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	<updated>2026-05-22T23:01:58Z</updated>
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	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_5,_Part_4&amp;diff=55666</id>
		<title>SourceMaterial-Avlis Campaign 5, Part 4</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_5,_Part_4&amp;diff=55666"/>
		<updated>2026-05-08T03:24:40Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 14==&lt;br /&gt;
&lt;br /&gt;
After a hard-fought battle in the tavern against the mages of the [[Guild:VioletOrder|Violet Order]], the group noticed that Evin Binder suddenly seemed worried. The attack meant that the mages and possibly Lady Hutha were on to his plans, and that it was time to move quickly.  He instructed Bookers, Ash, Maloney, and Jobil to go immediately to Barcan Keep to defend it against an attack that must be coming while the rest of the party, Maher, Lana, Brunhilda, and some members of The Wreck Fast Club go up river directly to the training grounds to intercept any attacks up there.&lt;br /&gt;
&lt;br /&gt;
Rushing up to Barcan Keep, the group entered and immediately found resistance inside in the form of several mages from the [[Guild:VioletOrder|Violet Order]]. They spent the next length of time wiping out as many [[Guild:VioletOrder|Violet Order]] mages as they could from the keep.  Evin binder soon appeared again, equally agitated and said that they would begin their attack.  He had a job for the group: to raid the Tower of the Violet Order in [[Varwat Citadel]].&lt;br /&gt;
After a brief rest at their flat, the group commenced their attack on the tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 15: The Fall of the Violet Tower==&lt;br /&gt;
(Not played, but filled in to complete the story.)&lt;br /&gt;
&lt;br /&gt;
The Raid: Bookers, Ash, Maloney, and Jobil storm the Tower of the Violet Order. Facing the Order's most elite mages, the party endures a grueling gauntlet of arcane traps and high-level spells. Relying on their combined magical prowess and brute force, they systematically clear the tower floor by floor.&lt;br /&gt;
&lt;br /&gt;
The Spoils of Magic: The heroes reach the pinnacle of the tower, defeating the local Violet Order leadership. They thoroughly loot the stronghold, claiming vast amounts of magical artifacts, spellbooks, and stolen runic research, crippling the Order's influence in the region.&lt;br /&gt;
&lt;br /&gt;
The Uprising Succeeds: While the party neutralizes the mages, the rest of Evin Binder's coalition—Commander Tew's mutinous heavy infantry, Teera Geru’s Rocs Guild, and the Wreck Fast Club—successfully overwhelms Lady Hutha’s remaining loyalists. Defeated and stripped of her magical backing, Demon Lord Hutha is ousted from power.&lt;br /&gt;
&lt;br /&gt;
The New Capital: With the city secured, Varwat Citadel falls under the complete control of The Burning Page. Evin Binder establishes the city as the organization's new headquarters and the premier training center for the Glyph Bringers to study and expand runic magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 16: Forging the Masters==&lt;br /&gt;
&lt;br /&gt;
The Base of Operations: The heroes are heavily rewarded for their crucial role in the coup. They establish a permanent, luxurious base of operations within Varwat Citadel.&lt;br /&gt;
&lt;br /&gt;
Mastering the Runes: Over the next extended period, the party uses the citadel to train under Evin Binder and Yarlan Wayforth. Lana Hewl masters the intricacies of runic magic, officially becoming a high-tier Saemilist, while the rest of the party hones their respective martial, divine, and arcane skills to their absolute peaks.&lt;br /&gt;
&lt;br /&gt;
Underdark Expeditions: Using Varwat Citadel as a staging ground, the party embarks on numerous high-stakes adventures across the Underdark. They amass wealth, forge alliances with other factions, and gather powerful magical items, entirely focused on preparing themselves for the ultimate goal: the assassination of a Demon Lord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 17: Vengeance on Ternus==&lt;br /&gt;
&lt;br /&gt;
The Return to Batumawberk: Fully trained, heavily armed, and backed by the political and magical might of The Burning Page, the heroes finally return to the domain of Demon Lord Ternus.&lt;br /&gt;
&lt;br /&gt;
The Assault: No longer the ragged surface-dwellers who once had to grovel in Lord Verint's court, the party bypasses or slaughters Ternus's elite guards. They breach his inner sanctum, confronting the half-orc monstrosity who ordered the destruction of Bookers' and Lana's childhood village in Ferrell.&lt;br /&gt;
&lt;br /&gt;
The Final Battle: The battle against Demon Lord Ternus is apocalyptic. Ternus unleashes his terrifying planar powers, but the party counters with devastating runic magic, Ash and Maloney's high-level spells, and Maher and Jobil's divine magic. Channeling decades of grief and barbaric rage, Bookers and Lana push through Ternus's defenses and deliver the final, killing blows. The Demon Lord is destroyed, and his oppressive rule is ended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Epilogue==&lt;br /&gt;
&lt;br /&gt;
Revenge Achieved: With Ternus dead, the ghosts of the abandoned village in Southland Breach are finally avenged. Bookers &amp;quot;Bonkers&amp;quot; Bockwerth finds peace, his traumatic past laid to rest.&lt;br /&gt;
&lt;br /&gt;
The Surface Saemilists: Fulfilling the deal made with Yar and Evin Binder, Lana Hewl and her companions leave the Underdark. They return to the surface of Avlis as legends, bringing the secrets of runic magic with them to spread the art to the realms above.&lt;br /&gt;
&lt;br /&gt;
The Underdark Hierarchy: Ash and Maloney, having proven themselves as exceptionally powerful magic users, retain strong ties to Varwat Citadel. They solidify their places as highly respected, influential figures within the hierarchy of The Burning Page, forever bridging the gap between the surface world and the deep.&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Campaign_3&amp;diff=55665</id>
		<title>Avlis Campaign 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Campaign_3&amp;diff=55665"/>
		<updated>2026-05-08T02:50:02Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCampaigns}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
''This campaign was being DM'ed by Vanoviel. All subsequent entries from Avlis Campaign 3 are from him. This campaign would have been interesting had it continued. It took place 500 years after current server time. At a server time rate of 2 minutes RL = 1 in game hour, our servers would have to be up for 16 RL years to approach this event.&lt;br /&gt;
&lt;br /&gt;
Vanoviel is long dead since the end of the Second Fairy War. [[Elysia]] is still up and running, and though the surrounding countryside may have seen quite a few disturbances over the years it is still largely unchanged from Vanoviel's time. Buildings have come and gone, and sections of the city walls have been built and rebuilt, but all in all it has not been fundamentally altered over the lifetime of an elf. Granted, some of the national geography has changed slightly, like the appearance of the bustling city-state of [[The Village of Blandenberg|Blandenberg]] which is not far away.&lt;br /&gt;
&lt;br /&gt;
In this campaign, Orleron was player (Koriel Kray) rather than a DM.&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
&lt;br /&gt;
Hello, Intrepid Readers. Our story is set in the fair city of Elysia on the banks of [[Lake Eridanus]]. The scene is joined as our six heroes have independent encounters with a band of rogues. The scenario is the same each time; the hero is new to Elysia and is walking the streets of the warehouse district. The hero is bumped into by a &amp;quot;child&amp;quot; and soon each hero realizes they've been pickpocketed. Each of the heroes set off in chase of the &amp;quot;child&amp;quot;. The chases lead each hero through the alleys of the warehouse district and when they finally caught the &amp;quot;child&amp;quot; thief, they were greeted with a slash of a dagger from the &amp;quot;child&amp;quot; which was actually a [[Halfling]]. The original thief was joined by two compatriots and things looked bleak for each hero. Each of our six adventurers handled the situation in a different way. The burly human fighter, Lucius, barreled his way through the lead Halfling. The pomfy psionicist, Devon Byrne, spider climbed a nearby building and started firing away with his crossbow. Elrik, the monk, stood and fought even with the stench of last night's drinking on him. The serene and even handed cleric, Koriel Kray of [[Mikon]] healed his wound and attempted to talk his way out of the situation. The half-elven bard, Lorelian, climbed the building and fled across to find a Champion to report the crime. The woods-loving elf maiden, Idril Numenesse, drew her sword and engaged. In each situation, the Halflings turned out to be an illusion and each hero was greeted by an elderly nearly bald, blind elf who stated that he was impressed with their ability and requested they join him at the Shining Light Inn the following night. The heroes all agreed.&lt;br /&gt;
&lt;br /&gt;
The heroes all took the rooms arranged by the mysterious stranger and were summoned to a back room the next evening. The stranger introduced himself as Nohik and asked if anyone had noticed anything odd happen in the city. The heroes mentioned that the Champions of O'ma seemed uninterested in policing the city and that crime was increasing. Nohik proposed that the group help him discover what is happening in the city. He thought it best that it not be he who made the inquiries as he is known by too many in the city even though he has been away for a long time searching for an old companion. Nohik left the adventurers to decide after conjuring a shimmering door of light through which he left. After a time Nohik returned and was informed by the adventurers that they would help discover what troubled the city. Nohik thought the best course of action was to see Sarmon, head of the Champions at the Council Chambers. He explained to the party as he handed them a blank writ that they would need the signatures of three council members before they could gain entry to Champions Keep and the Council Chambers. He also informed them that the dockmaster is always a council member.&lt;br /&gt;
