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    <channel>
        <title>Hiding Under The Bright Lights</title>
        <link>http://americandiamondbacklives.vox.com/library/posts/page/1/</link>
        <description>Games, Stories, Logs, Updates, Surveys, and other madness</description>
        <language>en</language>
        <generator>Vox</generator>
        <lastBuildDate>Sat, 29 Sep 2007 08:35:20 -0700</lastBuildDate>
        <copyright>Copyright 2007</copyright>
        <docs>http://blogs.law.harvard.edu/tech/rss</docs>  
 
        <item>
            <title>A Prequel Cast Update before the Obituaries</title>
            <link>http://americandiamondbacklives.vox.com/library/post/a-prequel-cast-update-before-the-obituaries.html?_c=feed-rss-full</link>   
            <author>nobody@vox.com(American Diamondback)</author>
            <comments>http://americandiamondbacklives.vox.com/library/post/a-prequel-cast-update-before-the-obituaries.html?_c=feed-rss-full</comments>
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            <pubDate>Sat, 29 Sep 2007 08:35:20 -0700</pubDate>         
            
            <description>    &lt;p&gt;Besh: An undersized but patient and enduring Red Infernal; a master jeweler and eldritch forge-tailor&lt;/p&gt;&lt;p&gt;Branna: A well-muscled Young Master in her forties who would have been a Ranger if not for the extent of her abilities with Earth magic.&lt;/p&gt;&lt;p&gt;Dane: Youngest known son of Prince Magnus; powerful air mage, focused on control of minds&lt;/p&gt;&lt;p&gt;DiShae: A plump male &amp;#39;Young&amp;#39; Master Druid who&amp;#39;s actually older than Crystalia and Rowan together.&lt;/p&gt;&lt;p&gt;Fred: A large python familiar, content serving some of the older Master Druids between hibernations.&lt;/p&gt;&lt;p&gt;Gris: A foul White Infernal, steeped in the blackest necromancy.&lt;/p&gt;&lt;p&gt;Lady Angelheart:&amp;#160; Spirit of the Angel Heart; Avatar of the Celestials; First Patron of Sir Ardrau; wellspring of healing&lt;/p&gt;&lt;p&gt;Lady Ironheart:&amp;#160; Spirit of the Iron Heart; Avatar of the Giantkin, from primitive, savage Orogs to the brilliant and physically and magically mighty Storm Giants; source of Earth Magic&lt;/p&gt;&lt;p&gt;Lady Oakheart: Spirit of the Oak Heart; Avatar of the pre-war united Fey, the Seelie and Unseelie; Source of Thunder and Lightning, and of Ancient Magic in general&lt;/p&gt;&lt;p&gt;Mammon: An Elder Red Infernal, just below the Great Five in power - a &amp;#39;princeling&amp;#39; of the Inner World.&lt;/p&gt;&lt;p&gt;Rajan: An shape-shifting Infernal of great power and no small prestige.&lt;/p&gt;&lt;p&gt;&lt;br /&gt; &lt;/p&gt;    &lt;p style=&quot;clear:both;&quot;&gt; 
    &lt;a href=&quot;http://americandiamondbacklives.vox.com/library/post/a-prequel-cast-update-before-the-obituaries.html?_c=feed-rss-full#comments&quot;&gt;Read and post comments&lt;/a&gt;   |   
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&lt;/p&gt;
 
            </description> 
            <category domain="http://americandiamondbacklives.vox.com/tags/">fantasy</category> 
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            <category domain="http://americandiamondbacklives.vox.com/tags/">druids</category>   
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        <item>
            <title>Transformers</title>
            <link>http://americandiamondbacklives.vox.com/library/post/transformers.html?_c=feed-rss-full</link>   
            <author>nobody@vox.com(American Diamondback)</author>
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            <pubDate>Fri, 06 Jul 2007 03:25:32 -0700</pubDate>         
            
            <description>    &lt;p&gt;Yeah, off topic.&lt;/p&gt;&lt;p&gt;Just go see the film.&lt;/p&gt;&lt;p&gt;It is made of AWESOME!&lt;/p&gt;&lt;p&gt;Go!&lt;br /&gt; &lt;/p&gt;    &lt;p style=&quot;clear:both;&quot;&gt; 
    &lt;a href=&quot;http://americandiamondbacklives.vox.com/library/post/transformers.html?_c=feed-rss-full#comments&quot;&gt;Read and post comments&lt;/a&gt;   |   
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&lt;/p&gt;
 
            </description> 
            <category domain="http://americandiamondbacklives.vox.com/tags/">reviews</category> 
            <category domain="http://americandiamondbacklives.vox.com/tags/">movies</category> 
            <category domain="http://americandiamondbacklives.vox.com/tags/">off-topic</category>   
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        <item>
            <title>Our Heroes....</title>
            <link>http://americandiamondbacklives.vox.com/library/post/our-heroes.html?_c=feed-rss-full</link>   
            <author>nobody@vox.com(American Diamondback)</author>
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            <pubDate>Mon, 21 May 2007 09:15:01 -0700</pubDate>         
            
