MySQL query error [1213]: Deadlock found when trying to get lock; try restarting transaction
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REPLACE INTO `vw_parsed` (`itemtypeid`, `itemid`, `dateline`, `pagetext_html`, `styleid`, `languageid`, `permhash`) VALUES (7,11721,1593806823,'{"message":"<br \\/>\\n<infobox style=\\"border-color:; color:; background:;\\">\\n\\t<img src=\\"https:\\/\\/cdnb.artstation.com\\/p\\/assets\\/images\\/images\\/011\\/104\\/945\\/large\\/lake-hurwitz-lake-hurwitz-artid312295-bluebearhunts-final-a.jpg?1527865831\\">\\n\\t<h2>Nordenfiir<\\/h2>\\n\\t<section class=\\"\\">\\n\\n\\t\\t<header style=\\"color:; background:;\\">Basic Information<\\/header>\\n\\t\\t<data class=\\"\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Alternative name(s)<\\/label>\\n\\t\\t\\t<content>"Norden" "Bearkin"<\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Origin<\\/label>\\n\\t\\t\\t<content>Nordengaard, Eretejva<\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Lifespan<\\/label>\\n\\t\\t\\t<content>Approximately 100 years<\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Diet<\\/label>\\n\\t\\t\\t<content>Carnivores<\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Subspecies<\\/label>\\n\\t\\t\\t<content>Nord<\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t<\\/section>\\n\\n\\t<section class=\\"\\">\\n\\n\\t\\t<header style=\\"color:; background:;\\">Physical description<\\/header>\\n\\t\\t<data class=\\"\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Height<\\/label>\\n\\t\\t\\t<content>Above Average<\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Distinctive features<\\/label>\\n\\t\\t\\t<content>Muscular, fair skinned, typically baring a "glyph" marking<\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t<\\/section>\\n\\n\\t<section class=\\"\\">\\n\\n\\t\\t<header style=\\"color:; background:;\\">Cultural<\\/header>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Organisations<\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Languages<\\/label>\\n\\t\\t\\t<content>Common, Fiirevik<\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Locations<\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t<\\/section>\\n\\n\\t<section class=\\"\\">\\n\\n\\t\\t<header style=\\"color:; background:;\\">Out-of-character information<\\/header>\\n\\t\\t<data class=\\"\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label>Image source<\\/label>\\n\\t\\t\\t<content><a href=\\"https:\\/\\/www.artstation.com\\/artwork\\/4J4V8\\" target=\\"_blank\\" class=\\"link link--external link-https\\" rel=\\"noopener nofollow\\">Lake Hurwitz, "Blue Bear Hunts"<\\/a><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t<\\/section>\\n\\n\\t<section class=\\"hiddenStructure\\"\\n\\t\\tstyle=\\"color:; background:;\\">\\n\\n\\t\\t<header style=\\"color:; background:;\\"><\\/header>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t\\t<data class=\\"hiddenStructure\\" style=\\"color:; background:;\\">\\n\\t\\t\\t<label><\\/label>\\n\\t\\t\\t<content><\\/content>\\n\\t\\t<\\/data>\\n\\t<\\/section>\\n<\\/infobox><br \\/>\\n<br \\/>\\nNordenfiir are shifters. Bear shifters to be more specific. Their base form is that of a human, albeit they are often broader and larger than typical human stock. They appear as a warrior folk, almost never seen without armor and weapons at their disposal. While every Nordenfiir has the power to take the form of a bear, not every Nordenfiir will gain the ability. A Nordenfiir must undergo a right of passage - either tested or through the natural course of their lifetime - where they must overcome great challenges and pursue a path of self discovery in order to gain the ability to shift, or what they refer to as their discovering their <i>Svalen[\\/autolink] <\\/i>["soul" in their language].<br \\/>\\n<br \\/>\\n<b><u><span style=\\"font-family: \'Trebuchet MS\'\\">Nordenfiir PCs:<\\/span><\\/u><\\/b><br \\/>\\nMaude[\\/autolink] - Newly risen Queen, born in the Frozen Halls<br \\/>\\nVand[\\/autolink] - Jorn of Withereach[\\/autolink], born in Withereach[\\/autolink]<br \\/>\\nArnor Skuldsson[\\/autolink] - Mercenary, born in Faarin[\\/autolink],<br \\/>\\nSigguatur Eilifsson[\\/autolink] - Mercenary in the Summer Lands, born in Faarin[\\/autolink], wandering<br \\/>\\nSigne Hagen[\\/autolink] - Mercenary in the Summer Lands, born in Hjerim<br \\/>\\nGunnar Bergstrom[\\/autolink] - Mercenary, born in the Frozen Halls, Queen\'s Harem, wandering<br \\/>\\nHaldiir[\\/autolink] - Woodcutter\\/Adventurer, born in the Spine[\\/autolink], traveling<br \\/>\\nEmeria[\\/autolink] - Fallen Shield Maiden of late Usurper Borvenir, born in Nordengaard<br \\/>\\nHugi[\\/autolink] - Queen\'s Council, born in Nordengaard<br \\/>\\nValthar Ardullsson[\\/autolink] - Fisher, born in Faarin[\\/autolink]\'s fishing port Klausvig, presently in Nordengaard<br \\/>\\nBrenna Ardullsson[\\/autolink] - Teacher \\/ Soldier in training, born Faarin[\\/autolink]\'s fishing port Klausvig, presently in Nordengaard<br \\/>\\nMikaela Ryurik[\\/autolink] - Scout of Nordengaard<br \\/>\\nSigne Orkhammer[\\/autolink] - Adventurer and Mercenary, born in Withereach[\\/autolink], presently travelling the world<br \\/>\\nGylfi Runarsson[\\/autolink] - Hunter, born in Indeholm, causing trouble in Nordengaard<br \\/>\\nRuna[\\/autolink] - Enchanter, born in Hjerim<br \\/>\\nGrimolf Ozursson[\\/autolink] - Bounty Hunter, born in Withereach[\\/autolink], wandering<br \\/>\\nOrvik[\\/autolink] - Mercenary, born in Nordengaard, wandering the Kingdom<br \\/>\\n<br \\/>\\n<b><u><span style=\\"font-family: \'Trebuchet MS\'\\">Nord PCs:<\\/span><\\/u><\\/b><br \\/>\\n<span style=\\"font-family: \'Trebuchet MS\'\\">Sigrith[\\/autolink] - Transient Witch of the tundra wastes, born in Hjerim - daughter of Jorn Thurna, residing in Withereach[\\/autolink]<\\/span><br \\/>\\nRiver PaleBlood[\\/autolink] - Daughter of a Withereach[\\/autolink] miner and a human merchant, wandering Mercenary<br \\/>\\nHaesteinn Skraelingson[\\/autolink] - Mercenary, born in Hjerim, wandering<br \\/>\\nRainer[\\/autolink] - Vedymin vampire[\\/autolink], unknown birthplace, monster slayer<br \\/>\\nBritta[\\/autolink] - Mercenary, born in Graywind Pass outside of Vel Anir, wandering<br \\/>\\nCrocus - Faerie Changeling, born in Nordengaard, hermit in the wilds<br \\/>\\n<!