&lt;br /&gt;
The heroes returned to their rooms and meet the next morning to find the dockmaster. After a few inquires they found him and requested his signature for their writ. Instead of his usual request for a hot meal, he asked them to investigate the recent series of disappearances including most recently a young girl from the Parks District that had been happening since an aboleth was slain in the lake. The party questioned the dockmaster and discovered that all of the disappearances happened near sewer grates. The heroes went to the location of the most recent abduction and found the grate barred from the inside and requiring a special tool to open it from the surface. Befuddled the party returned to the docks, at which point the cleric dove into the clear blue waters of the lake and returned saying the party should proceed to the sewers north of the city. When asked how he knew this he stated that his people were in tune with nature and that the water tasted funny in that direction.&lt;br /&gt;
&lt;br /&gt;
The heroes headed for Dwarfgate and followed the wall around the sewer outflow pipe, where they discovered that the bars over the entrance had been bent allowing for a humanoid to enter. The heroes entered the sewers and were assailed with the odor of decaying waste and other assorted foulness. Much to their delight the sewage was only ankle deep, which kept it below the boots of all the adventurers except Elrik who was barefooted. He simply took along pull from the bota bag he never seemed to be without and he then seemed unaffected by the sewage creeping up between his toes. The party continued up the sewers when someone felt something touch their leg, it turns out the party was not alone and soon found themselves in battle with an enormous snake. The battle was bravely joined by all except Devon who climbed the wall for safety. After the battle the party continued further into the sewers. Another few hundred yards in the floor disappeared from beneath our heroes’ feet. The quickest of the group avoided the fall, but the unlikely found themselves falling into a deep pool of filth. The party quickly learned to avoid the cisterns that were located every hundred yards in the sewers. The group was so focused on the location of the cisterns that they failed to notice the set of eyes just above the surface of the water approaching them. Elrik felt a terrible pain in his leg and the next thing the party knew he was being dragged under water in the death roll of the attacking crocodile. The party fought valiantly and managed to defeat the croc and prevent the death of Elrik. Further along the group trudged and upon turning one fateful corner they came face to face with some odd fish humanoids. The party slew the &amp;quot;merman&amp;quot; aside from one they tried to interrogate. Koriel cast a spell and communicated with the beast. It turns out the creatures were fleeing from their master, the aboleth. They were using the kidnapped people for food. This sickened the party and they proceeded with all haste deeper into the sewers. The stumbled upon the skums’ lair and defeated the last of the creatures and saved the kidnapped girl. They returned the girl to her mother, but it turns out the girl’s father had gone looking for her in the sewers. The party returned and found his hand and the girl confirmed that her father had indeed been eaten. The party returned to the docks where they got the first of their three signatures. The dockmaster sent them to the Forge District to find Troka Ashbeard, another councilmember, to get his signature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 2==&lt;br /&gt;
&lt;br /&gt;
''By now you've probably figured out the gist of our first couple adventures, and are pretty amused. I'm sure that in classic Avlissian style, things will start light and gradually get into deeper and deeper shit. But, at 2nd level, that's a little rought to attempt.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The party found Troka's shop and for his signature he wanted the party to guard a caravan carrying a special item heading south from Deglos. The party headed north out of the Dwarfgate and proceeded north towards Deglos. They finally found the burnt out remains of a caravan, there was also evidence of orc tracks leading into the woods. The party began to follow the tracks and soon was beset by orc archers atop stands in the trees. The battle was waged from both sides and soon the party climbed the trees also, they climbed to higher heights than the orcs and gained the advantage in the battle until an orc mage cast a darkness spell on the party forcing them to descend from the trees in a darkness darker than the blackest night. Once out of the darkness the party found that the remaining orcs and the orc mage were gone. The heroes quickened their pursuit and soon came upon the orcs camped in a clearing. The three wagons were arranged in a defensive triangle. After much thought and deliberation and some inventive use of Devon's psicrystal to spy on enemies, the party decided on an attacking at night using the archers to take out the sentries before they could raise the alarm. The plan was well formulated but during the course of the battle one of the wagons was set on fire. The other two wagons were able to escape before the heroes could stop them. After futilely attempting to interrogate the remaining orc, the party took off after the wagons. After another day of travel the heroes came upon a wooden fort at the foot of a five hundred foot crag located somewhere near the Ferrell-Deglos border. The fort was in a clearing and the heroes decided the safest approach was from the crag. After a climb up the crag in the black of night, the plan was to light the main building on fire with alchemist’s fire and use the cover of fire to have the archers take out the guards in the towers. The first attempt at lighting the main building was a horrid throw by Koriel and resulted in a secondary building being ignited. The fortuitous result was that it was the barracks that were on fire. This lead to general confusion in the camp and allowed the ranged attackers to slay the guards. The battle proceeded to the compound and the remaining orcs were slain. The door to the main building was slammed shut and barred. The half-orc inside said that if the party left he wouldn’t have to kill them. Lucius, having enough of the villain’s bravado, kicked in the door. He immediately was struck in the chest with a glowing green arrow. The party entered the structure and stood face to face with two orcs, a strapping half-orc, and a female orc dressed in robes. The party engaged the two guards and unleashed ranged attacks on the mage, not before Lucius was struck again in the chest, although this time it was glowing blue arrows. After the party dispatched the guards and mage the half-orc battled mightly until he finally fell to Idril’s sword. A search of the domicile revealed an ancient dwarven double axe, which the party assumed was the weapon in which Troka was interested. The party returned uneventfully to Elysia returned the axe to Troka and received his signature. Troka also suggested visiting the Temple of Gorethar as their Headpriestess was the current council member.&lt;br /&gt;
&lt;br /&gt;
The party rested then entered the Temple of Gorethar and after a lengthy discussion about the ills of the city and the Order of Gorethar taking over patrolling the city for the Champions, the party agreed to investigate the undead that were rising in the graveyard. They went directly to the graveyard and even though it was the middle of the day they were assailed by skeletons. Koriel commanded one of the skeletons and the party quickly dispatched the rest. They proceeded to the oldest portion of the cemetery and began to examine mausoleums for signs of activity. Some of the mausoleums were empty, some contained skeletons, and some contained zombies; none of which presented a problem for the adventurers. After exploring nearly a dozen mausoleums the party finally came upon one that had evidence that the sarcophagus had recently been moved. After attempting multiple combinations they finally stumbled upon the correct order of buttons to open the secret door. The sarcophagus slid back to reveal a set of stairs descending into the darkness. The party cautiously descended the stairs and found a secret lair. They were faced with a hall way with three doors, one to each their right and left and another straight ahead. After exploring the right and left doors and finding a library and a bedroom. They entered the third door and were set on by a skeleton unlike the previous skeletons they had faced, this skeleton appeared to have battle skills and the party was hard pressed to defeat it. Koriel used touch attack healing spells to damage the skeleton and the skeleton returned the favor to Koriel by striking him down with a mighty slash of his bastard sword. Devon managed to pull Koriel from the battle and give him a healing potion. Koriel then completely healed himself and then he healed the skeleton to death.&lt;br /&gt;
&lt;br /&gt;
After the battle, the party noticed another door in the room. When they passed through the door they saw an altar to Maleki and the cause of the undead problem, a cleric of Maleki raising an undead army. In the classic villain way the evil cleric yammered on about the foolish weaklings not being able to stop him or disrupt his plans. It was at this point that the party, having heard enough of the self-aggrandizing villain speeches, attacked. Unfortunately, there were four fast moving zombies in the way. The party engaged the zombies and the evil cleric using some harmful spells of his own nearly killed both Koriel and Lucius, if not for the quick action of Elrik in getting behind and flanking the villain and Lorelian singing to inspire everyone the battle might not have been won. After slaying the evil cleric, the party returned to the Temple of Gorethar and got their third and final signature and proceeded to their long-awaited meeting with Sarmon at the Council.&lt;br /&gt;
