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      <image:title>Blog - Production Retrospective: Cut the Sky’s Throat - Make it stand out</image:title>
      <image:caption>“Where the magic happens”</image:caption>
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      <image:title>Blog - Fiction Podcast Season 5 Running Now! - Make it stand out</image:title>
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      <image:title>Blog - Fiction Podcast Season 5 Running Now! - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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    <lastmod>2025-09-28</lastmod>
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      <image:title>Blog - BLACKOUT WIP update</image:title>
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    <loc>https://www.fallencycle.com/blog/season-4-coming-soon</loc>
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    <lastmod>2025-09-16</lastmod>
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      <image:title>Blog - Season 4 Is Now Live - Make it stand out</image:title>
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      <image:title>Blog - Season 4 Is Now Live</image:title>
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      <image:title>Blog - Season 4 Is Now Live</image:title>
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      <image:title>Blog - Season 4 Is Now Live</image:title>
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      <image:title>Blog - Season 4 Is Now Live</image:title>
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      <image:title>Blog - Season 4 Is Now Live</image:title>
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      <image:title>Blog - Season 4 Is Now Live</image:title>
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    <loc>https://www.fallencycle.com/blog/season-3-of-the-fallen-cycle-podcast-launches-soon</loc>
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    <lastmod>2025-09-16</lastmod>
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      <image:title>Blog - Season 3 of the Fallen Cycle podcast launches soon - Make it stand out</image:title>
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    <loc>https://www.fallencycle.com/blog/season-2-of-the-podcast-is-underway</loc>
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    <lastmod>2024-11-14</lastmod>
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      <image:title>Blog - Season 2 of the Podcast Is underway… - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  <url>
    <loc>https://www.fallencycle.com/blog/tales-from-when-i-had-a-face-bw-edition</loc>
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    <lastmod>2024-11-01</lastmod>
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      <image:title>Blog - Tales From When I Had A Face b&amp;w edition</image:title>
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    <loc>https://www.fallencycle.com/blog/season-1-will-conclude-by-the-end-of-august</loc>
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    <lastmod>2024-08-07</lastmod>
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      <image:title>Blog - Season 1 will conclude by the end of august - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - Season 1 will conclude by the end of august - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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    <loc>https://www.fallencycle.com/blog/its-official-the-fallen-cycle-fiction-podcast-is-coming</loc>
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    <priority>0.5</priority>
    <lastmod>2024-08-07</lastmod>
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      <image:title>Blog - It’s official: the Fallen Cycle fiction podcast is coming. - Make it stand out</image:title>
      <image:caption>The Fallen Cycle Mythos fiction podcast will be widely available under a Creative Commons 3.0 license.</image:caption>
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    <loc>https://www.fallencycle.com/blog/looking-towards-2024-and-beyond</loc>
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    <lastmod>2024-08-07</lastmod>
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      <image:title>Blog - Looking towards 2024 and beyond… - Make it stand out</image:title>
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  <url>
    <loc>https://www.fallencycle.com/blog/the-ai-made-me-do-it</loc>
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    <lastmod>2026-02-21</lastmod>
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      <image:title>Blog - The AI made me do it. - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  <url>
    <loc>https://www.fallencycle.com/blog/why-a-fallen-cycle-rpg</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2024-08-07</lastmod>
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      <image:title>Blog - Why A Fallen Cycle&amp;nbsp;RPG? - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - Why A Fallen Cycle&amp;nbsp;RPG? - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - Why A Fallen Cycle&amp;nbsp;RPG? - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - Why A Fallen Cycle&amp;nbsp;RPG? - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - Why A Fallen Cycle&amp;nbsp;RPG? - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  <url>
    <loc>https://www.fallencycle.com/blog/a-peek-into-alterran-the-second-world</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2024-02-08</lastmod>