            <description>    



&lt;p class=&quot;MsoNormal&quot;&gt;Sir Ardrau Essrem Fieng, Young Master Knight – Sir Ardrau
still is the honorable Knight, and will help anyone in need as he quests for
the heart stone he lost over fifty years ago: An undead abomination of his
former self; his skeleton is viewable through the rusty, pitted holes of his
dark armor; forever doomed to this existence until the day he recovers the
Heart Stone – the stone that was delivered into the dark hands of Lord Jaulvor;
recovery of Oakheart has granted him some brief respite from his curse, but as
little more than a spectre.&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;Young Master Catrina Maximoff, Princess of Easterlee – Druid
Initiate; eldest grandchild of Prince Magnus, in line to inherit a Princeling
seat of Easterlee due to certain key abstentions in her elder family; called
Herald by the Fey; Air Mage with a touch of heightened speed, but whose
strengths lie in mind manipulation; handles the responsibilities of her position(s)
when required, but prefers to defer dealing with the implications of her
heritage, knowing she&amp;#39;s going to have to give her life over to them within two
years; most interested in boys, friends, and defending her family.: White hair
and grey eyes, just like her grandfather; slightly taller than average, with a
slim build (again echoing her lineage); 16 years old.&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;Ranger Jack Flash – Ranger in good standing; trained with
Senior Ranger Pietro Greatwood some years ago; takes very little seriously
except for combat and protecting Young Master Catrina (per the request of her
father); very much in Miss Rimeaea’s favor of late:&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;About 5’10” tall, with shoulder length black
hair and almond shaped green eyes; almost always shirtless and never wears
shoes; has recently added a slightly over-large black codpiece to his daily
attire, worn over his blousy Druidic pants.&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;Young Master Poindexter – “Dex” – as he prefers and is called by his friends, in
his normal dragon form is about the size of a large house cat.&amp;#160; He was
originally saved by the druids after being severly injured.&amp;#160; He only
remembers Barnabus coming to his aid, what attacked him and left him
dor dead, he doesn&amp;#39;t remember.&amp;#160; His psyche has locked that away, most
likely to protect him from himself.&amp;#160; He became very adept with his
hands and actually learned how to cook and nurture the land for fruits
of all sorts.&amp;#160; He is a better chef then most.&amp;#160; He also developed a
loyalty to the druids out of the kindness they showed him.&amp;#160; Thus why he
is so close to Catrina.&amp;#160; He looks at her as an extension of Barnabus
which needs protecting.&amp;#160; In short, while not truly a familiar, his role
is familiar like.&amp;#160; As a humanoid, he has learned to shapshift into an elven figure.&amp;#160;
Standing about 5&amp;#39;10&amp;quot; with an athletic build, his skin is copperish in
color.&amp;#160; Much like a deep tan and very similar to his dragon hide
color.&amp;#160; His eyes remain green, just as in his natural form with reddish
hair.&amp;#160; While in human form, he is learning the art of swordsmanship to
fight and defend.&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;Shen Wu Ji – polite and charming to her patrons, often
giving the impression that they receive more favors than just the pleasure of
watching her dance; equally polite to those she holds in disdain, though she
salts her words with subtle barbs; most of the city knows the Druids have
vouched for her, and that she is a performer from a far-off land; most do not
realize how isolated she feels, in a strange land all alone, whose customs and
even magic are totally alien to her; uses the facade of a &amp;quot;comfort
woman&amp;quot; to hide her inner self; enjoys the company of other performers,
appreciating their craft; befriended, counseled, and assisted by Pan, a
diminutive local fire fey also in service of the Druids:&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;An exotic woman of exceptional beauty; almond
shaped eyes so dark a brown as to seem black, (gem tones and pastels being
typical eye colors in Greatwood and the surrounding territories); golden tone skin
and straight black hair; attire varies from the mildly risqué to the outright
scandalous, with no apparent regard for season or temperature, though she does
favor Fire colors; moves with graceful precision, often looking like a part of
the fires she uses as props when she dances.&lt;/p&gt;

     &lt;p style=&quot;clear:both;&quot;&gt; 
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        <item>
            <title>Cast Update Four</title>
            <link>http://americandiamondbacklives.vox.com/library/post/cast-update-four.html?_c=feed-rss-full</link>   
            <author>nobody@vox.com(American Diamondback)</author>
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            <pubDate>Tue, 27 Mar 2007 12:09:48 -0700</pubDate>         
            
            <description>    &lt;p&gt;Lord Jaulvor - Traitorous Noble from Sir Ardrau&amp;#39;s homeland, arranged the ill-fated quest for the Angel Heart that cost Ardrau his flesh; rides a semi-skeletal flightless bird, seeks the Herald to gain control of...?&lt;/p&gt;&lt;p&gt;Sir Carlund - Strictly honorable undead knight in Lord Jaulvor&amp;#39;s service, riding an undead horse.&lt;/p&gt;&lt;p&gt;Sir Torus - Fiery undead knight in Lord Jaulvor&amp;#39;s service, riding a rotting land dragon; crushed by Jack and consumed by Shen Wu Ji.&lt;br /&gt; &lt;/p&gt;    &lt;p style=&quot;clear:both;&quot;&gt; 
    &lt;a href=&quot;http://americandiamondbacklives.vox.com/library/post/cast-update-four.html?_c=feed-rss-full#comments&quot;&gt;Read and post comments&lt;/a&gt;   |   
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&lt;/p&gt;
 