But fair readers, that is a story for a different day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 3==&lt;br /&gt;
&lt;br /&gt;
After getting the third and final signature on their council writ, the adventurers made their way over to the doors of Champions' Keep. A rather uninterested guard reluctantly summoned his commanding officer to inspect the writ. The officer subsequently summoned the seneschal to have a look at it, and after much more reluctancy, the writ was approved. The seneschal told them that the council meeting was to convene in one week, and that they would be allowed in.&lt;br /&gt;
&lt;br /&gt;
Realizing that they now had a week to kill, the group members went back to the Shining Light Inn to recuperate some more and make some errands for supplies. They then started to do some more investigating into what was wrong with the Champions in the city. Walking through the streets, they noticed that the Champions were seemgingly going through the motions of their jobs with no thought or feeling. Devon was able to pass his hands in front of one of the Champions' faces without any notice. Far worse than that, the Champions were also oblivious to any crime in the city, which was accellerating beyond control and was barely abated by the Gorethites and the Maidens who began taking over their duties. Lorilean played the taverns at night and determined that the personality break happened about three months ago and occured quickly, but no other odd events happened around that time.&lt;br /&gt;
&lt;br /&gt;
The heroes wondered if this affected the clerics of O'Ma in the city as well. They made their way over to the Temple of O'Ma and found sure enough that the clerics suffered from the same effect. Koriel got himself a guest room in the temple as a courtesty to a fellow man of the cloth, and proceeded to inspect the area. All of the priests and acolytes acted the same way.&lt;br /&gt;
&lt;br /&gt;
A couple nights later, Lucius, Devon and Koriel followed an acolyte to his bedroom as he was retiring for the night. They watched him mechanically lay down and sleep. Approaching the sleeping acolyte, Koriel used magic to command him to awaken, which the acolyte did. However, he only stared straight ahead while awake. Neither Devon nor Koriel could get him to engage in any conversation beyond simple questions and answers, which were never useful.&lt;br /&gt;
&lt;br /&gt;
At that point, Koriel told Lucius simply to pick the acolyte up and heft him over his shoulder, which Lucius did. The three of them then carried the acolyte back to the Inn. On the way to the Inn, the acolyte straightened up and stiffened like a board, mimicking the motions associated with going to sleep. That required two of the men to carry him.&lt;br /&gt;
&lt;br /&gt;
When inspected by the rest of the party, they could not figure out what to do. The party decided it was best to take him to the Temple of Gorethar to ask them what Troka thought. That night, however, the guard to the temple told them Troka would not see them until morning. They waited around with the sleeping acolyte until she awoke, but precisely at sunrise, the acolyte woke up and began to struggle. Luckily, he had been tied up and could not move very well.&lt;br /&gt;
&lt;br /&gt;
After some more tests on the acolyte, like seeing whether or not he can cast spells, which he could, the party was met by the high priestess of Gorethar. Unfortunately, she did not know the answer, but she was aware that not only were the Champions in that automaton state, so were all those who received spells from O'Ma. This troubled everyone, but on the side, Lucius, Devon, Elrik, and Koriel came up with a plan.&lt;br /&gt;
&lt;br /&gt;
While Idril and Lorelian were not looking that evening, Lucius and Devon took the acolyte into an alley and killed him. They then brought him to Koriel who was waiting outside the Temple of Dru'El to bring the acolyte into the temple. Once there, they found the high priest who raised the acolyte after some discussion about where they found a body of an O'Ma acolyte. &amp;quot;Someone must have mugged and killed him. We don't know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When the acolyte awoke, he was himself again, though he had no memories from the past 3 months! The last thing he remembered was the mid-summer fair. When told of his friends and associates' condition, he wanted to see them immediately, so he was taken by the party to the Temple of O'Ma. Deciding that he needed to pray over the matter, Koriel sympathetically allowed him to come back to his Inn room and pray over night. The cleric awoke the next morning just fine, but when he prayed his morning devotions, he came out of them an automaton once again. He then got up and walked back to the temple. Koriel sadly let him go.... and he was just beginning to like the guy.&lt;br /&gt;
&lt;br /&gt;
This distressed Koriel greatly. He explained to the others that something must be wrong with their god, O'Ma, to produce symptoms like this. He had no idea what, however.&lt;br /&gt;
&lt;br /&gt;
Making their way to the Keep to attend the council meeting, the heroes were ushered in by the guards after the same lengthy checks on their writ. After waiting in an antechamber, they were shown to a room with Sarmon, the head of the Champions! Unfortunately, he seemed to be an automaton like the rest of O'Ma's people. The party realized this wasn't going to be easy.&lt;br /&gt;
&lt;br /&gt;
They pleaded with Sarmon to see that things were greatly amiss, and it took several tries to get through to him. Finally, Sarmon seemed to come out of a trance for a brief second, which caused him to struggle internally. His polymorph seemed to waver a bit, and his hand gained a slight dragon-claw-like appearance briefly. He then went into a grand seizure and raked the back of his neck wide open with the claw. Blood spurted out everywhere and he screamed. Dropping to the ground shaking, he managed to scream a seires of words before dying, &amp;quot;O'Ma is in trouble! The world is in great danger! Seek the heir of Tupaia! Vanoviel will know what to do.&amp;quot; Then he stopped breathing and lay bleeding on the foor.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the other Champions picked that moment to stream into the room, apparently awakened from their trance just in time to see the party standing over Sarmon's dead body. Immediately, they were accused of Sarmon's murder and thrown in a jail cell. The next day, the Champions who imprisoned them once again were automatized.&lt;br /&gt;
&lt;br /&gt;
In the jail cell, the heroes had no way out. However, Devon found an air shaft about 60 feet up on the ceiling of the cell tower they occupied. He was able to spider climb up the wall and go through it. Retrieving the party's stuff on the other side, they made a quick escape down through the sewers to the Temple of Gorethar.&lt;br /&gt;
&lt;br /&gt;
Troka listened to their story and told them they had to get out of Elysia. The heir of Tupaia, she believed, was the Arch-Druid of Dagroth Woods, and they should go see him. She gave them directions and they made their way over.&lt;br /&gt;
&lt;br /&gt;
Going through the woods, the party noticed that the animals were running amok... some attacking them out of nowhere. Falling through a sink hole, the party landed in a small cave complex where there were many spiders who had a curiously hard rocky looking skin. Fighting their way through these spiders in the cave complex, they came across a very large pile of boulders by an exit. Making their way to climb over the boulders, they were stopped by the biggest spider they had ever seen.... easily 10 feet in diameter. The spider spoke to them. It said not to climb over the &amp;quot;body of the father&amp;quot;. Evidently, it was rumored that Tupaia had a pet dokofu spider from Khanjar Kuro and the rumors were correct. This &amp;quot;body of the father&amp;quot; was the carcass of that spider, long dead of old age. The spiders in the cave were his hybrid offspring... and they were hungry, so the spider talking to them mentioned.&lt;br /&gt;
&lt;br /&gt;
It came down to a pitched battle against the spiders, and after nearly dying a few times, the party won out. They made their way back into the woods and rested for a day there.&lt;br /&gt;
&lt;br /&gt;
Making their way over to the grove, they finally found the druids of O'Ma and the heir of Tupaia, a handsome man with streaks of violet in his hair and some other slight dryadic features. Unfortunately, he was in the same state as Sarmon. So, bracing themselves for what might come, the heroes told him the story.&lt;br /&gt;
&lt;br /&gt;
The results were the same. The Archdruid went into a fit and stabbed himself in the back of the head with a daggar. With his dying breath he stated, &amp;quot;Vanoviel can save O'ma, Seek a deeper cause. The companions can show you the way.&amp;quot; The party was immediately surrrounded by a grove full of druids, powerful druids, and attacked for the murder of their leader.&lt;br /&gt;
&lt;br /&gt;
The battle was going badly. Rains of hail and lightening fell around the heroes. Spikes rose up from the ground. Flaming blades of magical energy sprang to life... and that was before they even got attacked. Just when everyone was about to die, however, a powerful blast of magic dispelled all of the enchantments in the area, including many of the enchanted weapons carried by the party. Clearing the air, the party saw the druids surrounded by no less than 60 Champions....&lt;br /&gt;
&lt;br /&gt;
The Champions claimed the party as their prisoners for the murder of Sarmon, and took them from the druids, who gave them up without a blink.... they were then thrown back in the same cell as before, except this time the air shaft was warded and magical protections prevented spellcasting and psionics from within. Thinking they were only delaying their death, the party hunkered down for a long night.&lt;br /&gt;