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      <image:title>Blog - RPG update: The Witch-hunters - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/63ce221e-718f-489c-aeb7-56edd1584f73/jcurcio_a_man_who_is_outlaw_revolutionary_and_shaman_speaking_t_7f60be5b-4e4f-4494-805d-de72faacbce5.png</image:loc>
      <image:title>Blog - RPG update: The Witch-hunters - Oyun</image:title>
      <image:caption>Oyun work Feyn magic, either stolen or through a compact similar to a “Warlock Patron” in D&amp;D 5e. They can channel the abilities of the Feyn, to speak and entreat with the spirits of the dead, to see in the dark or move with blinding speed, even to turn into animal forms or into mist. Oyun are quite powerful, as they channel the full force of Feyn magic directly with their bodies. They also pay a high price. Those who have a Pact must “feed” their patron, and many of those who try to wield stolen Feyn magic themselves  are restricted to their most base form of sustenance: human blood. (Vampire)  Although this is beyond the ken of most PCs, the Witch-hunters themselves wield a form of Oyun magic, are derivation of that which was taught the first king, Aryn.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Dreamwalker</image:title>
      <image:caption>Alterran  is a dream-world that has been “hardened” by generations of permanent human residents. This is of particular benefit to  Dreamwalkers, as they benefit from the fact that Alterran is a chunk of the dream world made solid. Put simply, the dreams of mortals who dwell here permanently are far more potent than those in the material Cosmos. It is however the rare few who are cursed or blessed with an aptitude to produce anything beyond the most basic effects. (Mage)</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Hedge</image:title>
      <image:caption>Hedge Magic in Alterran is essentially a primal nature based ability to weave the Second World. This comes in many outer forms, from mad scientist and alchemist to the tribal traditions of the Oblidan and Waylan that haven’t been stamped out. The powers are the same, working on the substrate of already existing objects. Many although not all of them have a single focus or method of working, such as through potions.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Apostate</image:title>
      <image:caption>Although some may find tutelage from others like them (likely self-taught themselves), Apostates operate without a unifying tradition. They are aberrations, mutants, or so the stories go. Whether rightly or wrongly, they are probably the most feared, as the most powerful of them can affect the Second World at a fundamental level with their will alone. (Mage) More details will be provided on this in another document for PC spellcrafters.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/5a7eb336-b79a-437d-a9d1-f474f819a55c/jcurcio_rpg_fantasy_art_desert_mesa_location_painting_a_small_m_067f3097-cb6c-44f4-9fcc-9732b61b2ae0.jpg</image:loc>
      <image:title>Blog - RPG update: The Witch-hunters - The Great Divide Cherny Razlom</image:title>
      <image:caption>When humans first arrived as permanent residents, the Feyn had already laid claim to the North, a liminal space between dream and death not unlike their first home. This seemed to them to be the natural order of things. After all, the South was once the Borderlands, the collective deep dream that all sleeping minds might visit. Let the humans have it, they thought. But the humans didn’t stay there.  There was once a truly impassable divide between north and south, a barrier. When humans took up residence, the Borderlands began to solidify, and gradually turned to desert, and the barrier became similarly literal: an enormous cliff face rising nearly a mile above the desert below. Enormous, but not truly impassable. The southernmost portions of the Kingdom of Chernaya sits atop this Divide, whereas the northern regions are ringed by steep mountains and still sizable plateaus that fall suddenly to the oceans below.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Duvik</image:title>
      <image:caption>The ancestral lands of the people who once subjugated the Oblidan paid in many lives over subsequent generations, however by this point Duvik has itself been mostly subjugated by the Crown, and serves as de facto transportation hub and military encampment. The extinct volcano that Sevgorod is built upon is visible for miles, and looms just as large over its affairs. The terrain is a mix of small scrub forests broken up by stony ground, similar to the terrain of parts of Italy. Good for grapes, goats, bad for most sorts of large scale agriculture.  There are a number of small cities in Duvik, as well as many small towns connected by winding wagon paths, streams and trails.  Sample Concepts: Investigator Veteran of the Border Wars (with Waylan) Fugitive Scholar Itinerant Bard  Retired Mercenary Wandering Herbalist</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Waylan</image:title>
      <image:caption>More recently conquered by the Kingdom during a period of brutal border wars, Waylan still harbors a significant population who are hostile to the crown, and by all appearances, the young king Belgarion intends to make them suffer for it. Waylan is incredibly fertile, a sprawling land of rolling hills and lush grasslands, and is the primary agricultural center for the Kingdom. People live in a variety of towns, villages and hamlets, under constant “supervision” from the Regiment and their superiors, or out in the hills.  Cartels here are prominent, but are still very rooted in their communities.  Sample Concepts: Former Cartel Enforcer Runaway Slave (likely from Sevgorod)  Disenchanted Soldier  Rebel Wandering Sword-For-Hire  Waylan Skald Actual Witch</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Sevgorod</image:title>