-- vault[break_this_page] --><h1 class=\\"vw-head\\" id=\\"vwsec-Overview\\" data-title=\\"Overview\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">Overview<\\/span><\\/h1><h2 class=\\"vw-head\\" id=\\"vwsec-Language\\" data-title=\\"Language\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">Language<\\/span><\\/h2>All Nordenfiir are taught to speak Common tongue[\\/autolink] and that is, on the whole, the main language of their people.<br \\/>\\n<br \\/>\\nThe Fiirevik language, though their native and ancestral tongue, has becoming something of a contact language spoken less among the common people of their Kingdom, and more among the nobility closer to the Capital. A good majority of Nordenfiir are capable of speaking and understanding it, but it stand that the more removed from the capital one is, the less likely they are to learn it unless they come from a particularly devout lineage.<br \\/>\\n<br \\/>\\nThere\'s a fair amount of shame attached to a Nordenfiir not knowing or being capable of speaking Fiirevik, especially should one ever encounter a noble or, Eogorath forbid, royalty.<br \\/>\\n<br \\/>\\nThe Fiirevik language is not widespread beyond the kingdom of Nordengaard, and to be of any other race and speak it is quite rare.<br \\/>\\n<br \\/>\\nFor OOC purposes, Fiirevik is celtic\\/gaelic based and any translator of said variety could be used for the language.<br \\/>\\n<br \\/>\\n<b>Some established translations:<\\/b><br \\/>\\n<ul>\\n<li data-xf-list-type=\\"ul\\"><i>Dea\'roh<\\/i> - A small, red bird native to southern Eretejva[\\/autolink]. Rare. Said to be a sign of luck.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Dott\'rhi<\\/i> - Queen<\\/li>\\n<li data-xf-list-type=\\"ul\\">Dott\'rhi\'aor - Queensman (a male within the Queen\'s harem)<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Havraekae<\\/i> - A challenge issued to a ruling Jorn or King for the rights to their seat of power.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Herrevan<\\/i> - Large, three-eyed ravens native only to Eretejva[\\/autolink]. Semi-sentient and capable of parroting speech, they are used to carry messages between Nordenfiir settlements[\\/autolink].<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Jorn<\\/i> - Lord. Chief. Leader of a Nordenfiir settlement. Jorn is used for both male and female leaders.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Jarna<\\/i> - Referring to a female within a Jorn\'s harem.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Juren<\\/i> - Referring to a male within a Jorn\'s harem.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Kulean<\\/i> - Cub, a term used to refer to young Nordenfiir children, a charge, or pupil<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Preske<\\/i> - Glyph. Referring to the identifying marking a Nordenfiir receives on their body after finding their Svalen[\\/autolink].<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Rhi<\\/i> - King<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Rhi\'aen<\\/i> - Kingslady (a female within the King\'s harem)<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Ruuk<\\/i> - The tower within which a settlement\'s Herrevans are kept. There is one in every Nordenfiir settlement.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Shek<\\/i> - Expletive. Referring to dung, droppings.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><i>Svalen[\\/autolink]<\\/i> - Soul. A Nordenfiir\'s spiritual reflection, referring to and synonymous with their bear form.<\\/li>\\n<\\/ul><br \\/>\\n<br \\/>\\n<h2 class=\\"vw-head\\" id=\\"vwsec-Appearance\\" data-title=\\"Appearance\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">Appearance<\\/span><\\/h2>Nordenfiir are often indistinguishable from normal human stock. Aside from their warrior physique and often strong, earthy scent, if their glyph markings are not present or cannot be readily seen it is easy to mistaken them at a glance. The glyphs are typically the easiest way to tell them apart, but there are a few other things that inherently give them away.<br \\/>\\n<br \\/>\\n<b><u>GLYPHS<\\/u><\\/b><br \\/>\\nEvery Nordenfiir who has found their Svalen[\\/autolink] can then be identified by glyph markings that appear on their skin during their first transformation. These glyphs are unique to every Norden, signifying the identity of their Svalen[\\/autolink] like a thumbprint, and will appear on their human form similar to tattoos. Once gained they never go away and never change and follow the Norden from human to Svalen[\\/autolink] form. Glyphs are always black in color.<br \\/>\\n<br \\/>\\nIt is most common for a Glyph to appear on the back, chest, or shoulder\\/arm. Typically this mark is only found on one side of the body, rarely does it extend so wide and far as to cover a majority of the flesh, but can also be found around the neck and face - leading those individuals to be the easiest to identify if one has the capability of sensing the magic tied to them.