&lt;br /&gt;
Just then, a flash of light cleared the air and the cell door blew off its hinges. Standing in the doorway was Nohik, the man who gave them their original mission to find what the Champions were up to. Unexplainedly, he took them away from there with a teleportation spell and listened to their retelling of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chapter 4 == &lt;br /&gt;
(Not Played, added later to conclude the campaign)&lt;br /&gt;
Safely teleported away from their inescapable cell, the heroes caught their breath as Nohik listened to their harrowing tale. Pondering the Arch-Druid's cryptic dying words—&amp;quot;Seek a deeper cause. The companions can show you the way&amp;quot;—Nohik realized the truth. The title of Arch-Druid was merely a political succession. The ''true'' heir of Tupaia was the last remaining bloodline of House Dagroth, hidden away for their own protection. Furthermore, &amp;quot;the companions&amp;quot; referred not to humanoid allies, but to the legendary animal companions Tupaia kept during the Jade Campaign, specifically the descendants of her faithful cougar, Alistrina.&lt;br /&gt;
&lt;br /&gt;
Guided by Nohik and the heroes' combined skills, the party tracked the lineage of these magical felines deep into an uncorrupted, hidden grove. There they found the true Heir of Tupaia, guarded by a massive, intelligent cougar. The Heir possessed a divine relic passed down from Tupaia's time. Combining Devon's psionics, Lorelian's bardic lore, and the spiritual energy of the grove, the Heir activated the relic, tearing open a temporary, nature-based portal directly into O'Ma's realm in Elysium.&lt;br /&gt;
&lt;br /&gt;
The party stepped through the portal into a breathtaking celestial landscape, though its outer edges were beginning to turn a sickly, crystallized grey. At the heart of the realm, in a spectral version of Champion's Keep, they finally met the celestial shade of Vanoviel Niltaurwen. Radiant and powerful, her soul was bound to the plane and thus immune to the curse afflicting the mortals below. Vanoviel revealed the grim truth: the culprit was Titania, Queen of the Fairies. &lt;br /&gt;
&lt;br /&gt;
Titania had taken the experimental wand created by the fairy wizard Shalkes during the Fairy War—the very wand that separated dryads from their trees—and corrupted it into a massive artifact capable of severing O'Ma's mortals from his divine grace. To prevent this corrupted energy from killing his followers outright, O'Ma was forced to place his clerics and Champions into an emotionless stasis, effectively neutralizing his entire mortal army.&lt;br /&gt;
&lt;br /&gt;
Unable to leave Elysium, Vanoviel instead imbued the heroes' weapons with an &amp;quot;echo&amp;quot; of the original Godslayer magic she once wielded. Armed with this divine spark, the heroes returned to the Prime Material Plane and infiltrated a heavily guarded Titanean stronghold deep within M'Chekian territory. &lt;br /&gt;
&lt;br /&gt;
Battling past Lord Barun's centaurs, quicklings, and Titanean fey wizards, Lucius, Idril, and Elrik carved a path to the heart of the stronghold where the amplified wand artifact pulsed with stolen divine energy. With Devon and Lorelian locking down the remaining fairy wizards, the fighters struck the artifact with Vanoviel's gifted power. &lt;br /&gt;
&lt;br /&gt;
The artifact shattered in a blinding shockwave of pent-up magic. Instantly, across Elysia, T'Nanshi, and the front lines of the war, the Champions and clerics of O'Ma blinked, shook off their three-month trance, and drew their weapons. The connection was restored, Titania's plot was foiled, and the new generation of heroes had officially taken up the mantle of the legends who came before them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=68411 Ch 1 notes]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=68412 Ch 2 source]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=70089 Ch 3 notes]&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|3]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Campaign_3&amp;diff=55664</id>
		<title>Avlis Campaign 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Campaign_3&amp;diff=55664"/>
		<updated>2026-05-08T02:49:21Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCampaigns}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
''This campaign was being DM'ed by Vanoviel. All subsequent entries from Avlis Campaign 3 are from him. This campaign would have been interesting had it continued. It took place 500 years after current server time. At a server time rate of 2 minutes RL = 1 in game hour, our servers would have to be up for 16 RL years to approach this event.&lt;br /&gt;
&lt;br /&gt;
Vanoviel is long dead since the end of the Second Fairy War. [[Elysia]] is still up and running, and though the surrounding countryside may have seen quite a few disturbances over the years it is still largely unchanged from Vanoviel's time. Buildings have come and gone, and sections of the city walls have been built and rebuilt, but all in all it has not been fundamentally altered over the lifetime of an elf. Granted, some of the national geography has changed slightly, like the appearance of the bustling city-state of [[The Village of Blandenberg|Blandenberg]] which is not far away.&lt;br /&gt;
&lt;br /&gt;
In this campaign, Orleron was player (Koriel Kray) rather than a DM.&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
&lt;br /&gt;
Hello, Intrepid Readers. Our story is set in the fair city of Elysia on the banks of [[Lake Eridanus]]. The scene is joined as our six heroes have independent encounters with a band of rogues. The scenario is the same each time; the hero is new to Elysia and is walking the streets of the warehouse district. The hero is bumped into by a &amp;quot;child&amp;quot; and soon each hero realizes they've been pickpocketed. Each of the heroes set off in chase of the &amp;quot;child&amp;quot;. The chases lead each hero through the alleys of the warehouse district and when they finally caught the &amp;quot;child&amp;quot; thief, they were greeted with a slash of a dagger from the &amp;quot;child&amp;quot; which was actually a [[Halfling]]. The original thief was joined by two compatriots and things looked bleak for each hero. Each of our six adventurers handled the situation in a different way. The burly human fighter, Lucius, barreled his way through the lead Halfling. The pomfy psionicist, Devon Byrne, spider climbed a nearby building and started firing away with his crossbow. Elrik, the monk, stood and fought even with the stench of last night's drinking on him. The serene and even handed cleric, Koriel Kray of [[Mikon]] healed his wound and attempted to talk his way out of the situation. The half-elven bard, Lorelian, climbed the building and fled across to find a Champion to report the crime. The woods-loving elf maiden, Idril Numenesse, drew her sword and engaged. In each situation, the Halflings turned out to be an illusion and each hero was greeted by an elderly nearly bald, blind elf who stated that he was impressed with their ability and requested they join him at the Shining Light Inn the following night. The heroes all agreed.&lt;br /&gt;
&lt;br /&gt;
The heroes all took the rooms arranged by the mysterious stranger and were summoned to a back room the next evening. The stranger introduced himself as Nohik and asked if anyone had noticed anything odd happen in the city. The heroes mentioned that the Champions of O'ma seemed uninterested in policing the city and that crime was increasing. Nohik proposed that the group help him discover what is happening in the city. He thought it best that it not be he who made the inquiries as he is known by too many in the city even though he has been away for a long time searching for an old companion. Nohik left the adventurers to decide after conjuring a shimmering door of light through which he left. After a time Nohik returned and was informed by the adventurers that they would help discover what troubled the city. Nohik thought the best course of action was to see Sarmon, head of the Champions at the Council Chambers. He explained to the party as he handed them a blank writ that they would need the signatures of three council members before they could gain entry to Champions Keep and the Council Chambers. He also informed them that the dockmaster is always a council member.&lt;br /&gt;
&lt;br /&gt;
The heroes returned to their rooms and meet the next morning to find the dockmaster. After a few inquires they found him and requested his signature for their writ. Instead of his usual request for a hot meal, he asked them to investigate the recent series of disappearances including most recently a young girl from the Parks District that had been happening since an aboleth was slain in the lake. The party questioned the dockmaster and discovered that all of the disappearances happened near sewer grates. The heroes went to the location of the most recent abduction and found the grate barred from the inside and requiring a special tool to open it from the surface. Befuddled the party returned to the docks, at which point the cleric dove into the clear blue waters of the lake and returned saying the party should proceed to the sewers north of the city. When asked how he knew this he stated that his people were in tune with nature and that the water tasted funny in that direction.&lt;br /&gt;
&lt;br /&gt;
