MediaWiki API result

This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.

Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.

See the complete documentation, or the API help for more information.

{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "Skill_Levels_Guide",
        "continue": "gapcontinue||"
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    "warnings": {
        "main": {
            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes."
        },
        "revisions": {
            "*": "Because \"rvslots\" was not specified, a legacy format has been used for the output. This format is deprecated, and in the future the new format will always be used."
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    "query": {
        "pages": {
            "24": {
                "pageid": 24,
                "ns": 0,
                "title": "Scene Running Guide",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "=Introduction=\nThe phrase, \"Running a scene,\" on a game like Kingdoms of Kahara refers to when one player or member of staff facilitates a scene. Usually by playing out NPCs, the atmosphere, and anything else the other players may need. In this sense they're temporarily taking on the role of a gamemaster.\n\nThis page is intended to help those who are interested in running scenes in how to get started, what pitfalls to avoid, and the rewards for running scenes for other players.\n\n=The Rewards=\nLet's start with the good part. Why run a scene? Some people just love running scenes for people and taking on a gamemaster role, some only like to do it occasionally. For these people, running a scene is its own reward.\n\nFor those who want to know what Kingdoms of Kahara offers as an obvious benefit to running scenes, for every log of a scene a player runs they will receive 2 BP for one of their characters. This is in addition to the BP from just being in a scene.\n\n=Getting Started=\n==Concept==\nThe first thing a would be scenerunner needs is a concept. What are the PCs trying to get done? What do you want the PCs to try and do?\n\nThis can be anything from navigating a caravan from Point A to Point B to a merchant negotiating a big deal to going on an adventure to trying to get someone at the local tavern who has had a bit too much to drink to go home.\n\n==Complications==\nNext up for planning a scenerunner needs to come up with a couple possible complications which could make accomplishing the goal more difficult. These are the twists and turns. A one night scene might have one, where a longer plot which spans many scenes will have many more.\n\n==NPCs==\nFinally, a scenerunner may need to come up with some ideas for some NPCs the PCs might interact with. These come in three general flavors.\n\n===Bystanders===\nBystanders are NPCs which may have seen something the PCs care about or the PCs might talk to. Many of these have scant backstories and might not be given names. They require minimal prep time generally.\n\n===Experts===\nExperts are characters the PCs may go to when their own characters don't know something and may need it spelled out for them. This could be an experienced magic user, a learned scholar, or a skilled healer.\n\nThey generally don't go out on adventures themselves, and are usually not directly involved with the concept of the scene.\n\n===Commanders===\nCommanders refers to a range of NPCs which are giving the PCs orders to do something. They can be anything from nobles to a random person the PCs are performing a task for. In some cases the scenerunner's PC may be the \"NPC Commander\" for the PCs.\n\nThese characters don't usually get involved in the scene after giving the PCs their task, as they're asking the PCs to do something for them.\n\n=Pitfalls=\nWhile it's difficult to provide a comprehensive guide on how to run scenes, and this page tries, we also need to talk about some things not to do, as these will often trip a scenerunner up.\n\n==Too Long==\nMUSHes are on the slow end for real time roleplaying. This means too many complications or something too difficult may make the scene go too long. Keep things simple if you aren't sure about how to time things until you get your footing. A good time target is about four hours for a single night scene.\n\n==Massive Property Damage==\nRunning a scene gives players a lot of power, and it can be abused. Don't plan scenes which will cause large amounts of property damage in well visited areas. If a player should take actions which would cause such damage, talk to staff so we can sort it out afterwards.\n\n==Self Glorification==\nWith the power of running a scene, a player could use it to glorify their own PCs. This is not the intent of why we give players the ability to run scenes. If you're new, we recommend keeping your PCs out of a scene you run. If they are in a scene, think of them more like an NPC than a PC for the duration of that scene.\n\n==A Do Not List==\nHere's a non-exhaustive list of things to avoid in your scenes to give you an idea of what you should at least consult staff about before using.\n\n#Massive property damage plots.\n#Using nobility or characters with a Wealth higher than 10.\n#Plots which exist to glorify your PCs.\n#Plots which change the power structure in a region.\n#Plots which are designed to kill PCs.\n#Plots where PCs get access to powerful magic items.\n#Plots which violate Kingdoms of Kahara's general Code of Conduct."
                    }
                ]
            },
            "25": {
                "pageid": 25,
                "ns": 0,
                "title": "Selesymemar",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "[[File:Kaharaeastcoast.PNG|200px|thumb|right]]\n\nSelesymemar is an ascendant country on the eastern coast of Kahara. Originally one of many smaller human populated countries, Selesymemar through strategic political alliances and conquest gained and integrated these countries. After that they started, through a series of wars, chipping away at the remains of the Thaxninham Empire until they lost most of their holdings except control of the strait leading into central Kahara.\n\nSelesymemar is largely known for its reverence for the trade winds which has brought it prosperity and martial success.\n\n=History=\nThe earliest records of history showing humans living on the east coast of Kahara are millennia old, starting from settled tribes to eventually a series of countries.\n\nSelesymemar was originally not particularly noteworthy among these countries, but innovations in military structure a couple centuries ago would give it an edge. By reinforcing large groups of levies with a small well trained professional fighting force under direct control of the ruler Selesymemar saw success in conquering other nations.\n\nWhile the process took several decades, Selesymemar had united the culturally similar but distinct countries in its area. Many of the newly conquered nobles pledged fealty to their new rulers and for most the difference was felt in greater ease of travel more than anything else, as linguistically the countries were already similar.\n\nAfter that a series of wars against Thaxninham for complete control over the Kaharan east coast took place. These wars ended with decisive but not complete victory for Selesymemar, and Selesymemar slowly they took control of their new lands, consolidating control over large parts of the Kaharan east coast. Ultimately these campaigns stalled as Thaxninham was guaranteed protection by the merchant states of Chigulfia and the Olcea Trade League, but by then Selesymemar had become the dominant power on the Kaharan east coast.\n\n=Military=\nThe core unit of Selesymemarian military operations is largely levies with a core of trained professional slave soldiers trained from a young age loyal to the Selesymemar ruler rather than any lesser noble, many of which are trained in war magic to serve in fire support roles or infiltration missions to an opposing army's back lines. Leadership from nobles trained in war magic serve as professional officers.\n\nSelesymemarian naval strength is noteworthy compared to the rest of the Kaharan east coast, but is largely an anti-piracy force of lighter ships augmented by wind magic.\n\n=Magic=\nMost Selesymemarian magic is themed around trade winds they revere. While all major schools of magic have a presence in Selesymemar many spells take on the appearance of air and wind. Elementalists focusing on wind magic are the most well known.\n\n=Foreign Affairs=\nSelesymemar is slowly expanding its influence over the Kaharan east coast, regularly looking for opportunities to keep expanding its influence. While they have made some conquests and alliances to secure key inland trade routes, much of their focus is on the coastal areas.\n\nTensions with Thaxninham, the Olcea Trade League, and Chigulfia are omnipresent, especially when Selesymemarian ships wish to travel inland or the other powers wish to trade along the Kaharan east coast. In most times, ships are able to ply these trade lanes just fine, but diplomatic incidents have included temporary prohibitions on trade between Selesymemar and these other states.\n\n[[Category:Countries_and_Regions]]"
                    }
                ]
            }
        }
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}