<br \\/>\\n<br \\/>\\n<b><u>SVALENS<\\/u><\\/b><br \\/>\\n<i>Svalen[\\/autolink]<\\/i> is a term that refers to the word "soul" in Fiirevik, as well it is also used to refer to their bear\\/beast forms, as the two [bear and soul] are nearly synonymous with one another within their culture.<br \\/>\\n<br \\/>\\nMany Nordenfiir undergo a pilgrimage\\/coming of age\\/rite of passage called "Taking the Path" in their early adulthood (generally age 16-18) and venture out into the wilderness for a year to survive on their own against many challenges and dangers. This path to self discovery can take many forms and may be different from individual to individual. Some acquire their Svalen[\\/autolink] during this time, others may not, and some yet never return home. It is unusual for a Nordenfiir to reach their prime and still have yet to gain their Svalen[\\/autolink]. As it holds great importance in their culture, those who never gain their Svalen[\\/autolink] usually leave in a form of self-exile.<br \\/>\\n<br \\/>\\nNo matter the age a Nordenfiir gains their Svalen[\\/autolink], they must then undergo maturation in their beast form - denoted by the color of their coat and their size. All new Svalens begin with a black coat and their size is typically reflective of their human stature. Svalens age quickly, and the more a Norden takes their beast form, the faster they mature. Their coats turn from black to brown and eventually to white, though there have been rare reported instances of a Svalen[\\/autolink] maintaining a black or brown coat through maturation. The majority of them turn white. Fully-grown Svalen[\\/autolink] will top out at sizes that would be considered unusually large for a mortal grizzly bear, though again some may remain smaller if they are slight of build in their human form. Males are typically larger than females, though the females boast the greater ferocity.<br \\/>\\n<br \\/>\\nOnce gained it is quite easy for a Nordenfiir to take their Svalen[\\/autolink] form and being in it is as natural to them as their human forms. Some Nordenfiirs grow to prefer the Svalen[\\/autolink] body and maintain it for the majority of their lives afterwards. Scars, wounds, and permanent injuries transfer between forms. Impregnation can only occur in their human form and once a female Norden is pregnant she cannot shift again until she has given birth.<br \\/>\\n<br \\/>\\nNormal humans[\\/autolink] are compatible with Nordenfiirs - a pairing will result in a 50% chance of the magic that makes a Nordenfiir passing down to the offspring - they either are born as a Norden or they are not. There is no in-between. The bearkin parent will be able to tell at the time of birth by scent alone. A child born unblessed with a Svalen[\\/autolink] will be deemed a <b>"Nord"<\\/b> and though they may never be able to take a bear form, these children may yet gain other magical skills and powers. They often maintain a fair amount of Nordenfiiri traits - greater strength, stamina, and tolerance of cold than a typical human.<br \\/>\\n<br \\/>\\n<a href=\\"https:\\/\\/chroniclesrp.net\\/Folklore\\/Svalen\\" class=\\"link link--internal\\">For more information on the Svalen form read here.<\\/a><br \\/>\\n<br \\/>\\n<h2 class=\\"vw-head\\" id=\\"vwsec-Habitat\\" data-title=\\"Habitat\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">Habitat<\\/span><\\/h2>Nordenfiir live in the frozen tundras of Eretejva[\\/autolink], their Kingdom of Nordengaard stretching from the high peaks of the mountains where their capital of the same name is located, down to the southern shores where their southmost settlement of Withereach[\\/autolink] can be found. This landscape is an unforgiving one but the Nordenfiir have evolved over many hundreds of years to live quite contently within it.<br \\/>\\n<br \\/>\\nThere are no sprawling meadows of green or vibrant forests stretching across the horizon. What marks this land are the jagged white peaks of the mountains and the stark, endless tundra. A deciduous forest lines the base of the mountains where the storms aren\'t quite so bad, but they are more often than not covered in ice and snow.<br \\/>\\n<br \\/>\\nWinter lasts for the majority of the year and summer is but a short and often forgettable season. There have been very few records of a summer lasting long enough to melt the landscape and reveal the greenery hidden beneath the snow.<br \\/>\\n<br \\/>\\nAs a whole, most Nordenfiir are not well-traveled beyond the realm of Eretejva[\\/autolink] and their Kingdom. Those that venture beyond often do so on the basis of exile, self or otherwise. At present day, trade with foreign Kingdoms was newly established only within the past five years under the rule of the late King Iordahn. No external Nordenfiir colonies have been made.<br \\/>\\n<br \\/>\\nAny lands south of Eretejva[\\/autolink] are collectively referred to as "The Summerlands \\/ Summer Lands" or simply as "The South" by Nordenfiir. Only the more well-learned of their kind are familiar with foreign nations or the actual names of those lands. The settlements[\\/autolink] situated closest to the coast have the most familiarity.