The heroes headed for Dwarfgate and followed the wall around the sewer outflow pipe, where they discovered that the bars over the entrance had been bent allowing for a humanoid to enter. The heroes entered the sewers and were assailed with the odor of decaying waste and other assorted foulness. Much to their delight the sewage was only ankle deep, which kept it below the boots of all the adventurers except Elrik who was barefooted. He simply took along pull from the bota bag he never seemed to be without and he then seemed unaffected by the sewage creeping up between his toes. The party continued up the sewers when someone felt something touch their leg, it turns out the party was not alone and soon found themselves in battle with an enormous snake. The battle was bravely joined by all except Devon who climbed the wall for safety. After the battle the party continued further into the sewers. Another few hundred yards in the floor disappeared from beneath our heroes’ feet. The quickest of the group avoided the fall, but the unlikely found themselves falling into a deep pool of filth. The party quickly learned to avoid the cisterns that were located every hundred yards in the sewers. The group was so focused on the location of the cisterns that they failed to notice the set of eyes just above the surface of the water approaching them. Elrik felt a terrible pain in his leg and the next thing the party knew he was being dragged under water in the death roll of the attacking crocodile. The party fought valiantly and managed to defeat the croc and prevent the death of Elrik. Further along the group trudged and upon turning one fateful corner they came face to face with some odd fish humanoids. The party slew the &amp;quot;merman&amp;quot; aside from one they tried to interrogate. Koriel cast a spell and communicated with the beast. It turns out the creatures were fleeing from their master, the aboleth. They were using the kidnapped people for food. This sickened the party and they proceeded with all haste deeper into the sewers. The stumbled upon the skums’ lair and defeated the last of the creatures and saved the kidnapped girl. They returned the girl to her mother, but it turns out the girl’s father had gone looking for her in the sewers. The party returned and found his hand and the girl confirmed that her father had indeed been eaten. The party returned to the docks where they got the first of their three signatures. The dockmaster sent them to the Forge District to find Troka Ashbeard, another councilmember, to get his signature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 2==&lt;br /&gt;
&lt;br /&gt;
''By now you've probably figured out the gist of our first couple adventures, and are pretty amused. I'm sure that in classic Avlissian style, things will start light and gradually get into deeper and deeper shit. But, at 2nd level, that's a little rought to attempt.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The party found Troka's shop and for his signature he wanted the party to guard a caravan carrying a special item heading south from Deglos. The party headed north out of the Dwarfgate and proceeded north towards Deglos. They finally found the burnt out remains of a caravan, there was also evidence of orc tracks leading into the woods. The party began to follow the tracks and soon was beset by orc archers atop stands in the trees. The battle was waged from both sides and soon the party climbed the trees also, they climbed to higher heights than the orcs and gained the advantage in the battle until an orc mage cast a darkness spell on the party forcing them to descend from the trees in a darkness darker than the blackest night. Once out of the darkness the party found that the remaining orcs and the orc mage were gone. The heroes quickened their pursuit and soon came upon the orcs camped in a clearing. The three wagons were arranged in a defensive triangle. After much thought and deliberation and some inventive use of Devon's psicrystal to spy on enemies, the party decided on an attacking at night using the archers to take out the sentries before they could raise the alarm. The plan was well formulated but during the course of the battle one of the wagons was set on fire. The other two wagons were able to escape before the heroes could stop them. After futilely attempting to interrogate the remaining orc, the party took off after the wagons. After another day of travel the heroes came upon a wooden fort at the foot of a five hundred foot crag located somewhere near the Ferrell-Deglos border. The fort was in a clearing and the heroes decided the safest approach was from the crag. After a climb up the crag in the black of night, the plan was to light the main building on fire with alchemist’s fire and use the cover of fire to have the archers take out the guards in the towers. The first attempt at lighting the main building was a horrid throw by Koriel and resulted in a secondary building being ignited. The fortuitous result was that it was the barracks that were on fire. This lead to general confusion in the camp and allowed the ranged attackers to slay the guards. The battle proceeded to the compound and the remaining orcs were slain. The door to the main building was slammed shut and barred. The half-orc inside said that if the party left he wouldn’t have to kill them. Lucius, having enough of the villain’s bravado, kicked in the door. He immediately was struck in the chest with a glowing green arrow. The party entered the structure and stood face to face with two orcs, a strapping half-orc, and a female orc dressed in robes. The party engaged the two guards and unleashed ranged attacks on the mage, not before Lucius was struck again in the chest, although this time it was glowing blue arrows. After the party dispatched the guards and mage the half-orc battled mightly until he finally fell to Idril’s sword. A search of the domicile revealed an ancient dwarven double axe, which the party assumed was the weapon in which Troka was interested. The party returned uneventfully to Elysia returned the axe to Troka and received his signature. Troka also suggested visiting the Temple of Gorethar as their Headpriestess was the current council member.&lt;br /&gt;
&lt;br /&gt;
The party rested then entered the Temple of Gorethar and after a lengthy discussion about the ills of the city and the Order of Gorethar taking over patrolling the city for the Champions, the party agreed to investigate the undead that were rising in the graveyard. They went directly to the graveyard and even though it was the middle of the day they were assailed by skeletons. Koriel commanded one of the skeletons and the party quickly dispatched the rest. They proceeded to the oldest portion of the cemetery and began to examine mausoleums for signs of activity. Some of the mausoleums were empty, some contained skeletons, and some contained zombies; none of which presented a problem for the adventurers. After exploring nearly a dozen mausoleums the party finally came upon one that had evidence that the sarcophagus had recently been moved. After attempting multiple combinations they finally stumbled upon the correct order of buttons to open the secret door. The sarcophagus slid back to reveal a set of stairs descending into the darkness. The party cautiously descended the stairs and found a secret lair. They were faced with a hall way with three doors, one to each their right and left and another straight ahead. After exploring the right and left doors and finding a library and a bedroom. They entered the third door and were set on by a skeleton unlike the previous skeletons they had faced, this skeleton appeared to have battle skills and the party was hard pressed to defeat it. Koriel used touch attack healing spells to damage the skeleton and the skeleton returned the favor to Koriel by striking him down with a mighty slash of his bastard sword. Devon managed to pull Koriel from the battle and give him a healing potion. Koriel then completely healed himself and then he healed the skeleton to death.&lt;br /&gt;
&lt;br /&gt;
After the battle, the party noticed another door in the room. When they passed through the door they saw an altar to Maleki and the cause of the undead problem, a cleric of Maleki raising an undead army. In the classic villain way the evil cleric yammered on about the foolish weaklings not being able to stop him or disrupt his plans. It was at this point that the party, having heard enough of the self-aggrandizing villain speeches, attacked. Unfortunately, there were four fast moving zombies in the way. The party engaged the zombies and the evil cleric using some harmful spells of his own nearly killed both Koriel and Lucius, if not for the quick action of Elrik in getting behind and flanking the villain and Lorelian singing to inspire everyone the battle might not have been won. After slaying the evil cleric, the party returned to the Temple of Gorethar and got their third and final signature and proceeded to their long-awaited meeting with Sarmon at the Council.&lt;br /&gt;
But fair readers, that is a story for a different day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 3==&lt;br /&gt;
&lt;br /&gt;
After getting the third and final signature on their council writ, the adventurers made their way over to the doors of Champions' Keep. A rather uninterested guard reluctantly summoned his commanding officer to inspect the writ. The officer subsequently summoned the seneschal to have a look at it, and after much more reluctancy, the writ was approved. The seneschal told them that the council meeting was to convene in one week, and that they would be allowed in.&lt;br /&gt;
&lt;br /&gt;
Realizing that they now had a week to kill, the group members went back to the Shining Light Inn to recuperate some more and make some errands for supplies. They then started to do some more investigating into what was wrong with the Champions in the city. Walking through the streets, they noticed that the Champions were seemgingly going through the motions of their jobs with no thought or feeling. Devon was able to pass his hands in front of one of the Champions' faces without any notice. Far worse than that, the Champions were also oblivious to any crime in the city, which was accellerating beyond control and was barely abated by the Gorethites and the Maidens who began taking over their duties. Lorilean played the taverns at night and determined that the personality break happened about three months ago and occured quickly, but no other odd events happened around that time.&lt;br /&gt;
&lt;br /&gt;