      <image:caption>“Berath” in Waylan Sevgorod is by far the most populated center in Chernaya, although its exact population is unknown if we are including the “Crown’s Labor.” Also known as the City in the Clouds, it grew up around a forge established a century ago in the bowl of an extinct volcano. Some heat still rises up from below, fueling the forges and heating the nobles’ houses. True to its name, clouds often trickle from the rim of that stone bowl, curling around the lip like a liquid, tumbling down its steep sides into a vague, gray haze.   Above ground, it is a city of concentric circles constructed of stone, built to weather the ages. Underneath lies the mines and forges that helped to build that Kingdom, and the thousand-thousand bones of those upon whose thankless labor it stands. At its center sits the Imperial Court. The city’s markets are controlled by numerous merchant guilds / crime syndicates. These factions, ever-engaged in a silent but fierce struggle for dominance, play a larger role in the day-to-day lives of the average “gorod” than the isolate Court.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Oblidan</image:title>
      <image:caption>Oblidan sprawls from the south to the north of Sevgorod on its eastern side. The southern portions of the region consist mostly of grassland and tundra, less fertile than Waylan but perfect for hardy herding animals. The northern portion is a trackless waste that serves as a nearly perfect bulwark against incursions, for those who learn its ways. This long served the original people of Oblidan well, up until the day the Duvik came in force, and decimated their long rivals. The man who would be named Aryn Chernaya was amongst the survivors.  Oblidan now serves as both a hinterland and a rich resource trove for the Crown, despite its climate. The threat of Tovag raids makes northward expansion a perilous endeavor, while the eastward expanse, less obstructed, attracts those fleeing the overcrowded urban centers, particularly Sevgorod. These new settlers, criminals, would-be revolutionaries or escapees from the mines, find in Oblidan a harsh refuge, but one far from the oversight of either Watch or Regiment. Sample Concepts:  Nomadic Warrior Oyun Apostate  Bounty Hunter  Escaped Prisoner Exiled Scholar or Noble Known Rebel Prospector</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Rostova Still “Rustov” to many of its inhabitants, especially in the lower city region</image:title>
      <image:caption>Nestled beside the Reach, a deep lake with a northern strait leading to the ocean, this city is often isolated, save a single road at either end of the city, when this passage freezes. The city is mad with activity during the trading season, and then turns equally strongly inward during the long freeze. Rostova is now the most populated Chernayan holding north of its capital.  The lower city of Rostova is criss-crossed by a dense network of canals, marked by its own, stately and refined architectural style. These waterways bustle with life in the warmer months, serving as the main arteries of commerce and daily activities, where boats and barges are the lifelines of trade and transport. During the freeze, people treat them like roads, and go about on snow-shoes and sleds. Rostova has long valued its artisans and merchant Houses alike, and this is clear in its longevity, as well as the distance many Chernayans will go to get their hands on Rostovan crafts. Ascending from the older parts of the city, the grid-designed outer city climbs up the hillside along the eastern side of the Reach. This part of Rostova showcases newer, more fortified structures designed to withstand the harsh northern winters, built around central “hearth rooms”, which in some cases can get quite large.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Skalliheim</image:title>
      <image:caption>Skalliheim was originally built of a single slab of some alien, ageless black stone. A hollow obelisk with a single central staircase with 500 steps. It has no seams, and was first discovered when a group of Chernayans, fleeing savage Tovag assaults, took shelter here. This tale is remembered, because their pursuers were unwilling or unable to enter, and broke off. The single tower has long served as lookout against attack from the original peoples that settled the north. It is rumored to hail from the long forgotten ages between the disappearance of the Old Fey and the rise of Chernaya.  This lone monolith is in the process of being expanded with new construction by decree of Belgarion. The extensive keep and castle exterior designed by a renowned Rustovan architect is still in construction at the point this story begins.  The Feyn avoid the place as if it was a chemical fire, and so... they intend to build a prison, as well as a garrison.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Chatillian Shadow Forest The Kray Lesa</image:title>
      <image:caption>A thick forest stretches nearly uninterrupted from north of  Highmount to the Reach, some 500 miles.  It is only broken by several small mountain ranges, meandering rivers and ponds and the occasional clearing.  Although they are far from the only inhabitants, the Feyn are thought to exist in numbers somewhere back there in the wilderness. Only the most desperate or risk-prone trackers, hunters, or delvers into arcane secrets dare to enter. Some have even returned from the denser parts of the Shadow Forest, if their stories are to be believed.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - The Tovag Baragu</image:title>