<br \\/>\\n<br \\/>\\n<b>Nordengaard Locations<\\/b><br \\/>\\n<br \\/>\\n\\n\\n\\t\\n\\t\\n\\t\\t\\n\\t\\t\\n\\t\\n\\n\\n\\t<d iv class=\\"lbContainer lbContainer--inline \\" title=\\"\\"\\n\\t\\tdata-xf-init=\\"lightbox\\"\\n\\t\\tdata-lb-single-image=\\"1\\"\\n\\t\\tdata-lb-container-zoom=\\"1\\"\\n\\t\\tdata-lb-trigger=\\".js-lbImage-_xfUid-1-1593806823\\"\\n\\t\\tdata-lb-id=\\"_xfUid-1-1593806823\\" style=\\"\\">\\n\\t\\t\\n\\t\\t\\t<div class=\\"lbContainer-zoomer js-lbImage-_xfUid-1-1593806823\\" data-src=\\"https:\\/\\/i.imgur.com\\/loDSeIT.jpg\\" aria-label=\\"Zoom\\"><\\/div>\\n\\t\\t\\n\\t\\t<img src=\\"https:\\/\\/i.imgur.com\\/loDSeIT.jpg\\" data-url=\\"https:\\/\\/i.imgur.com\\/loDSeIT.jpg\\" class=\\"bbImage\\" data-zoom-target=\\"1\\" style=\\"\\" \\/>\\n\\t<\\/div>\\n\\n<br \\/>\\n<ul>\\n<li data-xf-list-type=\\"ul\\"><b>Nordengaard<\\/b> - The name of both the Kingdom and its capital. Nordengaard is located high in the mountains, a massive city built upon and into a spire of stone. This is the location of Yjallaglask, also known as The Frozen Halls, the royal palace.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><b>Yjallaglask<\\/b> - (The Frozen Halls) The royal palace of Nordengaard and home to the King, his retinue and family, and his closest followers. Built into the far side of the capital spire, this monument is carved directly into the ice-covered stone. Highly defensible, it\'s regarded as the safest place in all of Nordengaard Kingdom.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><b>Solstal <\\/b>- Less a settlement and more a foundry. Solstal is accessible only by those of Royal and Noble blood, or those that have received honors from the King. This is a great underground forge hall kept by <i>Jorn Helle<\\/i> - the greatest Nordenfiiri Solstal Smith recorded in history. Helle started her life as a Shieldmaiden and earned her honors from King Iordahn to attend the forges of Solstal. There she laid down her shield and dedicated her life to the forge. Solstal is the only location in all of Nordengaard where <i>Solstal Steel<\\/i> can be mined. An exceptionally rare and heavy metal, it is highly revered by the Nordenfiir for it is the only metal that will maintain its form through a Svalen[\\/autolink] transformation and has a strong resistance to many other magics. The process of mining and forging it is a highly kept secret, and only those who are worthy of entering the halls of Solstal may craft weapons and armor of their own.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><b>Hjerim<\\/b> - A settlement in the western mountain slopes known and prized for its honored Shield Maidens. Ruled by <i>Jorn Thurna<\\/i>, one of the few female Jorns, her daughters (seven in total) all grew to be warriors of legend within the King\'s army and have trained their fellow women of Hjerim just the same. They are highly sought-after as mates and mentors and said to be some of the toughest and most dangerous women in the Kingdom.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><b><a href=\\"https:\\/\\/chroniclesrp.net\\/Folklore\\/Faarin\\" class=\\"link link--internal\\">Faarin<\\/a> <\\/b>- Located just west of Hjerim, this settlement prides itself for its bounty of the hunt. Though every settlement has its own ways of honoring tradition and the heritage of the Nordenfiiri kind, Faarin[\\/autolink] is one of those few beyond the Capital that speaks primarily Fiirevik. The Faarin[\\/autolink] people are excellent hunters, trappers, and skinners, providing for Nordengaard when the winters are long and prey is scarce. The Jorn of Faarin[\\/autolink], presently a man named <i>Erik Larsson<\\/i>, upholds the sacred pact with the Pale King - a massive white ox who shepards the herds of prey animals across the tundras to the Sanctuary to rest, give birth, and rejuvinate upon the rare grasses and greenery of his small kingdom. The people of Faarin[\\/autolink] protect the Sanctuary and hold an annual festival to pay tribute to the Pale King. Without this sacred pact and the health of the Pale King\'s herds, many Nordenfiir (as well as the other peoples of Eretejva[\\/autolink]) would likely starve and die. [<a href=\\"https:\\/\\/chroniclesrp.net\\/Folklore\\/Faarin\\" class=\\"link link--internal\\">View the full Faarin Wiki Article for more info.<\\/a>]<\\/li>\\n<li data-xf-list-type=\\"ul\\"><b><a href=\\"https:\\/\\/chroniclesrp.net\\/Folklore\\/Withereach\\" class=\\"link link--internal\\">Withereach<\\/a><\\/b> - A mining settlement in the far south of Eretejva[\\/autolink] known for its abundance in iron and the town\'s backwards, uncouth ways. Though its significance is marginal now, it was once the site of an important battle in the early days of Nordenfiir emancipation. Formerly ruled by <i>Jorn Irvad the Only,<\\/i> a recent <i>Havraekae <\\/i>conducted against himself and his retinue lead by <i>Vand[\\/autolink]<\\/i> has upset the corruption that had nearly run the citizens to death in the mines. As the farthest reaching settlement from the capital, many of Withereach[\\/autolink]\'s Nordenfiirs lack the cultural upbringing that would lead them to finding their <i>Svalen[\\/autolink] <\\/i>and thus - many have not. [<a href=\\"https:\\/\\/chroniclesrp.net\\/Folklore\\/Withereach\\" class=\\"link link--internal\\">View the full Withereach Wiki Article for more info.<\\/a>]<\\/li>\\n<li data-xf-list-type=\\"ul\\"><b>Sittekar<\\/b> - A port settlement whose primary purpose is fishing and building the ships. Some of the best crafters and sailors of Nordengaard live here. <i>Jorn Mulgot<\\/i> is an accomplished Captain and specializes in hunting the larger fare of the sea. Also called Mulgot the Madman, he\'s been known to sail his ships straight into storms because "that\'s where the best fishing is." The famed shipbuilder <i>Kanuut <\\/i>lives here as well, a Norden of rare elemental magic skill that is said to be able to speak to nature in order to craft his amazing ships. He is known throughout ports around Arethil[\\/autolink] for his work.