The heroes wondered if this affected the clerics of O'Ma in the city as well. They made their way over to the Temple of O'Ma and found sure enough that the clerics suffered from the same effect. Koriel got himself a guest room in the temple as a courtesty to a fellow man of the cloth, and proceeded to inspect the area. All of the priests and acolytes acted the same way.&lt;br /&gt;
&lt;br /&gt;
A couple nights later, Lucius, Devon and Koriel followed an acolyte to his bedroom as he was retiring for the night. They watched him mechanically lay down and sleep. Approaching the sleeping acolyte, Koriel used magic to command him to awaken, which the acolyte did. However, he only stared straight ahead while awake. Neither Devon nor Koriel could get him to engage in any conversation beyond simple questions and answers, which were never useful.&lt;br /&gt;
&lt;br /&gt;
At that point, Koriel told Lucius simply to pick the acolyte up and heft him over his shoulder, which Lucius did. The three of them then carried the acolyte back to the Inn. On the way to the Inn, the acolyte straightened up and stiffened like a board, mimicking the motions associated with going to sleep. That required two of the men to carry him.&lt;br /&gt;
&lt;br /&gt;
When inspected by the rest of the party, they could not figure out what to do. The party decided it was best to take him to the Temple of Gorethar to ask them what Troka thought. That night, however, the guard to the temple told them Troka would not see them until morning. They waited around with the sleeping acolyte until she awoke, but precisely at sunrise, the acolyte woke up and began to struggle. Luckily, he had been tied up and could not move very well.&lt;br /&gt;
&lt;br /&gt;
After some more tests on the acolyte, like seeing whether or not he can cast spells, which he could, the party was met by the high priestess of Gorethar. Unfortunately, she did not know the answer, but she was aware that not only were the Champions in that automaton state, so were all those who received spells from O'Ma. This troubled everyone, but on the side, Lucius, Devon, Elrik, and Koriel came up with a plan.&lt;br /&gt;
&lt;br /&gt;
While Idril and Lorelian were not looking that evening, Lucius and Devon took the acolyte into an alley and killed him. They then brought him to Koriel who was waiting outside the Temple of Dru'El to bring the acolyte into the temple. Once there, they found the high priest who raised the acolyte after some discussion about where they found a body of an O'Ma acolyte. &amp;quot;Someone must have mugged and killed him. We don't know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When the acolyte awoke, he was himself again, though he had no memories from the past 3 months! The last thing he remembered was the mid-summer fair. When told of his friends and associates' condition, he wanted to see them immediately, so he was taken by the party to the Temple of O'Ma. Deciding that he needed to pray over the matter, Koriel sympathetically allowed him to come back to his Inn room and pray over night. The cleric awoke the next morning just fine, but when he prayed his morning devotions, he came out of them an automaton once again. He then got up and walked back to the temple. Koriel sadly let him go.... and he was just beginning to like the guy.&lt;br /&gt;
&lt;br /&gt;
This distressed Koriel greatly. He explained to the others that something must be wrong with their god, O'Ma, to produce symptoms like this. He had no idea what, however.&lt;br /&gt;
&lt;br /&gt;
Making their way to the Keep to attend the council meeting, the heroes were ushered in by the guards after the same lengthy checks on their writ. After waiting in an antechamber, they were shown to a room with Sarmon, the head of the Champions! Unfortunately, he seemed to be an automaton like the rest of O'Ma's people. The party realized this wasn't going to be easy.&lt;br /&gt;
&lt;br /&gt;
They pleaded with Sarmon to see that things were greatly amiss, and it took several tries to get through to him. Finally, Sarmon seemed to come out of a trance for a brief second, which caused him to struggle internally. His polymorph seemed to waver a bit, and his hand gained a slight dragon-claw-like appearance briefly. He then went into a grand seizure and raked the back of his neck wide open with the claw. Blood spurted out everywhere and he screamed. Dropping to the ground shaking, he managed to scream a seires of words before dying, &amp;quot;O'Ma is in trouble! The world is in great danger! Seek the heir of Tupaia! Vanoviel will know what to do.&amp;quot; Then he stopped breathing and lay bleeding on the foor.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the other Champions picked that moment to stream into the room, apparently awakened from their trance just in time to see the party standing over Sarmon's dead body. Immediately, they were accused of Sarmon's murder and thrown in a jail cell. The next day, the Champions who imprisoned them once again were automatized.&lt;br /&gt;
&lt;br /&gt;
In the jail cell, the heroes had no way out. However, Devon found an air shaft about 60 feet up on the ceiling of the cell tower they occupied. He was able to spider climb up the wall and go through it. Retrieving the party's stuff on the other side, they made a quick escape down through the sewers to the Temple of Gorethar.&lt;br /&gt;
&lt;br /&gt;
Troka listened to their story and told them they had to get out of Elysia. The heir of Tupaia, she believed, was the Arch-Druid of Dagroth Woods, and they should go see him. She gave them directions and they made their way over.&lt;br /&gt;
&lt;br /&gt;
Going through the woods, the party noticed that the animals were running amok... some attacking them out of nowhere. Falling through a sink hole, the party landed in a small cave complex where there were many spiders who had a curiously hard rocky looking skin. Fighting their way through these spiders in the cave complex, they came across a very large pile of boulders by an exit. Making their way to climb over the boulders, they were stopped by the biggest spider they had ever seen.... easily 10 feet in diameter. The spider spoke to them. It said not to climb over the &amp;quot;body of the father&amp;quot;. Evidently, it was rumored that Tupaia had a pet dokofu spider from Khanjar Kuro and the rumors were correct. This &amp;quot;body of the father&amp;quot; was the carcass of that spider, long dead of old age. The spiders in the cave were his hybrid offspring... and they were hungry, so the spider talking to them mentioned.&lt;br /&gt;
&lt;br /&gt;
It came down to a pitched battle against the spiders, and after nearly dying a few times, the party won out. They made their way back into the woods and rested for a day there.&lt;br /&gt;
&lt;br /&gt;
Making their way over to the grove, they finally found the druids of O'Ma and the heir of Tupaia, a handsome man with streaks of violet in his hair and some other slight dryadic features. Unfortunately, he was in the same state as Sarmon. So, bracing themselves for what might come, the heroes told him the story.&lt;br /&gt;
&lt;br /&gt;
The results were the same. The Archdruid went into a fit and stabbed himself in the back of the head with a daggar. With his dying breath he stated, &amp;quot;Vanoviel can save O'ma, Seek a deeper cause. The companions can show you the way.&amp;quot; The party was immediately surrrounded by a grove full of druids, powerful druids, and attacked for the murder of their leader.&lt;br /&gt;
&lt;br /&gt;
The battle was going badly. Rains of hail and lightening fell around the heroes. Spikes rose up from the ground. Flaming blades of magical energy sprang to life... and that was before they even got attacked. Just when everyone was about to die, however, a powerful blast of magic dispelled all of the enchantments in the area, including many of the enchanted weapons carried by the party. Clearing the air, the party saw the druids surrounded by no less than 60 Champions....&lt;br /&gt;
&lt;br /&gt;
The Champions claimed the party as their prisoners for the murder of Sarmon, and took them from the druids, who gave them up without a blink.... they were then thrown back in the same cell as before, except this time the air shaft was warded and magical protections prevented spellcasting and psionics from within. Thinking they were only delaying their death, the party hunkered down for a long night.&lt;br /&gt;
&lt;br /&gt;
Just then, a flash of light cleared the air and the cell door blew off its hinges. Standing in the doorway was Nohik, the man who gave them their original mission to find what the Champions were up to. Unexplainedly, he took them away from there with a teleportation spell and listened to their retelling of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chapter 4 == (Not Played, added later to conclude the campaign)&lt;br /&gt;
Safely teleported away from their inescapable cell, the heroes caught their breath as Nohik listened to their harrowing tale. Pondering the Arch-Druid's cryptic dying words—&amp;quot;Seek a deeper cause. The companions can show you the way&amp;quot;—Nohik realized the truth. The title of Arch-Druid was merely a political succession. The ''true'' heir of Tupaia was the last remaining bloodline of House Dagroth, hidden away for their own protection. Furthermore, &amp;quot;the companions&amp;quot; referred not to humanoid allies, but to the legendary animal companions Tupaia kept during the Jade Campaign, specifically the descendants of her faithful cougar, Alistrina.&lt;br /&gt;
&lt;br /&gt;
Guided by Nohik and the heroes' combined skills, the party tracked the lineage of these magical felines deep into an uncorrupted, hidden grove. There they found the true Heir of Tupaia, guarded by a massive, intelligent cougar. The Heir possessed a divine relic passed down from Tupaia's time. Combining Devon's psionics, Lorelian's bardic lore, and the spiritual energy of the grove, the Heir activated the relic, tearing open a temporary, nature-based portal directly into O'Ma's realm in Elysium.&lt;br /&gt;
&lt;br /&gt;