      <image:caption>The Tovag-Baragu is a dense forest cradled between the arms of the Alyak, a vast mountain range that culminates in Skrellingskaald, the highest peak in the Second World. Like the forest that enshrines it, the Meliae fields that lay beyond its distant glacial waterfalls have not been seen by many human eyes. What is known is likely hearsay. The outermost arrowood trees wear veils of pearl mists, creating a gradient from wood to swirling vapor. Their massive trunks dominate the horizon even from the Oblidan. In the northernmost lands, the veil between worlds thins, where (according to the Tovag Oyun) the Fall Tree’s roots intertwine with the “world’s cosmic wheel” and allow them to return lost spirits to the Oyun’s true home, the Land of the Dead.  The largest gathering of Tovag dwells in the upper boughs of this tree in the House of Bones, where a council of their Oyun sits in judgement upon both this world, and the next.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - The Regiment Voisko Chernaya</image:title>
      <image:caption>Common soldiers who are frequently stationed at the borders of the Kingdom with the alien lands beyond, in expectation of a war that is yet to come but always just beyond the horizon, or to stand in reserve against internal unrest. They are also used to police the Crown’s Labor, and areas like Waylan.  The Regiment has rank-and-file and elite units, but the latter are as much a product of nepotism as competency. There are three ranks: Stelets (1 man), Desyatnik (of ten men), and Sotnik (of one hundred men). These are valued as 1 copper, 1 silver, 1 gold, and their rank insignia is made of a small embedded circlet of the corresponding metal. This sets the fixed rate of exchange value within the Chernayhan economy. Their headquarters are technically in Sevgorod, although the Regiment has at least a small outpost in most towns throughout the kingdom.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - The Watch Strazha Poryadok</image:title>
      <image:caption>The Watch are trained investigators as well as serving as de facto police in places where the intention is to actually solve a crime. They are better trained and supplied than the Regiment, although the Regiment has cannon and other heavier weapons that don’t tend to come into the Watch’s purview. The Watch is often called on by the Regiment in their own duties when a proper investigation is called for.   The Watch has a subdivision that are focused on spycraft, who have substantial contacts throughout the merchant guilds of the two major cities of the Kingdom. As there is little direct interaction between Chernayan heads of state and those outside their borders, aside from loose trade compacts (with major houses of the Banqu city-state and the Imari dynasty), their activities are mostly inward facing. Their headquarters are now in Rostova.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - The Inquisitors Okhotnik na ved'm, Witch-hunters</image:title>
      <image:caption>The rare appearance of a Witch-hunter, supported by their clandestine network of informants, always sends ripples of unease through the community. These ominous figures, masked, robed in authority and enigma, are said to be able to read the minds and even dreams of those they suspect of any wrongdoing. This is not the limit of their mind-magic.  The identity of Witch-hunters is kept secret, and they are some of the only “servants” in the Kingdom who are allowed to have face-to-face interaction with the King.  Their headquarters are within the Imperial Court itself, although it is said their training and interrogation facilities exist underneath Sevgorod, in chambers independent from the network of mines, tunnels and prisons that extend into the mountains for several miles around the city.  Only their highest ranking members are allowed to wear the Death's Head regalia.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters</image:title>
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      <image:title>Blog - RPG update: The Witch-hunters - The Tovag</image:title>
      <image:caption>The Tovag are the most bestial in appearance, and by far the most physically intimidating. They range in size from a very large man to truly monstrous, 2-3.5 meters. This size change is something they can affect upon themselves, although the energy consumed makes them ravenously hungry. They look more bestial the larger they are, but otherwise cannot change their appearance.  They dwell beyond the reaches of the Chernayan empire, in the massive forests and mountains beyond. During the time of Belgarion’s reign, their uncharted forest is still quite large. The Tovag’s House of Bones is built in the largest arrowood tree in their forest, which sits atop the only known still active border Gate between Alterran and their original home, Land of the Dead. They guard it still.  They are fierce warriors, distrustful of outsiders, but can be quite boisterous and kind amongst themselves. Their magic is cruder than the Chatillians though no less powerful.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - The Chatillian</image:title>