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        <item>
            <title>Character Creation Guidelines - Version 1.1</title>
            <link>http://americandiamondbacklives.vox.com/library/post/character-creation-guidelines---version-11.html?_c=feed-rss-full</link>   
            <author>nobody@vox.com(American Diamondback)</author>
            <comments>http://americandiamondbacklives.vox.com/library/post/character-creation-guidelines---version-11.html?_c=feed-rss-full</comments>
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            <pubDate>Tue, 27 Mar 2007 11:29:00 -0700</pubDate>         
            
            <description>    &lt;p&gt;Attack Formula&lt;br /&gt;Attack powers should be between 8 &amp;amp; 12 DC, with at least one at 10 DC and no more than one NND/AVLD attack (although multiple special attacks may be allowed if they all target the same special defenses).&amp;#160; Characters with SPD 6 should limit themselves to 11 DC, while those with SPD 4 could begin with 13 DC.&amp;#160; Powers with more than -2 in Limitations may be allowed one or more additional DC that don’t count against the limit.&amp;#160; OCV+DC for the character&amp;#39;s best attack should not exceed 22.&amp;#160; Mental attacks OECV+DC should be about three points less.&lt;br /&gt;To figure effective DC for powers with Advantages, consider the following:&lt;br /&gt;·&amp;#160;&amp;#160; &amp;#160;Include the DC added by STR for any HA, HKA, or other similar power.&amp;#160; Modify STR by any and all Advantages on the relevant base attack except for Reduced Endurance.&lt;br /&gt;·&amp;#160;&amp;#160; &amp;#160;Reduced Endurance, Personal Immunity, Difficult to Dispel, Ranged, and similar abilities count as +0&lt;br /&gt;·&amp;#160;&amp;#160; &amp;#160;Area Effect, Explosion, Accurate, and similar abilities count as +1/2 if they target DCV 3 and +1/4 if they target the opponent’s normal DCV, regardless of how large the area is.&lt;br /&gt;·&amp;#160;&amp;#160; &amp;#160;Armor Piercing and Penetrating only count as +1/2, even if bought multiple times.&amp;#160; Find Weakness counts as a flat +2 DC to the attacks it modifies.&lt;br /&gt;·&amp;#160;&amp;#160; &amp;#160;Variable Advantage counts at the maximum value it provides, not its total value.&amp;#160; Variable Advantage at +1 or higher must limit itself to ONE targeted special defense: NO EXCEPTIONS.&lt;br /&gt;·&amp;#160;&amp;#160; &amp;#160;Variable Special Effects and Indirect count as +1/4, no matter how versatile.&lt;/p&gt;&lt;p&gt;Defense Formula&lt;br /&gt;The character&amp;#39;s best offensive (not Dodge, Block, or Disarm) DCV x3 + DEF (average of PD &amp;amp; ED) should total 55 or less.&amp;#160; ¼ Damage Reduction increases the effective defense type by one half (150%), and ½ Damage Reduction doubles it.&amp;#160; ¾ Damage Reduction may only be purchased if limited to one attack type (fire, non-magical weapons, etc.&amp;#160; i.e. anything the GM feels merits a -1 limitation or worse).&amp;#160; No more than half of either defense should be resistant unless the DCV/DEF total is low or the primary resistant defense is a non-persistent Force Field.&amp;#160; Each special defense chosen (Mental Defense, Power Defense, Lack of Weakness, etc.) in ANY amount (including Mental or Power Damage Reduction) reduces the DCV/DEF maximum by 5 points, but they otherwise do not figure into the calculation.&amp;#160; Hardened Defenses (at any multiple) for more than half of the total for both PD&amp;amp;ED counts 5 points toward the formula; Hardening only one defense or less than half of both counts as 3 points, and Hardening less than half of one defense counts as 2 points.&amp;#160; The amount of hardened defense counts, as the number of points hardened count one-for-one against the number of points Penetrating, and of course as normal against Armor Piercing.&lt;/p&gt;&lt;p&gt;Exceptions&lt;br /&gt;Characters with an OCV/DC total 3 or more points below what they could have may be allowed a higher DCV/DEF total (typically +5).&amp;#160; Likewise, a DCV/DEF total 15 or more points lower may raise the OCV/DC cap by +1.&lt;br /&gt;SPD 5 is standard.&amp;#160; Each point of SPD above or below 5 moves the OCV/DC maximum 1 point and the DCV/DEF maximum 5 points in the opposite direction.&amp;#160; (SPD 4 = OCV/DC 23 &amp;amp; DCV/DEF 60, SPD 7 = OCV/DC 20 &amp;amp; DCV/DEF 45)&lt;br /&gt;Attack-only skill levels are figured into the OCV+DC formula normally.&amp;#160; Skill levels that may count for either offense or defense are applied as the player chooses, either all toward effective OCV, all toward effective DCV, or split between them.&amp;#160; Martial Art moves are considered case by case, with the best DCV bonus move that does damage (not Disarm, Block, etc.) counting toward DCV and the best OCV-DC total counting toward the offensive formula.&lt;br /&gt;Characters with Invisibility bought so they may attack at full power while invisible are considered to have +3 OCV AND DCV for these formulas.&amp;#160; Darkness, Flash, and other similar abilities are not penalized in this way because they are performed in lieu of an attack and may inconvenience friends as much as foes.&amp;#160; Exceedingly “clever” combinations of sense-diminishing powers and the Personal Immunity advantage may move them into the Invisibility category.&lt;/p&gt;&lt;p&gt;Advancement&lt;br /&gt;Every 25 earned experience increases the OCV formula by 1 and the DCV formula by 5.&lt;br /&gt; &lt;/p&gt;    &lt;p style=&quot;clear:both;&quot;&gt; 
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        <item>
            <title>Fashion Advice from Mistress Crystal</title>
            <link>http://americandiamondbacklives.vox.com/library/post/fashion-advice-from-mistress-crystal.html?_c=feed-rss-full</link>   
            <author>nobody@vox.com(American Diamondback)</author>
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            <pubDate>Tue, 27 Mar 2007 11:21:16 -0700</pubDate>         
            