The party stepped through the portal into a breathtaking celestial landscape, though its outer edges were beginning to turn a sickly, crystallized grey. At the heart of the realm, in a spectral version of Champion's Keep, they finally met the celestial shade of Vanoviel Niltaurwen. Radiant and powerful, her soul was bound to the plane and thus immune to the curse afflicting the mortals below. Vanoviel revealed the grim truth: the culprit was Titania, Queen of the Fairies. &lt;br /&gt;
&lt;br /&gt;
Titania had taken the experimental wand created by the fairy wizard Shalkes during the Fairy War—the very wand that separated dryads from their trees—and corrupted it into a massive artifact capable of severing O'Ma's mortals from his divine grace. To prevent this corrupted energy from killing his followers outright, O'Ma was forced to place his clerics and Champions into an emotionless stasis, effectively neutralizing his entire mortal army.&lt;br /&gt;
&lt;br /&gt;
Unable to leave Elysium, Vanoviel instead imbued the heroes' weapons with an &amp;quot;echo&amp;quot; of the original Godslayer magic she once wielded. Armed with this divine spark, the heroes returned to the Prime Material Plane and infiltrated a heavily guarded Titanean stronghold deep within M'Chekian territory. &lt;br /&gt;
&lt;br /&gt;
Battling past Lord Barun's centaurs, quicklings, and Titanean fey wizards, Lucius, Idril, and Elrik carved a path to the heart of the stronghold where the amplified wand artifact pulsed with stolen divine energy. With Devon and Lorelian locking down the remaining fairy wizards, the fighters struck the artifact with Vanoviel's gifted power. &lt;br /&gt;
&lt;br /&gt;
The artifact shattered in a blinding shockwave of pent-up magic. Instantly, across Elysia, T'Nanshi, and the front lines of the war, the Champions and clerics of O'Ma blinked, shook off their three-month trance, and drew their weapons. The connection was restored, Titania's plot was foiled, and the new generation of heroes had officially taken up the mantle of the legends who came before them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=68411 Ch 1 notes]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=68412 Ch 2 source]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=70089 Ch 3 notes]&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|3]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:AvlisCampaigns&amp;diff=50948</id>
		<title>Template:AvlisCampaigns</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:AvlisCampaigns&amp;diff=50948"/>
		<updated>2022-03-09T02:59:00Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; align=right&lt;br /&gt;
|-&lt;br /&gt;
! Campaign&lt;br /&gt;
! Title&lt;br /&gt;
! Part&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 1, Part 1|Avlis Campaign 1]]&lt;br /&gt;
| The &amp;quot;Jade&amp;quot; Campaign&lt;br /&gt;
| Part [[Avlis Campaign 1, Part 1|1]], [[Avlis Campaign 1, Part 2|2]], [[Avlis Campaign 1, Part 3|3]], [[Avlis Campaign 1, Part 4|4]], [[Avlis Campaign 1, Part 5|5]], [[Avlis Campaign 1, Part 6|6]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 2, Part 1|Avlis Campaign 2]]&lt;br /&gt;
| The West End of Time&lt;br /&gt;
| Part [[Avlis Campaign 2, Part 1|1]], [[Avlis Campaign 2, Part 2|2]], [[Avlis Campaign 2, Part 3|3]], [[Avlis Campaign 2, Part 4|4]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 3|Avlis Campaign 3]]&lt;br /&gt;
| Vanoviel and The Godslayer&lt;br /&gt;
| Part [[Avlis Campaign 3|1]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 4, Part 1|Avlis Campaign 4]]&lt;br /&gt;
| Rune Quest&lt;br /&gt;
| Part [[Avlis Campaign 4, Part 1|1]], [[Avlis Campaign 4, Part 2|2]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 5, Part 1|Avlis Campaign 5]]&lt;br /&gt;
| The Western Underdark&lt;br /&gt;
| Part [[Avlis Campaign 5, Part 1|1]], [[Avlis Campaign 5, Part 2|2]], [[Avlis Campaign 5, Part 3|3]], [[Avlis Campaign 5, Part 4|4]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 6]]&lt;br /&gt;
| Daggerspace&lt;br /&gt;
| Part [[Avlis Campaign 6|1]], [[Avlis Campaign 6, Part 2|2]], [[Avlis Campaign 6, Part 3|3]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 7]]&lt;br /&gt;
| Into The Wastes&lt;br /&gt;
| Part [[Avlis Campaign 7|1]], [[Avlis Campaign 7, Part 2|2]], [[Avlis Campaign 7, Part 3|3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_3&amp;diff=50947</id>
		<title>SourceMaterial-Avlis Campaign 6, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_3&amp;diff=50947"/>
		<updated>2022-03-09T02:57:40Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Scene 16: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
===The Daggerspace Campaign===&lt;br /&gt;
&lt;br /&gt;
=Scene 16: The Fustercluck=&lt;br /&gt;
The PC's journeyed to the asteroid cluster described by the documents they found in the wreckage of the yuan-ti hut on Erdan. Though the asteroids were not connected together, they hovered close to one another and only one of them had a discernable entrance: some kind of portal on the surface. After examining the portal, the PC's wound up inside the asteroid and had to go through a series of tunnels, puzzles, and enemies to get to.... another portal. &lt;br /&gt;
&lt;br /&gt;
So it went from asteroid to asteroid. One asteroid presented small tunnels that made them squat.  One presented a group of satyr who challenged them to a music contest. A number of other asteroids involved games of death, destruction, and familial angst, with the occasional drug-induced fun and horror. By the end of it, the group acquired the final artifact: the Staff of Charity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|6]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_3&amp;diff=50946</id>
		<title>SourceMaterial-Avlis Campaign 6, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_3&amp;diff=50946"/>
		<updated>2022-03-09T02:46:49Z</updated>

		<summary type="html">&lt;p&gt;Orleron: Created page with &amp;quot;{{Template:AvlisCanon}} {{Template:AvlisCampaigns}} ===The Daggerspace Campaign===  =Scene 16: =     6&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
===The Daggerspace Campaign===&lt;br /&gt;
&lt;br /&gt;
=Scene 16: =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|6]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:Deities&amp;diff=49851</id>
		<title>Template:Deities</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:Deities&amp;diff=49851"/>
		<updated>2021-04-11T19:53:03Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
''Greater (native):'' [[Gorethar]] | [[O'Ma]] | [[Dru'El]] | [[Toran]] | [[Mikon]] | [[Forian]] | [[Valok]] | [[Aarilax]] | [[Maleki]]&amp;lt;br&amp;gt;&lt;br /&gt;
''Greater (foreign):'' [[Clangeddin Silverbeard|Clangeddin]] | [[Titania]] | [[Corellon Larethian]] | [[Tobin]] | [[Ptah]] | [[Gruumsh]] | [[Blibdoolpoolp]] | [[Arsher]]&amp;lt;br&amp;gt;&lt;br /&gt;
''Intermediate:'' [[Andrinor]] | [[Angadar]] | [[Dagath]] | [[Ingoren]] | [[Mishlekh]]&amp;lt;br&amp;gt;&lt;br /&gt;
''Lesser:''  [[Berryn]] | [[Dra'Nar]] | [[Dre'Ana]] | [[Fegall]] | [[Hurine]] | [[Senath]] | [[Skern]] | [[Ti'si'faan]] | [[Verossa]] | [[Vorin]] | [[Wilsash]] | [[Yeraiah]]&amp;lt;br&amp;gt;&lt;br /&gt;
''Demi:'' [[Aryeh Gidol]] | [[Balgar]] | [[Bobil]] | [[Cha'reth]] | [[Evrak]] | [[The Harpinger|Harpinger]] | [[Isla]] | [[Kelvos]] | [[Keros]] | [[Naren]] | [[Paragus]] | [[Pelar]] | [[Ra-Ghul]] | [[Stephanus]] | [[The'ton]] | [[Xenon]] | [[Zhitaril]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:LesserGods&amp;diff=49850</id>
		<title>Template:LesserGods</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:LesserGods&amp;diff=49850"/>
		<updated>2021-04-11T19:50:25Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not-[[Template:MajorGods|Major]] [[Religion|Deities]] of Avlis:''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''Intermediate:'' [[Andrinor]] | [[Angadar]] | [[Dagath]] | [[Ingoren]] | [[Mishlekh]]&amp;lt;br&amp;gt;&lt;br /&gt;
''Lesser:'' [[Berryn]] | [[Dra'Nar]] | [[Dre'Ana]] | [[Fegall]] | [[Hurine]] | [[Senath]] | [[Skern]] | [[Ti'si'faan]] |[[Verossa]] | [[Vorin]] | [[Wilsash]] | [[Yeraiah]]&amp;lt;br&amp;gt;&lt;br /&gt;
''Demi:'' [[Aryeh Gidol]] | [[Balgar]] | [[Bobil]] | [[Cha'reth]] | [[Evrak]] | [[The Harpinger|Harpinger]] | [[Isla]] | [[Kelvos]] | [[Paragus]] | [[Pelar]] | [[Ra-Ghul]] | [[Stephanus]] | [[The'ton]] | [[Xenon]] | [[Zhitaril]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49847</id>
		<title>Crosstreams</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49847"/>
		<updated>2021-04-11T19:28:15Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Madam Larina's Night House */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Seven Cities:''' {{SevenCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{CityInfo&lt;br /&gt;
|CityName = Crosstreams&lt;br /&gt;
|CityAlias = Center of the World&lt;br /&gt;
|CityArea =  [[The_Seven_Cities | The Seven Cities]]&lt;br /&gt;
|CitySize = 2,678,300&lt;br /&gt;
|CityLang = Common, Romini, Elven&lt;br /&gt;
|CityReligion = The Nine, and other minor deities&lt;br /&gt;
|CityAlignment = Lawful Neutral (Good)&lt;br /&gt;
|CityRuler = Governor Regina Terlan&lt;br /&gt;
|CityRaces = 20% Human, 20% Dwarf, 10% Orc, 10% Elf, 40% Other&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Crosstreams.JPG|thumb|500px|Map of Crosstreams]]&lt;br /&gt;
[[Image:SevenCitiesMap.jpg|thumb|500px|Map of the Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
As it flows from east to west, the [[Divalok River]] splits, with one portion forming the [[Blackwater River]] and continuing off towards the city of [[Andarr]] and the ocean beyond. The other portion which retains the river's name flows southwest towards another city called [[Malekia]]. '''Crosstreams''' sits right on top of that split, and is the largest city on the continent of [[Negaria]].&lt;br /&gt;
&lt;br /&gt;
While the cities of [[Andarr]] and [[Red Gate]] act as hubs coming in and out of the [[the Seven Cities]], the city of Crosstreams acts as the hub within the region, and by default a center of commerce in the wider western part of the continent. This central location makes it a cosmopolitan and openminded haven of ideas which give rise to many centers of learning, music, and art within the city walls.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Early Settlement===&lt;br /&gt;