      <image:caption>The most contemplative and introspective of the Feyn, also known for being cold, distant, and alien. The form they take amongst themselves is similar to the fantasy personification of elves, oftentimes with a slender pair of horns and bone-white to deep blue-black skin, although one of their innate abilities is to change their appearance to varying degrees. Chatillians are equal parts male and female (or both, or neither) and can change this element of their appearance to suit their needs as well, however, they can only impregnate, and cannot carry children. Amongst themselves, they have no particular concept of gender as most human cultures conceive of it. To a spirit, it’s simply an alien concept.   When they go amongst humans, they can craft new faces for themselves, having the greatest subtle control of the weave of their forms. Although possessing a physical form in this Realm, these Feyn still excell at the arts of possession, and are thought to work much trickery throughout the land.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - The Meliae Changelings</image:title>
      <image:caption>The Meliae are shape-shifters of a very different kind than their brethren, a sort of fixed camouflage designed specifically to allow them to pass within human society, where they typically drift about like dandelion seed pods.   Generally appearing as remarkably attractive human females, they are able to insert themselves into nearly any social environment, and can exert a kind of influence on the emotions of those around them using potent pheromones that have been described as smelling similarly to Angel’s Trumpets. In a sense the Meliae are the least like humans, but they are best able to blend in. Contrary to their nickname amongst humans, they do not shapeshift as the others Feyn types do, but they have one physical transformative ability: when severely threatened their eyes turn white and can see in the dark,  and they sprout razor-sharp claws.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - Karlu-Chatil Goblins, Halfbloods</image:title>
      <image:caption>The Karlu-Chatil (aka “goblins”, “halfbloods”) are descendents of human-Feyn interbreeding. Most who can’t pass as fully human are outcasts in both societies, although they sometimes find welcome amongst the human cultures of the South. Some Chatillians sympathize with them, or look on them as a tragic mistake, whereas the Tovag almost  universally view them with disdain or outright hostility. True to form, Meliae don’t all think one way or the other. Their appearance and abilities are a grab-bag of the options provided by the other Feyn sub-types, often presenting less potently than in their full Feyn counterparts. Some can pass as fully human and might not even themselves know otherwise, unless a strange ability comes to manifest itself. Those who favor Tovag features are most frequently called “goblins” in Chernaya, which is a slur that many of them use themselves.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - King Valerik Aatos Chernaya “the Unifier”</image:title>
      <image:caption>King Valerik was the one who fully “united” the Kingdom, through the bloody borderland wars with Waylan. He also oversaw the more diplomatic acquisition and renaming of Rostova. Belgarion was Valerik’s bastard son, born Vasily. Valerik made the mistake of naming Belgarion heir when his other children were assassinated by rebels. This is one of many facts that is quickly being forgotten and rewritten, as to so much as speak of such things now is punishable by death.  Verik was a stern man, always of ill humor even before the lengthy impalement that ended his life. He was however always measured, strategic, even cautious. His son is proving to be of precisely the opposite temperament.</image:caption>
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      <image:title>Blog - RPG update: The Witch-hunters - King Belgarion “the Prescient”</image:title>
      <image:caption>There are several aspects of King Belgarion’s rule that deviate from the traditions of the Kingdom. His coronation occurred merely three years ago, yet this twenty-something monarch asserts his immortality, claiming a reign that will span over a thousand years. He has eschewed his father’s surname in favor of a moniker derived from a prophetic dream he reportedly had as a child. He possesses no surname himself, and underwent sterilization to prevent any offspring from potentially “stealing” his name. The nature of his ascension has set the tone for his reign. Rumors suggest he employed his Inquisitors to execute his father, solidifying his uncontested authority. He works closely with this ever-present cult of fanatics, who are the only ones allowed in his presence and permitted to leave his Sevgorod tower.  His servants are bound to him for life, whether their tenure is long or short. Despite his confinement to the tower, his decisions have far-reaching impacts, and claims that he has spies everywhere are not merely paranoia. Another such erratic decision was the recent appointment of  a highly popular general to lead the rehabilitation project of Skalliheim.</image:caption>
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    <image:image>
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      <image:title>Blog - RPG update: The Witch-hunters - Beren “the Bald”</image:title>
      <image:caption>The story goes that Beren was born “cursed and deformed” somewhere in the Midlands, and the villagers ratted out this mother to the Crown, assuming she must have been a witch to have a child so ugly. Shortly thereafter, she was put to the torch by the Witch-hunters.  According to this story, they hadn’t come for her, but simply wanted her out of the way. No, this child was what they had come for. They had been charged to kill him for the power he would one day wield, but decided instead to make him one of them.  And so he was named a member of their Order on the spot and brought back to Sevgorod, where he disappeared into the School until he left the Inquisitors, a nearly unprecedented move for one who still draws breath. He joined the Regiment, and soon after was given his first command of 100 men in the Border Wars.</image:caption>