            <description>    &lt;p&gt;Menswear tends toward tapered slacks and collared pullover shirts with short-to-medium v-necks.&amp;#160; Buttons and fastenings are currently considered ‘fussy’ or ‘busy’ and are only common among those overly enamored with outdated fashion.&amp;#160; At most, a single stay for the pants is hidden beneath a sash or vest, and long shirt sleeves are lightly tied at the wrist.&amp;#160; Undergarments usually consist of a sleeveless shift falling to the top of the thigh, split front and back to be folded comfortably into pants.&lt;/p&gt;&lt;p&gt;As far as colors go, commoners can wear whatever they see fit that is within their budget, although most will stick to the inexpensive and practical cream and brown.&amp;#160; Upper class folk, however, have traditional schemes that they tend to stick to.&amp;#160; Those with strong ties to Whitetower traditionally wear green and cream, while those whose first loyalty is to Easterlee wear the goldenrod and purple of the city’s Myrmidons.&amp;#160; Proud mages will dress in the colors of their Guilds; Earth in black and brown (usually accented with some metal or primary color), Fire in red and gold, Water in blue and green, and Air in white and soft silver.&amp;#160; Beyond those social issues, the primary styles currently in favor are separated into Civic and Mercantile, each with their own political connotations.&lt;/p&gt;&lt;p&gt;Civic styles are prevalent among the political, military, and civil service folk.&amp;#160; The Civic look is tightly tailored, with very close fitting shirts, stiff wrist bands over cuff ties, and close-fitted slacks tucked sharply into boots.&amp;#160; Formal occasions will add short jackets held closed at the neck with a short cord or a single hidden stay.&lt;/p&gt;&lt;p&gt;Mercantile styles are favored by tradesmen, crafters, financiers, and labor leaders.&amp;#160; The Mercantile movement advocates the loose and flowing – in strong contrast to the Civic – with blousy shirts, gemstone or plain jewelry stays for cuff ties, and single pleat slacks over low shoes.&amp;#160; Formal occasions will add short to medium length jackets with long tails, laced up from the bottom or closed with a fancy kilt pin or broach.&lt;/p&gt;&lt;p&gt;Women’s clothes in the city favor the high ‘empire’ waist, named for the style of the prehistoric Elven Empire Period that this supposedly imitates.&amp;#160; Day-to-day wear is usually simple, high-sash dresses over a lightly fragranced shift and bloomers (or camisole and panties for the young with a bit of money or very active).&amp;#160; Formalwear introduces a middle layer of (usually minimal) foundation garments to enhance the appearance of a firm, healthy figure.&amp;#160; Most dresses expose a healthy but modest spread of neck and shoulder, but some (young and daring) ladies go significantly lower, even deleting all but strategically placed jewelry pieces above the sash.&amp;#160; Bare bellies, exposed navels, and fully open backs are traditionally reserved for swimwear, and even then only for teenagers and the bravest would-be scandal-starters.&lt;/p&gt;&lt;p&gt;A lady in formal attire who has chosen to focus on home and husband will often wear a jacket in her husband’s style, but in a pastel version of his colors, while a woman presenting in her own right will wear a primary color jacket over her dress, adopt the male style retailored to a female figure, or affect something in between.&amp;#160; A man who has chosen to focus on the support of his wife’s career may also choose to sport a pastel jacket, symbolic of her role and his choice, and marking him as a noncombatant in the event of magical challenge.&lt;/p&gt;&lt;p&gt;Druid fashion makes no pretense of following style, and remains largely unchanged from the time of the Great Treaty of Man.&amp;#160; A loose, three-quarter sleeved top, falling to mid thigh is paired with either hakama (blousy pants / divided skirt) or a lavalava (simple rectangular wrap skirt) for wear by either gender.&amp;#160; Druids also favor going sky-clad in some circumstances, but rarely do so outside Whitetower or the forest depths.&lt;/p&gt;&lt;p&gt;Rangers will wear whatever the environment requires in the field, but the default field uniform is green tunic over tan shirt and close-fitting brown pants.&amp;#160; Ranger formalwear is a matter of personal choice, but most wear either a clean field uniform or something in ranger colors and Civic style. &lt;/p&gt;    &lt;p style=&quot;clear:both;&quot;&gt; 
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            <title>First Year Initiate Catrina&#39;s Class Notes for World Cultures</title>
            <link>http://americandiamondbacklives.vox.com/library/post/first-year-initiate-catrinas-class-notes-for-world-cultures.html?_c=feed-rss-full</link>   
            <author>nobody@vox.com(American Diamondback)</author>
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            <pubDate>Mon, 12 Mar 2007 15:14:10 -0700</pubDate>         
            