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><b>Colburn<\\/b> - A settlement located within the rare greenery of Eretejva[\\/autolink]. Present day <i>Jorn Eigil Colburnson<\\/i> is a direct descendant of the famed warrior <i>Harvik Colburnson<\\/i> who defeated the great beast of the forest in the name of King Eogorath and established the settlement there. Colburn\'s Jorns have held it for near ten generations, establishing the line of inheritance through ritual combat between sons, of which there are many. Colburn supplies all manner of resources throughout the kingdom, namely timber, leather, pelts, and game. Some of Nordengaard\'s best hunters are born and raised here.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><b>Kiringssal<\\/b> - The fabled home of the original Norden people of Eretejva[\\/autolink]. Kiringssal is the oldest settlement of Nordengaard and home to their most devout. A massive statue of Eogorath was erected here at his passing and many of the Nordenfiir\'s fallen Kings of the past were burned and honored here. This place is considered hallow ground - if one needs to do some soul searching they need only seek out the Kiringssal Priests. They are the keeper of the Nordenfiir lore and knowledge, the lineages, and maintain the annals of the Nordengaard histories. Those seeking to learn Fireviik or pursue a career in magic also travel here to here to be tutored. Lead by <i>Jorn Haldebar<\\/i>.<\\/li>\\n<li data-xf-list-type=\\"ul\\"><b>Indeholm<\\/b> - Located at the base of a smaller mountain range, Indeholm is an oddity among the Nordengaard settlements[\\/autolink]. The valleys here are frought with prey and wildlife, most notably with a species[\\/autolink] of aggressive, giant boar called <i>Molvaniir<\\/i>. Indeholm people have tasked themselves with not only hunting the boar, but raising, taming, and training them as mounts. Boar hide and tusks are prized among Nordenfiir as some of the toughest leather and beautiful ornamentation for weapons and the like. Boar-hide leather armor is incredibly hardy at half the weight of steel. Their tusks make superb grips for swords and daggers. Indeholm is also the only settlement that raises and trains horses known as <i>Nordenstrekkers<\\/i>, or <i>Strekkers <\\/i>for short. Lead by <i>Jorn Aggar<\\/i>.<\\/li>\\n<\\/ul><br \\/>\\n<br \\/>\\n<h2 class=\\"vw-head\\" id=\\"vwsec-Traits\\" data-title=\\"Traits\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">Traits<\\/span><\\/h2>Their scent is typically strong, earthy, sometimes musky for the males; this gives them away to other beastfolk and animals as well. Horses, especially, are terrified of Nordenfiir, which is just as well since most Norden\'s are terrible at riding them. The places that require the use of horses in Nordengard are few and far between - only the horses raised and trained specifically by Nordenfiir seem to be immune to this fear of them. Dogs also tend to dislike them.<br \\/>\\n<br \\/>\\nA Nordenfiir\'s sense of smell is incredible - they can pick up blood on the air from miles away, can tell what you ate for dinner the previous evening, can track game through the tundra for days, and a Norden can always, always, <i>always<\\/i> sniff our another Norden (and in most cases, Nords, too). They usually dislike strong, sweet scents like perfume and many males find it to be repulsive, preferring the earthy smell of their own kind. A good majority of Nordenfiir suffer from allergies to pollen - flowers aren\'t very common up in the frozen north.<br \\/>\\n<br \\/>\\nTheir demeanor can be another identifier. While there is always an exception, most Nordens tend to be short-tempered, gruff, and prickly to social situations. Among their own kind and especially their own family they can be quite friendly and outgoing, but in a crowd of strange people and foreign races, a Norden will more likely choose to keep to themselves, often rebuffing friendly advances from others for the simple sake of wishing to be left alone. Nordenfiirs are prideful, honor-bound, and can be more than a little racist against humans[\\/autolink]. Much like any bear, they are not likely to seek out trouble on their own but are liable to engage should trouble happen to find them. Common knowledge throughout most lands: if you suspect a bear - don\'t go there. If you must, bring a steak rarer than rare.<br \\/>\\n<br \\/>\\nLeading into their ...healthy appetite. Nordens easily put away twice the amount of food of a hungry human. Their metabolism runs fast, allowing them to maintain a cut figure but requiring a larger supply of sustenance. Nordens aren\'t into blood-feasting, but many of them do like their meat rare, given the choice. A hungry Norden will eat just about anything and their stomachs are well-equipped to handle even spoiled food. It is not unusual for a Nordenfiir to pick at an old carcass while traveling if it is convenient, and a good cook, even a <i>human<\\/i>, will gain favor from a Norden for a delicious meal. Fish are a favorite for them - they are quite skilled at catching them, bare-handed to boot. Water is prime choice to wash everything down, though Nordens do have a taste for mead. Fresh honey and fruit is a delicacy since they can\'t get it up north.