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      <image:title>Blog - What’s on deck for 2023, and beyond… - Make it stand out</image:title>
      <image:caption>The workstation in its natural state.</image:caption>
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      <image:title>Blog - What’s on deck for 2023, and beyond… - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - What’s on deck for 2023, and beyond… - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - What’s on deck for 2023, and beyond… - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Alterran Map (for beta edition) If you'd like a slightly higher resolution version, click here.</image:caption>
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      <image:caption>It has been a busy first week... On day one, we hit our baseline funding goals. By day three, we were added to Kickstarter's #ProjectWeLove list. Now we're pushing ahead to our first major stretch goal....  If you haven't already, secure your first editions now.</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - It begins…</image:title>
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      <image:title>Podcast - Season 5 Episode 9: Invisible Masters</image:title>
      <image:caption>Art by Chris DiSalvatore and James Curcio</image:caption>
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      <image:caption>Art by Chris DiSalvatore and James Curcio</image:caption>
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      <image:caption>Art by Chris DiSalvatore and James Curcio</image:caption>
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      <image:caption>Art by Chris DiSalvatore and James Curcio</image:caption>
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      <image:title>Podcast - Season 5 Episode 6: Getting the Band Back Together</image:title>
      <image:caption>Art by Chris DiSalvatore and James Curcio</image:caption>
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      <image:title>Tales From When I Had A Face</image:title>
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      <image:title>Tales From When I Had A Face</image:title>
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      <image:title>Tales From When I Had A Face</image:title>
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      <image:title>Tales From When I Had A Face</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1729959139007-L4Q640D5OR9YLKIBE1E7/Tales-Final-Preview-005.png</image:loc>
      <image:title>Tales From When I Had A Face</image:title>
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    <image:image>
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      <image:title>Tales From When I Had A Face</image:title>
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      <image:title>Tales From When I Had A Face</image:title>
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    <lastmod>2026-02-20</lastmod>
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      <image:title>BLACKOUT Vignette Comics</image:title>
      <image:caption>ISSUE 001</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1600729172781-57QLAWTZ8Y0YW3L21IB1/2.0.cover.jpg</image:loc>
      <image:title>BLACKOUT Vignette Comics</image:title>
      <image:caption>ISSUE 002</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1600729198713-ZL6UNKUB54GG69KIMGM2/003-pg0-title.jpg</image:loc>
      <image:title>BLACKOUT Vignette Comics</image:title>
      <image:caption>ISSUE 003</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1600729224288-PMMWFRF3OAUV4IK6PY7Q/004-cover.jpg</image:loc>
      <image:title>BLACKOUT Vignette Comics</image:title>
      <image:caption>ISSUE 004</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1600729239463-RY1RCWJWCX1G5J2RY26Y/cover.jpg</image:loc>
      <image:title>BLACKOUT Vignette Comics</image:title>
      <image:caption>ISSUE 005</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1600728516945-BDT90LGPM87K3VC0Q4CY/blackout-title.gif</image:loc>
      <image:title>BLACKOUT Vignette Comics</image:title>
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    <lastmod>2026-02-13</lastmod>
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    <lastmod>2024-06-14</lastmod>
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      <image:title>Quicknife</image:title>
      <image:caption>Quicknife Teaser: Title</image:caption>
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      <image:title>Quicknife</image:title>
      <image:caption>Quicknife Teaser: 00</image:caption>
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      <image:caption>Quicknife Teaser: 0</image:caption>
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      <image:title>Quicknife</image:title>
      <image:caption>Quicknife Teaser: 1</image:caption>
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    <image:image>
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      <image:title>Quicknife</image:title>
      <image:caption>Quicknife Teaser: 2</image:caption>
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      <image:caption>Quicknife Teaser: 6</image:caption>
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      <image:caption>Quicknife Teaser: 7</image:caption>
