;
Admin ID:SPAG-35477762&lt;br /&gt;
Admin Name:Jochen Koenig&lt;br /&gt;
Admin Street1:Gellertstr. 9&lt;br /&gt;
Admin Street2:&lt;br /&gt;
Admin Street3:&lt;br /&gt;
Admin City:Rostock&lt;br /&gt;
Admin State/Province:&lt;br /&gt;
Admin Postal Code:18057&lt;br /&gt;
Admin Country:DE&lt;br /&gt;
Admin Phone:+49.3813644614&lt;br /&gt;
Admin Phone Ext.:&lt;br /&gt;
Admin FAX:&lt;br /&gt;
Admin FAX Ext.:&lt;br /&gt;
Admin Email:&lt;br /&gt;
Tech ID:SPAG-32165325&lt;br /&gt;
Tech Name:Hostmaster EINSUNDEINS&lt;br /&gt;
Tech Organization:1&amp;amp;1 Internet AG&lt;br /&gt;
Tech Street1:Brauerstr. 48&lt;br /&gt;
Tech Street2:&lt;br /&gt;
Tech Street3:&lt;br /&gt;
Tech City:Karlsruhe&lt;br /&gt;
Tech State/Province:&lt;br /&gt;
Tech Postal Code:76135&lt;br /&gt;
Tech Country:DE&lt;br /&gt;
Tech Phone:+49.721913747660&lt;br /&gt;
Tech Phone Ext.:&lt;br /&gt;
Tech FAX:+49.72191374246&lt;br /&gt;
Tech FAX Ext.:&lt;br /&gt;
Tech Email:&lt;br /&gt;
Name Server:NS49.1UND1.DE&lt;br /&gt;
Name Server:NS50.1UND1.DE&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
Name Server:&lt;br /&gt;
DNSSEC:Unsigned&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming we can utilize that or another domain, it would be nice to sign up such a domain with Google Apps.  For those unfamiliar, GoogleApps basically gives you a little googleverse under a personalized domain.  Ie, your own mail.domain.com (gmail), docs.domain.com (google docs), sites.domain.com (google sites), etc etc.  &lt;br /&gt;
&lt;br /&gt;
Considering the low level of activities coupled with the frequency of 'oldbies popping in', I think we should try to maintain an elendor announcement list that can keep interested players up to speed with what is going on (if anything) around the MUSH.  It would allow players to know when activity is building up around a particular plotline, etc, without having to logon.  --[[User:Lid|Lid]] 06:29, 1 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=Elendor_Community_Wiki&amp;diff=13063</id>
		<title>Elendor Community Wiki</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=Elendor_Community_Wiki&amp;diff=13063"/>
				<updated>2018-10-24T19:35:38Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome!!&lt;br /&gt;
&lt;br /&gt;
As with [http://elendor.info/joomla/ Elendor Logs] this is another fan site for folks on Elendor to use. I originally had the wiki set up for Bree, but decided to expand it more generally for everyone. It's meant as a supplement to the game, not as a replacement for any tools in the MUSH.&lt;br /&gt;
--[[User:Keldean|Keldean]] 18:00, 30 December 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{attn|'''Please try to note.''' Everytime a page is edited and saved, a new version is saved to the database. When you're making lots of small tweaks in a row, please try to use the Preview button in lieu of saving a new version every single time. Thanks!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ElendorWiki has {{NUMBEROFARTICLES}} articles.&lt;br /&gt;
&lt;br /&gt;
== Character Directory ==&lt;br /&gt;
Want to list your character in here for people to reference? &lt;br /&gt;
&lt;br /&gt;
*[[:Category:Characters|Characters]]&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
All cultures are welcome to use this wiki if they like, please contact Gwen for getting started (simply to keep things consistently organized)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[Best|BEST]]: [[Bree|Bree]] - [[EL|Ered-Luin]] - [[Shire|Shire]] - [[Mithlond|Mithlond]]&lt;br /&gt;
&lt;br /&gt;
Edge of the Wild: [[Yfelwydan|Yfelwydan - the TrollShaws]], Arnor and [[Imladris]]&lt;br /&gt;
&lt;br /&gt;
Dirty South: [[Dunland]] - Isengard - Onodrim&lt;br /&gt;
&lt;br /&gt;
[[:category:Gondor|Gondor]]&lt;br /&gt;
&lt;br /&gt;
[[:category:Lorien|Lorien]]&lt;br /&gt;
&lt;br /&gt;
[[:category:Harad|Harad]]&lt;br /&gt;
&lt;br /&gt;
Rhovanion: [[:category:Beorning|Beorning]] - [[:Category:Dale|Dale-lands]] - [[:category:Erebor|Erebor]] - [[:category:Amon Thranduil|Ndaedeldhrim]]&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	<entry>
		<id>http://elendor.info/mw19/index.php?title=File:Muirgheal.jpg&amp;diff=2387</id>
		<title>File:Muirgheal.jpg</title>
		<link rel="alternate" type="text/html" href="http://elendor.info/mw19/index.php?title=File:Muirgheal.jpg&amp;diff=2387"/>
				<updated>2013-01-29T15:08:52Z</updated>
		
		<summary type="html">&lt;p&gt;Mirdarah: Muirgheal Seregon-Coruceil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Muirgheal Seregon-Coruceil&lt;/div&gt;</summary>
		<author><name>Mirdarah</name></author>	</entry>

	</feed>