<br \\/>\\n<br \\/>\\nTheir stamina and strength are legendary[\\/autolink]. Nordenfiirs maintain the wherewithall to march for days on end provided they are properly nourished before or during - however they are equally as capable of sleeping for days uninterrupted to recover. It is bad, bad luck to rouse a sleeping Nordenfiir. The Nordenfiir are a warrior race to the bone that has spent the last several hundred years developing a deeper culture and expanding its territory. They know their mountains well and they protect them fiercely. All Nordenfiir receive combat training and every adult has their own set of armor. While not all Nordenfiir may go on to dedicate their lives to battle, every last one of them can serve in war.<br \\/>\\n<br \\/>\\nThey are quite comfortable in colder temperatures and keep warm much more easily than humans[\\/autolink] can, however Nordenfiir have an extremely difficult time dealing with hot climates. Given this, you will never see a Norden willingly living in the tropics or deserts. If they are there you can bet it is against their own will.<br \\/>\\n<br \\/>\\n<b>Only Nordenfiir who have gained their Svalen[\\/autolink] are capable of using and learning other magic, but their abilities do not stretch far. <\\/b>They may pick up one or two magic skills and hone them to respectable level, but they will never be as powerful in magic as what other races can produce. Elemental-based magic is the most commonly learned form.<br \\/>\\n<br \\/>\\n<br \\/>\\n<h2 class=\\"vw-head\\" id=\\"vwsec-Culture\\" data-title=\\"Culture\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">Culture<\\/span><\\/h2>Despite their brutish tendencies and their warrior heritage, Nordenfiir maintain a strong reverence of their heritage, customs, and culture. While historically leadership roles have been held by males, a female looking to claim her right to rule will find herself equally respected for the successful effort. It is common knowledge among Nordenfiir that while the males tend to be larger, the females are far more vicious and, arguably, more dangerous.<br \\/>\\n<br \\/>\\n<b>Leadership<\\/b><br \\/>\\nNordenfiir settlements[\\/autolink] are lead by a <b>Jorn<\\/b> (pronounced "yorn"

who answers to the King. Leadership is commonly handed down through the generations by blood, from parent to groomed and worthy child, but the opportunity for another Nordenfiir who thinks themselves suitable for the seat is always there. At any given time any Jorn and, yes, even the King, can be challenged for their position. This challenge is referred to as <b>Havraekae<\\/b> and demands its own rights and honors to be followed.<br \\/>\\n<br \\/>\\nA challenger must fight for themself and the fight must be deemed fair. Both parties should be provided armor and weapons should either party be without. Challenges can be held in either human or Svalen[\\/autolink] form, but both fighters must be capable of taking their Svalen[\\/autolink] form. At any time either fighter may relent and that mercy must be granted. The winner must then offer the loser the chance to pledge their loyalty or leave the settlement in exile, never to return. Should they chose exile, it is customary for the family of the losing party to depart with them, but this does not always happen. Historically, hundreds of years ago, <b>Havraekae<\\/b> was a highly bloody affair. The losing fighter was not always granted the opportunity to live or leave and often they and any of their progeny were purged from the settlement. This act of savagery was outlawed during the reign of King Iordahn, who opted to bring his people to a more civilized style of life.<br \\/>\\n<br \\/>\\n<b>Courtship & Mating<\\/b><br \\/>\\nMonogamy is not common among Nordenfiir and marriage does not exist. Due to their culture and very nature, it is normal for Nordens of any gender to spend a good majority of their lives traveling for their skill, fighting, or in general spending a good deal of time away from home. Because of this it is typical for Nordens to keep several mates - in this way they are seen as being rather promiscuous. There is no taboo[\\/autolink] nature to sex in the Nordenfiir culture, however some unspoken rules can change if you happen to be a woman standing within the harem of a King or Jorn.<br \\/>\\n<br \\/>\\nMale Kings and Jorns often keep harems of females who have proven themselves worthy in battle - typically Shield Maidens or Warriors, but other cultured females may also find themselves honored with the position. These females are specifically spoken for by the Jorn or King as a means to ensure that any offspring produced by them are of the Jorn or King\'s blood. Male Jorns and Kings have every reason to produce many strong heirs due to the higher likelihood of losing an heir to war or battle. Females who are chosen for the harem of a King are referred to as Kingslady (<i>Rhi\'aen<\\/i> in Fireviik), while those who are chosen for the harem of a Jorn are referred to as Jarna (<i>yar-na<\\/i>)<br \\/>\\n<br \\/>\\nKeeping a large harem, however, can be dangerous for a King or Jorn who has fallen into disfavor with their women. It is not unheard of for a harem to turn on their Jorn and kill him should they become highly displeased with him for major slights or offenses. In such a circumstance, the harem may collectively choose a new Jorn to rule or, if a leaderfigure exists within the harem a female may step into the role.<br \\/>\\n<br \\/>\\nQueens and female Jorns have been known to keep their own harems of males, but these tend to be smaller in size. Male harems are used more as a trusted council to the Queen or Jorn, as well as personal guards. Since a Queen or female Jorn can only produce an heir once a year, the males she chooses to place within her harem are those she has deemed worthy to father her children. Often she will only choose one of them a year for this task, basing her decision on the traits she finds admirable in him to produce an heir that would reflect those same traits.