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      <image:title>The Fallen</image:title>
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      <image:title>The Fallen</image:title>
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      <image:title>The Fallen</image:title>
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      <image:title>The Fallen</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/0322df3f-ac7f-4269-98d2-9bfd6b130bbf/TheFallen-07.jpg</image:loc>
      <image:title>The Fallen</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/9177fdd5-7944-457b-b264-586cefe4d62d/TheFallen-08.jpg</image:loc>
      <image:title>The Fallen</image:title>
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    <image:image>
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      <image:title>The Fallen</image:title>
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    <image:image>
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      <image:title>The Fallen</image:title>
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    <image:image>
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      <image:title>The Fallen</image:title>
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      <image:title>The Fallen</image:title>
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    <image:image>
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      <image:title>The Fallen - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
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    <loc>https://www.fallencycle.com/blackout-terminal-ghosts</loc>
    <changefreq>daily</changefreq>
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    <lastmod>2026-03-29</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/4fc62bd8-d448-4bcd-b9d0-0082c7f4c9a2/blackout-logo.png</image:loc>
    </image:image>
    <image:image>
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      <image:title>BLACKOUT: Terminal Ghosts - Nemo</image:title>
      <image:caption>Raised in the Bureau’s L-CAP pipeline, Nemo was trained to model minds, predict behavior, and turn empathy into leverage. Black Ridge broke him: a deniable mission in the early 2030s left him with moral injury and a sealed hole in both memory and record. He walked away from government work and disappeared into Hong Kong’s underworld, drifting between Triad-adjacent consulting and life in the Barrens. By 2051 he was keeping his head down—until Heliotrope found and recruited him.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1758991585390-389LDYR8B5HITPQ5QS0Y/Erik.jpg</image:loc>
      <image:title>BLACKOUT: Terminal Ghosts - Erik</image:title>
      <image:caption>Born in Greenland’s brief water-and-ice boom, Erik grew up on frontier myth dressed in modern gear: snowmobiles, rifles, Viking lore, star charts. He left at eighteen, crossed into Russia, and joined the VVS-Cosmonaut Space Force, only to lose his astronaut track to a congenital heart defect that marked him Earth-Bound. The official record stops there.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1758991605884-YMV5QI8XZ17RBWND2MF8/Prospero.jpg</image:loc>
      <image:title>BLACKOUT: Terminal Ghosts - Prospero</image:title>
      <image:caption>Prospero was a teenage dissident hacker burning holes in Russian state networks when PLA operators pulled him out of Uzbekistan before the GRU could. Beijing turned him into an intelligence asset: AI, infiltration, psyops, and a mil-spec neural augment wired into his cortical stack. Then a redacted Mars mission changed the implant. Afterward, its AI began speaking as a constant second presence with its own priorities. That entity—Caliban—made them something stranger than operator and tool. Now they work Hong Kong as freelance Idents and network manipulators.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1758991605860-O55Q7AHP6RN10T090Y2X/Roza.jpg</image:loc>
      <image:title>BLACKOUT: Terminal Ghosts - Roza</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f668de2e08c862107268f95/1758991583814-G6SPB2S4QEMDRCD6XA10/728.jpg</image:loc>
      <image:title>BLACKOUT: Terminal Ghosts - 728</image:title>
      <image:caption>Their first coherent memory is 2046: strapped to a medbed, watched through glass, and told they were the sole survivor of Mandragora test group 728. What remains of their identity is a synthetic body leased to the PLA, a batch number, and a past sealed behind corporate walls. They served two years on gray ops despite amnesia and fugue states tied to captivity cues, then went AWOL and disappeared into freelance work. Their chassis reads as human, and even their memories seem human—if those memories can be trusted.</image:caption>
    </image:image>
    <image:image>
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      <image:title>BLACKOUT: Terminal Ghosts - Erastus</image:title>
      <image:caption>Born to privilege on New Luna Station, Erastus received prototype rigger implants at twelve and discovered he could inhabit machines with impossible ease. He could hold entire swarms in working memory without AI support, chasing the clean euphoria of distributed embodiment. At fourteen, that gift turned to catastrophy: a ring-wide feedback cascade crashed hab systems, glitched medical nets, killed 501 people, and erased his family’s fortune. Listed among the dead, he resurfaced years later in Southeast Asia. Heliotrope rebuilt him (mostly) and by 2052 he was working Cell 54 as a rigger and overwatch specialist.</image:caption>
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