            <description>    

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong style=&quot;&quot;&gt;&lt;u&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Geography&lt;/span&gt;&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong style=&quot;&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Whitetower&lt;/span&gt;&lt;/strong&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt; -
A physical, living tower of weathered stone and white wood where the Druids
live, deliberate, and teach. &lt;span style=&quot;&quot;&gt;&amp;#160;&lt;/span&gt;It is surrounded
on three sides by the &lt;/span&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Young Pine Forest&lt;/span&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;,
with rocky plains and the settlement of Easterlee on the fourth.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong style=&quot;&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Easterlee&lt;/span&gt;&lt;/strong&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt; -
Generically used by the Druids for everything east of the Young Pine Forest,
but more specifically the thousand year old city-state that arose to the east
from a treaty between Druids and humans when the forest was first planted.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;The treaty forbids clearing trees,
encroaching on the forest in any way, or building anything over one hundred
feet tall, so everything is built farther and farther in the lee of the eastern
wall – hence, Easterlee.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong&gt;Young Pine Forest &lt;/strong&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;- The forest at large that houses Whitetower as well
as several races: including the Druids and Rangers, Treants, and some Fey.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;The temple at the heart of the forest is
forbidden to all but the most senior druids.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong style=&quot;&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Caernovon&lt;/span&gt;&lt;/strong&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt; -
Capital city of the fey kingdom one hundred leagues to the east of Easterlee.&lt;/span&gt;&lt;/p&gt;





&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong style=&quot;&quot;&gt;&lt;u&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Time&lt;/span&gt;&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;The home kingdom of game play
is on a ten day &amp;quot;week&amp;quot; called a Tenday.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Most folk traditionally work seven days with
three days off.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;/span&gt;&lt;strong style=&quot;&quot;&gt;&lt;u&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Cultures&lt;/span&gt;&lt;/u&gt;&lt;/strong&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong style=&quot;&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Druids of Whitetower&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Technically the rulers of the
kingdom of Greatwood,
but they seldom appear to extend their politics outside of themselves.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Standard Language: Druidic&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Use genderless terminology:&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Master – Title of one who has
achieved sufficient standing for voting rights in the Druidic Council.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Young Master – Title of one
who has passed out of classes into general study – a druid in good standing.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Initiate – Title of one who
has been accepted by the Druids as an apprentice.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Mistress – Title of one who
has stepped down from a voting position; usually to recover from a grievous injury
or to raise a young child without the distractions of Council and Study.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Young Mistress – Title of one
who has stepped down from lesser druidic duties, for reasons similar to above,
but hopes to return and seek full voting rights in the future.&lt;/span&gt;&lt;/p&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;/span&gt; &lt;br /&gt;&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong style=&quot;&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Rangers of Whitetower&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;The protectors of the forest
and active &amp;quot;arm&amp;quot; of the Druids.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;They mostly call each other “Ranger
So-and-So” in the field, but in private or around Whitetower there are three
ranks: Senior Ranger (the Field Marshals of the Rangers), Ranger (regular
officers), and Junior Ranger (trainees).&lt;span style=&quot;&quot;&gt;&amp;#160;
&lt;/span&gt;There are no ‘enlisted’ Rangers; that role would be taken by volunteers
from the small forest communities.&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Usually gone seven days and
then rotated home for three, in groups of four to six.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;No more than two trainees per
senior Ranger in the field.&lt;/span&gt;&lt;/p&gt;





&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong style=&quot;&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Easterlee&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Ruled by a council of eleven
Princelings; heavily influenced by the Druids through treaty and tradition.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Modest armed forces
consisting mostly of Myrmidons (officers) and Men-at-Arms (footsoldiers), with
conscription and volunteer forces (City Watch, etc.) available to be called up
on a day’s notice.&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Standard Language: Trade&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Capital city - only city - of
the kingdom of Greatwood.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Made up of mostly humans, easily tens of
thousands in population.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Noble lines
were established pre-Druid rule and are maintained for the most part, with the
addition of Master Druids regarded as nobles and some (precious few) new lines
for outstanding service to city and kingdom.&lt;/span&gt;&lt;/p&gt;