<br \\/>\\n<br \\/>\\nFemale Nordenfiir experience 1 heat cycle a year for 4-6 weeks during the late spring through the early summer. This is the only time of the year a female can become pregnant, with intercourse that occurs outside of the heat cycle being simply recreational. Their gestation period is approximately 6 months with twins being a common. The birth survival rate is fairly high considering the environment Nordenfiir live in, with a low occurrence of disease or sicknesses that would effect pregnancy in a negative manner.<br \\/>\\n<br \\/>\\n<b>Economy<\\/b><br \\/>\\nAmong the Kingdom of Nordengaard there is no form of currency[\\/autolink]. They work on a system of trade in services, goods, and supplies - which lends well to the diversity of their settlements[\\/autolink] spread across Eretejva[\\/autolink]. Most settlements[\\/autolink] will create a specialty for themselves, be it mining, hunting\\/trapping, crafting, forging, etc.<br \\/>\\n<br \\/>\\n<b>Communication<\\/b><br \\/>\\nContact is kept between the settlements[\\/autolink] through the use of <b>Herrevens<\\/b> (also commonly referred to as ravens) - large, semi-sentient black birds of prey bearing three eyes and the uncanny ability to speak, recall, and carry messages. Every settlement keeps a <b>Ruuk<\\/b> that houses the trained Herrevens.<br \\/>\\n<br \\/>\\n<!-- vault[break_this_page] --><h1 class=\\"vw-head\\" id=\\"vwsec-History\\" data-title=\\"History\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">History<\\/span><\\/h1><br \\/>\\n<br \\/>\\n<span style=\\"font-family: \'Trebuchet MS\'\\"><h2 class=\\"vw-head nowrap ignore\\" id=\\"vwsec-Background\\" data-title=\\"Background\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">Background<\\/span><\\/h2><br \\/>\\nThe Nordenfiir are descendants of an ancient race of humans[\\/autolink] indigenous to Eretejva[\\/autolink] called the Nords. Known for their hardy nature in one of the realm\'s most hostile and dangerous landscapes, they lived in relative peace, isolated from the major empires of the world south and beyond their home lands. When human settlers from the summer lands arrived at the south shores of Eretejva[\\/autolink], they discovered a place ripe with opportunity. <br \\/>\\n<br \\/>\\nThis new empire had need for greater resources and, upon learning of the vast landscape of mineable ore and materials within the mountains of the Nord lands, quickly mobilized to take advantage. Partnering with the Nords and using their curious strength, seeming immunity to the cold, and knowledge of the mountains, these people quickly established a form of power over the local populace with their larger army and greater weapons. For a time it was good. The Nords learned how to build ships and sail, as well they learned new forms of smithing and forging the ore found within their home. They learned new battle techniques and way of life, how to fortify their settlements[\\/autolink] and use the materials of the lands they\'d not seen use for before. Trade with the summer lands suddenly became a major source of interest for the Nords and they quickly began producing and sending out large shipments of tundra steel and ironwood.<br \\/>\\n<br \\/>\\nThe Nords were smart and learned quickly and their overseers quickly saw reason to feel threatened and to take care with how they continued to use this people. <br \\/>\\n<br \\/>\\nWar arrived in the form of a rival empire from the summer lands. They were outnumbered and outpowered ... but the Nords were not afraid. They held belief that their Gods would protect them as they always had. Their overseerers saw new opportunity within them. <br \\/>\\n<br \\/>\\nWe Began As Slaves<br \\/>\\nMost records of the years following the outbreak of war are lost to time. What is know is that a large population of Nords were killed in an attempt to create something monstrous. Through trial and error, the mages of their overseers produced within the Nords the ability to shift into their totem: a bear, and within the Nords created the Nordenfiir. No one today knows how this was accomplished or who was directly responsible for what the Nords became, but what can be remembered through the passing of verbal tales and stories is that the Nords lost their freedom in exchange for great power. <br \\/>\\n<br \\/>\\nThe Nordenfiir lived on as slaves for their overseers, going to war to protect the lands within which their riches were found. It engendered a culture of power, war, and savagery that the Nords never practiced, but it also created fear, resentment, and malice.<br \\/>\\n<br \\/>\\n<b>EOGORATH THE FIRST<\\/b><br \\/>\\nMany years after their creation, when the wars had been won and the need for battle had passed, the Nordenfiiri\'s power was used instead for mining and forging of great weapons. Adorned in chains and forced to volunteer their children to their owners as pets and forms of entertainment, it was only a matter of time before someone elected for a better way of life.<br \\/>\\n<br \\/>\\nEogorath was said to be the first true Nordenfiir, the mightiest and most fierce of them all. Many revered him as a God for his great power, others feared him and rightfully so. When Eogorath moved to liberate himself of his oppressors, the fight that ensued was bloody and merciless. It is known that he provoked his fellow bearkin to revolt and that the night was filled with terror for their human overlords and would come to be known as Havraekae. By daybreak not a single human remained - if they had been slaughtered or driven out to flee on their ships is uncertain, but from that day forth the Nordefiir were free. <br \\/>\\n<br \\/>\\nThey took to the high mountains, claiming the city of Nordengaard erected by the humans[\\/autolink] for themselves. Eogorath stood as their first King and ruled for many long years, fostering prosperity, pride, and honor within his people, but also fierce loyalty and widespread awe. When he died he was praised as a God and his bones were used to craft an amulet said to retain his power and Svalen[\\/autolink]. It is passed down from ruler to ruler, granting them Eogorath\'s ferocity and gargantuan size so that they may protect their people unchallenged and unmatched - as he was.<br \\/>\\n<br \\/>\\nThe Right to Rule<br \\/>\\n<br \\/>\\nOur Allies in the Cold<br \\/>\\n<br \\/>\\n<h2 class=\\"vw-head nowrap ignore\\" id=\\"vwsec-Lore\\" data-title=\\"Lore\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">Lore<\\/span><\\/h2>Never wake a sleeping Nordenfiir. If you must, make sure you have a fresh slab of meat and a barrel of mead.<br \\/>\\n<br \\/>\\n<br \\/>\\n<h2 class=\\"vw-head nowrap ignore\\" id=\\"vwsec-References\\" data-title=\\"References\\"><span class=\\"vw-head-links\\"><!-- vault[floaty] --><\\/span><span class=\\"vw-head-text\\">References<\\/span><\\/h2><\\/span><a href=\\"https:\\/\\/chroniclesrp.net\\/threads\\/he-is-no-king-of-mine-vand.98\\/\\" class=\\"link link--internal\\"><span style=\\"font-family: \'Trebuchet MS\'\\">He Is No King of Mine<\\/span><\\/a><br \\/>\\n<a href=\\"https:\\/\\/chroniclesrp.net\\/threads\\/the-road-to-hallenrul.50\\/\\" class=\\"link link--internal\\"><span style=\\"font-family: \'Trebuchet MS\'\\">The Road to Hallenrul<\\/span><\\/a><br \\/>\\n<a href=\\"https:\\/\\/chroniclesrp.net\\/threads\\/misery-is-the-river-of-the-world.124\\" class=\\"link link--internal\\"><span style=\\"font-family: \'Trebuchet MS\'\\">Misery Is the River of the World<\\/span><\\/a><br \\/>\\n<a href=\\"https:\\/\\/chroniclesrp.net\\/threads\\/leave-all-but-the-memories-behind.128\\/\\" class=\\"link link--internal\\"><span style=\\"font-family: \'Trebuchet MS\'\\">Leave All But the Memories Behind<\\/span><\\/a><br \\/>\\n<span style=\\"font-family: \'Trebuchet MS\'\\"><\\/span>","hasimages":false,"cache_perms":{"Area":{"canchild ren":{"122":122,"121":121}}},"toc":{"counter":10,"options ":8,"sections":{"1":{"anchor_name":"Overview","title":"Ov erview","level":1,"anchor_href":false,"show_anchor":true, "hideOnStart":false},"2":{"anchor_name":"Language","title ":"Language","level":2,"anchor_href":false,"show_anchor": true,"hideOnStart":false},"3":{"anchor_name":"Appearance" ,"title":"Appearance","level":2,"anchor_href":false,"show _anchor":true,"hideOnStart":false},"4":{"anchor_name":"Ha bitat","title":"Habitat","level":2,"anchor_href":false,"s how_anchor":true,"hideOnStart":false},"5":{"anchor_name": "Traits","title":"Traits","level":2,"anchor_href":false," show_anchor":true,"hideOnStart":false},"6":{"anchor_name" :"Culture","title":"Culture","level":2,"anchor_href":fals e,"show_anchor":true,"hideOnStart":false},"7":{"anchor_na me":"History","title":"History","level":1,"anchor_href":f alse,"show_anchor":true,"hideOnStart":false},"8":{"anchor _name":"Background","title":"Background","level":2,"ancho r_href":false,"show_anchor":true,"hideOnStart":false,"noe dit":true,"nowrap":true},"9":{"anchor_name":"Lore","title ":"Lore","level":2,"anchor_href":false,"show_anchor":true ,"hideOnStart":false,"noedit":true,"nowrap":true},"10":{" anchor_name":"References","title":"References","level":2, "anchor_href":false,"show_anchor":true,"hideOnStart":fals e,"noedit":true,"nowrap":true}},"title":"","js_only":fals e},"layouts":[],\"displaytitle\":\"\",\"wiki_type\":\"\",\"contentSub\": \"\",\"impending\":{\"before\":[],\"after\":[]},\"requireExternal\":{\"Css\":{\"include\":[\"public:lightbox.less\",\"public:vw_base.less\",\"public :vw_bbcode.less\",\"public:vw_list.less\",\"public:vw_sec tion.less\"]},\"Js\":{\"include\":[\"\\/js\\/xf\\/lightbox-compiled.js?_v=e97c34fe\"]}}}',21,1,'cd094c06131b8f6dc88e123fbf64d8e998189c02')
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#0 src/XF/Db/Mysqli/Statement.php(196): XF\Db\AbstractStatement->getException('MySQL query err...', 1213, '40001')
#1 src/XF/Db/Mysqli/Statement.php(77): XF\Db\Mysqli\Statement->getException('MySQL query err...', 1213, '40001')
#2 src/XF/Db/AbstractAdapter.php(94): XF\Db\Mysqli\Statement->execute()
#3 src/addons/vw/vw/_core/controller/db/xf2.php(117): XF\Db\AbstractAdapter->query('REPLACE INTO `v...')
#4 src/addons/vw/vw/_core/model/db/mysql/vw.php(1339): vw_DB_Controller_XF2->query_write('REPLACE INTO `v...')
#5 src/addons/vw/vw/_core/model/db/mysql/vw.php(1310): vw_DB_MySQL_Model->shutdown_or_run('REPLACE INTO `v...', false)
#6 src/addons/vw/vw/_core/model/shutdown/vw.php(116): vw_DB_MySQL_Model->replace(Array)
#7 src/addons/vw/vw/_core/model/shutdown/xf2.php(21): vw_Shutdown_Model->shutdown()
#8 src/addons/vw/vw/Listener.php(210): vw_Shutdown_Model_XF2->shutdown()
#9 [internal function]: vw\vw\Listener::app_complete(Object(XF\Pub\App), Object(XF\Http\Response))
#10 src/XF/Extension.php(67): call_user_func_array(Array, Array)
#11 src/XF/App.php(2660): XF\Extension->fire('app_complete', Array, NULL)
#12 src/XF/App.php(1969): XF\App->fire('app_complete', Array)
#13 src/XF/Pub/App.php(440): XF\App->complete(Object(XF\Http\Response))
#14 src/XF/App.php(2193): XF\Pub\App->complete(Object(XF\Http\Response))
#15 src/XF.php(391): XF\App->run()
#16 index.php(20): XF::runApp('XF\\Pub\\App')
#17 {main}
Request state
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