&lt;p class=&quot;MsoNormal&quot;&gt;&lt;strong style=&quot;&quot;&gt;&lt;u&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Types of Magic&lt;/span&gt;&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Magic is thought of as being
governed by classic elements:&amp;#160;&lt;span style=&quot;&quot;&gt; &lt;/span&gt;Earth,
Air, Fire, and Water.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;While any particular
magic usually falls into just one of these categories, magic users may have the
ability to control more than one.&lt;span style=&quot;&quot;&gt;&amp;#160;
&lt;/span&gt;However, the greatest magicians generally have one overriding focus.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;span style=&quot;&quot;&gt;&amp;#160;&lt;/span&gt;- Earth is traditionally the magic of living
things and wilderness, trees and rocks.&lt;span style=&quot;&quot;&gt;&amp;#160;
&lt;/span&gt;This is the most common elemental focus among Druids, as well as Humans
and Fey, and one of the most versatile (or at least combinable) elements.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Earth and Air produces Lightning; Earth and
Fire produces Metal; Earth and Water produces Wood.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;span style=&quot;&quot;&gt;&amp;#160;&lt;/span&gt;- Air is traditionally the magic of thought
and apportation.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Telekinesis and most
Mental powers fall into this category.&lt;span style=&quot;&quot;&gt;&amp;#160;
&lt;/span&gt;These powers are fairly rare, and sometimes take on sinister
connotations, due to their ability to tamper with the will.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;The Unseelie were supposedly masters of the
arts of the Air, but only small pieces of their talent remain in the greatest among
the Giants.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Air and Water produces Ice,
but Elemental Cold is a rare variation on Air Magic.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Air and Fire supposedly produces Elemental
Shadow, but only the mythical Gray Infernals are rumored to possess such
abilities.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;span style=&quot;&quot;&gt;&amp;#160;&lt;/span&gt;- Water is traditionally the magic of healing
and fertility, but it is also reputed to be the closest to Necromancy, as
spells of poison, acid, and horrible drownings come just as easily to its masters.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;The Seelie were the greatest Water mages
known to Greatwood scholars, but so much of their knowledge was lost in the Elf
War.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Druids – and Humans in general – favor
Water just behind Earth, in overall commonality.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Water and Fire produces Thunder, but while
proven, these powers are rare in the extreme.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;span style=&quot;&quot;&gt;&amp;#160;&lt;/span&gt;- Fire is traditionally the magic of both
artifice and destruction.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;It is the
power of choice of blacksmiths and arsonists, jewelers and war mages; a
passionate and dichotomous magical wellspring to draw from.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Red Infernals are the undisputed masters of
Fire magic, but Humans and Giants are no strangers to its lure.&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Celestials and Infernals
consider their magic different from that of the rest of the world, but the rest
of the world disagrees.&lt;/span&gt;&lt;/p&gt;



&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;The most distinct subtypes of
magic include Necromancy, Channeling, Summoning, and Chi / Spirit Disciplines.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;span style=&quot;&quot;&gt;&amp;#160;&lt;/span&gt;- Chi users are not considered magic users in
the classical sense, no matter how fantastic their feats, because their power
is entirely internalized and undetectable to classically trained mages.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Only Humans seem particularly drawn to the
Spirit Disciplines, although some lesser Giants bear some Talent for it.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;span style=&quot;&quot;&gt;&amp;#160;&lt;/span&gt;- Channelers and Summoners are the opposite,
having no perceptible internal component to their magic.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;They may detect as weak or strong, depending
on the nature of what they traffic in magically and what they are using at the
time.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;Celestials are the undisputed
masters of both Channeling and Summoning, but no race is denied such Talent.&lt;/span&gt;&lt;/p&gt;

&lt;p class=&quot;MsoNormal&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;span style=&quot;&quot;&gt;&amp;#160;&lt;/span&gt;- Necromancy draws on the corrupt aspects of
all four elements: Dark Earth to raise and empower the dead, Dark Fire to cage
and torment the soul, Dark Air to summon and command spirits, and Dark Water to
poison and corrupt the living.&lt;span style=&quot;&quot;&gt;&amp;#160; &lt;/span&gt;White
Infernals are rumored to be the strongest in the necromantic arts, but none are
immune to the lure of the Dark Powers.&lt;/span&gt;&lt;/p&gt;

 &lt;/p&gt;    &lt;p style=&quot;clear:both;&quot;&gt; 
    &lt;a href=&quot;http://americandiamondbacklives.vox.com/library/post/first-year-initiate-catrinas-class-notes-for-world-cultures.html?_c=feed-rss-full#comments&quot;&gt;Read and post comments&lt;/a&gt;   |   
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        <item>
            <title>Cast Update Three</title>
            <link>http://americandiamondbacklives.vox.com/library/post/cast-update-three.html?_c=feed-rss-full</link>   
            <author>nobody@vox.com(American Diamondback)</author>
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            <pubDate>Thu, 22 Feb 2007 20:06:39 -0800</pubDate>         
            
            <description>    &lt;p&gt;Again, in no particular order (briefer than before, but likely to be fleshed out later):&lt;/p&gt;&lt;p&gt;Master Rowan - youngish Master Druid who has been very much in the thoughts of Mistress Crystal lately.&lt;/p&gt;&lt;p&gt;Prince Edyn - Sovereign of Caernovon; elementalist of fire, earth, and water: 7&amp;#39; tall; slim; dark haired; strong noble bearing; soft-spoken and patient, with an appreciation for poetry.&lt;/p&gt;&lt;p&gt;Mia - Novon serving girl assigned to Princess Catrina&amp;#39;s quarters in the Ducal ring within the Noble Quarter of Caernovon.&lt;br /&gt; &lt;/p&gt;    &lt;p style=&quot;clear:both;&quot;&gt; 
    &lt;a href=&quot;http://americandiamondbacklives.vox.com/library/post/cast-update-three.html?_c=feed-rss-full#comments&quot;&gt;Read and post comments&lt;/a&gt;   |   
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        <item>
            <title>The Cast of the Druid Game, parts One, Two, and 2.1</title>
            <link>http://americandiamondbacklives.vox.com/library/post/the-cast-of-the-druid-game-parts-one-two-and-21.html?_c=feed-rss-full</link>   
            <author>nobody@vox.com(American Diamondback)</author>
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            <pubDate>Tue, 20 Feb 2007 11:43:28 -0800</pubDate>         
            
            <description>    &lt;p&gt;In no particular order:&lt;/p&gt;&lt;p&gt;Master Druid Barnabus Boltagon - second or third ranked Druid at
Whitetower (if the Druids marked such things) and organizer of the
quest for the Unseelie Heartstones; Uncle to Catrina Maximoff: looks 50ish but probably
older, with short honey-blond hair fading fast and slowly becoming shot
with gray.
&lt;/p&gt;&lt;p&gt;Pan - diminutive fire Fey; messenger for the Druids;
connoisseur of the arts (especially fire dancing): only a few inches
tall, with red and orange hair and butterfly wings; leaves behind
pleasant smelling smoke when he&amp;#39;s in a hurry.
&lt;/p&gt;&lt;p&gt;Young Master Amelia - teaching assistant; research aide
assigned to Sir Ardrau: quiet, pleasant; very disappointed in herself
for not being more accepting of Sir Ardrau&amp;#39;s &amp;quot;condition&amp;quot;.&lt;/p&gt;&lt;p&gt;Darius
Wordsmith - bard and poet; one of a handful of experts on Unseelie
poetry in Easterlee (although there are many dabblers and aficionados):
dark hair with an artistic touch of gray; long, lean build; dark eyes
and an easy smile; good conversationalist.
&lt;/p&gt;&lt;p&gt;Lady Grivane - fallen knight; comrade to Sir Ardrau on his
last quest who died before reaching the Angel&amp;#39;s Heart; slave to Lord
Jaulvor: mummified corpse in blackened armor, typically riding a rabid
worg.&lt;/p&gt;&lt;p&gt;
Young Mistress Crystal - adopted mother of Catrina, mother of Luna,
wife (estranged) of Ranger Pietro Greatwood; former elementalist
instructor on family hiatus: Auburn hair; youthful, athletic figure;
smoky blue eyes that turn gray or green to suit her mood or the magic
she&amp;#39;s channeling.
REVISION: Young Mistress Crystal&amp;#39;s real name is Crystalia, but she
prefers the diminutive.&amp;#160; She took the married name of Maximoff,
changing it to Lencher when her husband&amp;#39;s lineage was revealed, and
then dropped all surnames when she became estranged from her husband a
few years ago.&lt;br /&gt;&amp;#160;&lt;br /&gt;Rimeaea - dancer for Romgald&amp;#39;s Company, a
group of traveling performers; Air (Ice) Elementalist; perhaps the only
survivor of attacks on Greatwood Road caravans by strange creatures:
about 5&amp;#39;4&amp;quot;, with short, dark hair and a gymnast&amp;#39;s build; pleasant and
kind, but &amp;quot;allergic&amp;quot; to Shen Wu Ji because of their elemental
sympathies.
&lt;/p&gt;&lt;p&gt;Erik Lencher, Prince Magnus of Easterlee - Descendant of
pre-Druid noble houses; one of eleven sitting &amp;quot;Princelings&amp;quot; of the
Easterlee Council; Air Mage of nearly unrivaled power; Grandfather of
Catrina Maximoff; Magocrat: 6&amp;#39; tall and solidly built, with white hair
cut in noble style (pageboy); rarely walks, since flying requires an
insignificant fraction of his power and perhaps less concentration on
his part.
&lt;/p&gt;&lt;p&gt;Master Brink - Elder (and elderly) Druid; seer and diviner of
the first rank; toymaker and chess piece carver: stooped well below 5&amp;#39;
tall, with little hair to speak of, and gray eyes that spend too much
time focused on something other than what is before him.
&lt;/p&gt;&lt;p&gt;Cleopatra - Cheshire Siamese; Familiar of Whitetower;
&amp;quot;knowledge collector&amp;quot; and trader in secrets: dark furred, with amber
eyes, and a playful-and-wicked-by-turns smile that seems to expand as
she disappears; approximately Dex-sized, but a tad heavier, since she
merely clings to walls and ceilings instead of flying.&lt;/p&gt;&lt;p&gt;Luna - soon to be Druid Initiate; 8 year old daughter of Crystal &amp;amp; Pietro; sister (half- and adopted) of Catrina: brown hair; dark eyes that sometimes seem wise beyond her years; plump and energetic little girl who just happens to be able to read and manipulate earth and stone.&lt;/p&gt;&lt;p&gt;Senior Ranger Pietro Greatwood - first Maximoff, after his adopted father, then Lencher, after his real father, Prince Magnus, changed to a generic Ranger surname after an explosive falling out with same; &amp;quot;Master&amp;quot; Ranger; Father of Catrina and Luna; estranged husband of Crystal; son of Prince Magnus, Erik Lencher: white hair and dark eyes (sort of a silver-headed Viggo Mortensen); weapons master with mystically backed combat talent - superhuman speed and skill; remote, withdrawn and temperamental; rarely seen in Whitetower of late, and never in Easterlee. &lt;/p&gt;    &lt;p style=&quot;clear:both;&quot;&gt; 
    &lt;a href=&quot;http://americandiamondbacklives.vox.com/library/post/the-cast-of-the-druid-game-parts-one-two-and-21.html?_c=feed-rss-full#comments&quot;&gt;Read and post comments&lt;/a&gt;   |   
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        <item>
            <title>Tagged by Jennifer</title>
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            <author>nobody@vox.com(American Diamondback)</author>
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            <pubDate>Fri, 16 Feb 2007 13:13:52 -0800</pubDate>         
            
            <description>    &lt;p&gt;I&amp;#39;m at the end of my blogging rope here, as I know very few bloggers other than the one who tagged me.&amp;#160; The challenge is to reveal ten weird habits or odd things or little known facts about myself.&amp;#160; The first six people who read this blog get to do the same (not counting Jennifer, since there are no tags-back).&lt;/p&gt;&lt;p&gt;1) I&amp;#39;ve had nightmares and night terrors since I was three years old.&amp;#160; As a kid, I would wake up, scared $h!t-less, turn on my closet light, and play quietly until morning came, too shaken up to even attempt further sleep.&amp;#160; Every now and then, I still wake up shaking, but adulthood has dimmed... whatever it is that&amp;#39;s been going on with me all this time.&lt;/p&gt;&lt;p&gt;2) I become physically ill when I get angry.&amp;#160; It gets a lot easier to be easygoing if you know you&amp;#39;ll give yourself a migraine or end up throwing up if you don&amp;#39;t let things roll off you.&amp;#160; (Gosh, do I sound &lt;em&gt;well-adjusted&lt;/em&gt; so far?)&lt;/p&gt;&lt;p&gt;3) I am a Socratic Taoist - and yes, I made that up, but I had to because nothing else seemed to fit.&amp;#160; I apply Western Dualistic Philosophy to Eastern Mysticism about the unknowable world.&amp;#160; Basically, I believe only people - specifically individuals - can be changed.&amp;#160; I am responsible for everyone I touch, or can touch.&amp;#160; If I let you do something that we both know will bring you to harm, I have failed us both.&amp;#160; It leads me to be nosy, argumentative, and judgmental... concerned, open-minded, and compassionate.&amp;#160; As for how I arrived at this world-view / faith / belief....&lt;/p&gt;&lt;p&gt;4) My father was Catholic and my mother Lutheran.&amp;#160; I was raised Lutheran.&amp;#160; After their divorce, my father became Baptist, while my mother traveled through Unitarianism to arrive at some... Southern Charismatic thingy.&amp;#160; I have been Lutheran, Atheist, Agnostic, Gnostic, Pagan, Wiccan, and several flavors of non-practicing before arriving where I am now: relatively happy, fairly centered, and as &amp;quot;at peace&amp;quot; as someone of my complex temperament can hope to be.&lt;/p&gt;&lt;p&gt;5) I still go to Christian Bible classes and prayer groups every once in a while.&amp;#160; I&amp;#39;ve even been mistaken for a biblical scholar, a life-counselor, or a philosopher a time or two.&amp;#160; And no, I don&amp;#39;t do it to &amp;quot;twist Bible-Thumper&amp;#39;s tail&amp;quot;.&amp;#160; If what I believe cannot stand the company of other faiths, I have to find something else.&amp;#160; I&amp;#39;ve been pretty good lately, and maybe even helped a few people along the way.&lt;/p&gt;&lt;p&gt;6) My hands and feet are the only parts of me that &lt;strong&gt;aren&amp;#39;t&lt;/strong&gt; functionally hyper-mobile.&amp;#160; However, I&amp;#39;ve dislocated fingers and squished them back into place, little worse for wear.&lt;/p&gt;&lt;p&gt;7) I believe I was born with some kind of psychic ability or abilities, but they didn&amp;#39;t survive my journey into adulthood.&amp;#160; That said, I think most &amp;quot;psychic powers&amp;quot; are hallucinations, delusions, scams, or - most likely - extensions of senses that we haven&amp;#39;t been trained (biologically or socially) to make use of, rather than magical or supernatural abilities.&lt;/p&gt;&lt;p&gt;8) In the last few years, I have come to define every woman&amp;#39;s attractiveness by how much she resembles my wife.&lt;/p&gt;&lt;p&gt;9) While shopping, walking through public places, or waiting in line, I will pick out people at random and try to come up with a sentence or two that would be a good lead in to a story about them.&amp;#160; Women usually get romance or romantic-comedy type leads, while men usually are described as action movie principals (heroes or villains), but I&amp;#39;ll even flip that around if I&amp;#39;m bored enough, or I spot a woman who looks particularly fierce. ;-)&lt;/p&gt;&lt;p&gt;10) I tend to mistake the size of a person&amp;#39;s personality for their actual physical dimensions.&amp;#160; Tall, shy people seem shorter than me, while I still feel like I&amp;#39;m looking up at outgoing people.&amp;#160; For the record, most days I still see myself as 5&amp;#39; 7&amp;quot; tall and 110 pounds: small and puny, like my Junior year of high school... and the days I think otherwise aren&amp;#39;t necessarily the better times in my life.&lt;/p&gt;&lt;p&gt;As I said at the beginning, I tag the next six non-Jennifers to read this.&amp;#160; What ten things do we not know about you?&lt;br /&gt; &lt;/p&gt;    &lt;p style=&quot;clear:both;&quot;&gt; 
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