&lt;br /&gt;
In in the early 400's A.O.D, a young Kurathene knight named Sir Jayden Mourden purchased a tract of land in the southern area of [[The Kurathene Empire]] as part of the Empire's efforts to populate it against invasion. The Mourden family acquired influence over the next two centuries, eventually acquiring their own charter, establishing the County of Crossing Streams in 643 O.D. The city of Crosstreams became the provincial capital a year later, named for its location on a spot where three waterways intersect. &lt;br /&gt;
&lt;br /&gt;
The volume of trade between Crosstreams and the Charter Cities increased exponentially over the next several centuries. Much of it flowed in the form of raw materials and manufactured goods. These goods were then shipped out into the wider world through [[Andarr]] to the west and [[Red Gate]] to the east, creating an economic hub in Crosstreams that accounted for nearly a quarter of the Empire’s total trade by the 12th century.&lt;br /&gt;
&lt;br /&gt;
	Because of their relaxed immigration policy, the Charter Cities like Crosstreams began to attract settlers from all across the continent in search of wealth. As these new citizens assimilated with the existing population, the Crosstreams began to incorporate a variety of foreign customs ranging from religion, language to art. With emphasis on different trades and types of immigrants, Crosstreams began to form its own cultural identities distinct from the [[The Kurathene Empire]].&lt;br /&gt;
&lt;br /&gt;
===Independence===&lt;br /&gt;
&lt;br /&gt;
The gradual drift away from [[The Kurathene Empire]] came to a head in the 1300's A.O.D. As the original human population of Crosstreams was now a minority within the realm, and many of the recent immigrants began to question the need to pay taxes and tithes to the Imperial Crown. This agitation was particularly strong in Crosstreams which had long since shed the vestiges of Imperial nobility in favor of a merchant led oligarchy.&lt;br /&gt;
&lt;br /&gt;
Crosstreams and the other Charter Cities had established a Provincial Council in the 12th century, and had begun to take many of the functions of government from the traditional estates. With the outbreak of war with [[Dubunat]] in 1320, the Council elected to form the Charter Militia Legion, an army independent of the Imperial Army detachments. Over the next two decades, the Council expanded its privileges as the Imperial government became increasingly bogged down in the war in [[Dubunat]].&lt;br /&gt;
&lt;br /&gt;
When the war with [[Dubunat]] ended in 1360 with the [[The Kurathene Empire]]’s defeat, the Provincial Council led by Governor Sir Michael Hawke of Crosstreams took the first steps toward independence. In 1362 he and the Council signed an oath affirming their commitment to the independence of the Charter Cities. Later in the same year, the individual estates of each city ratified the call for independence.&lt;br /&gt;
&lt;br /&gt;
On New Year’s Day in 1363 the Provincial Council of the Charter Cities, with Governor Hawke in the lead presented their declaration of secession to the Imperial Army garrison commander, Legate Warren Hale. Rather than risk bloodshed, Hale accepted the declaration and departed with his garrison for [[Brescant]]. When word of the declaration reached the ears of [[Joral Kuras]], he paused, nodded his head and was the first leader to acknowledge the independence of the city-states which included Crosstreams.&lt;br /&gt;
&lt;br /&gt;
With independence, the Provincial Council quickly found itself superseded by local interests. The city of [[Conselia]] was the first to secede from the alliance as it renamed itself [[Malekia]]. It was quickly followed by [[Dormiria]], [[Red Gate]] and [[Stalwart]], who sought to avoid paying the costs associated with maintaining the army. With the obligations to the central council removed, the cities quickly started to squabble with one another, leading to an escalating round of trade barriers and skirmishes over territory lines.&lt;br /&gt;
&lt;br /&gt;
The nations of [[Dubunat]] and [[Brekon]] found the squabbling city-states in the Divalok Delta to be an attractive prize. Over the next century and a half, both nations sent expeditions to annex one or more of the cities, which were driven off repeatedly by a coalition of militias from Crosstreams, [[Bullwark]] and [[Andarr]]. &lt;br /&gt;
&lt;br /&gt;
In the year 1405 A.O.D, [[Jorbaren]] the Wight Lord and his massive army of wight minions invaded the City of [[Crosstreams]], the capitol of [[The Seven Cities]].  According to his planning, [[The Seven Cities]] had great wealth conveniently located between both orcish nations of [[Brekon]] and [[Dubunat]] which gave them high strategic value.  After sacking [[Crosstreams]], [[Jorbaren]] began setting up a base in the area from which to conduct the gradual subjugation of the population.  It was not his intent to turn them all into undead minions, only whatever he required to replenish his soldier wights.&lt;br /&gt;
&lt;br /&gt;
To further fortify his holdings, [[Jorbaren]] determined he would need a fortress to double as a military center and prison.  With the help of some adventurers and several evil wizards, [[Jorbaren]] erected a massive peak overlooking [[Crosstreams]].  The peak was pushed up directly from the surrounding land and shaped to his will, with a height of nearly 2,000m, making it the tallest land structure on the entire delta which housed [[The Seven Cities]]. Near the top of the peak and deep within it, [[Jorbaren]] directed his wight slaves to construct a fortress designed for the undead and their prisoners.  Completion of the structure took only two years, and its size and depth surpassed every other structure on the delta.  It is thought that the lower levels of the fortress connect with the [[Underdark]] for a quick escape when needed.&lt;br /&gt;
&lt;br /&gt;
[[Jorbaren]]'s estimation of resistance turned out to be misguided. Though he accounted for eventual opposition from the Orcish nations, he believed the defenses of [[The Seven Cities]] were too disjointed and weak to put up a tough fight, and he was partially correct. The flaw in his plan was not taking stock of aid from both The [[Kurathene]] and [[Toran Shaarda]], which sent troops into the delta to fight the wight minions to a standstill. Meanwhile, powerful adventurers saw his new fortress as the ultimate dungeon challenge with him as the prize kill, and soon enough this prophecy fulfilled itself when a crack team of misfits entered the fortress through the stiff resistance and confronted [[Jorbaren]] resulting in his demise.&lt;br /&gt;
&lt;br /&gt;
With the removal of the Wight Lord and the end of his rule, residents of Crosstreams quickly repopulated the area and re-established their political structure. All that remained of [[Jorbaren]] and his minions was the large peak fortress that bears his name: Jorbaren's Peak.&lt;br /&gt;
&lt;br /&gt;
After a particularly large invasion attempt in 1518 by [[Dubunat]], the Lord Governor Curtis Allendale of [[Andarr]] proposed that the seven city-states form a confederation as a common bulwark against their enemies, and to mediate disputes between the cities. Six months of tense negotiations later the final Confederate Charter was ratified by all seven cities.&lt;br /&gt;
&lt;br /&gt;
With their security assured by their shared commitment to defense, [[The Seven Cities]] steadily gained influence and wealth. The death of [[Joral Kuras]] in 1815 and the subsequent collapse of the Second Imperium helped fuel this growth. By the end of the Age of Strife in the 22nd century, [[The Seven Cities]] Confederation had become the center of civilization and culture on [[Negaria]], the envy of all civilized nations.&lt;br /&gt;
&lt;br /&gt;
The prosperity of [[The Seven Cities]] led to the flowering of egalitarian values, particularly within Crosstreams. Though the wealthy mercantile families had steadily entrenched themselves as new nobility, there was a gradual move toward creating greater political opportunities for the common class. The governors of Crosstreams and [[Dormiria]] became positions chosen by popular vote, while the Confederate Estates-General was diversified with the addition of a third estate made of tax-paying citizens, with the franchise opened to all citizens of the Confederation.&lt;br /&gt;
&lt;br /&gt;
===The Seven Cities Confederation===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, unity among the chartered cities did not last.  Their squabbling degenerated into skirmishes and the council broke up into completely independent city-states, each responsible for its own defense and well-being.  The nation of [[Dubunat]] to the south took advantage of this disunity in 1518 and invaded [[Bullwark]] and the rest of the cities, nearly conquering the entire realm, but were beaten back once the cities realized they must unite and work together.  Later that year, Lord Governor Curtis Allendale of [[Andarr]] proposed a confederation of the seven cities for mutual defense and trade.  Within six months the treaty was ratified and the [[The Seven Cities|The Seven Cities Confederation]] was born.&lt;br /&gt;
&lt;br /&gt;
The presence of the confederation was a stabilizing force in the region that nearly halted war between [[Dubunat]] and the remnants of the Empire to the north.  Trade flourished as well as the population and its diversity.&lt;br /&gt;
&lt;br /&gt;
==Districts==&lt;br /&gt;
&lt;br /&gt;
Crosstreams is laid out in three major sections connected by bridges. The city is shaped like a &amp;quot;V&amp;quot; laid on its side with the point of the &amp;quot;V&amp;quot; pointing east. The splitting river creates the &amp;quot;V&amp;quot; and city buildings are located either north of the river, on the middle part of the &amp;quot;V&amp;quot;, or to the south of the river.&lt;br /&gt;
&lt;br /&gt;
===Northern Residences===&lt;br /&gt;
This district comprises most of the area within the city walls that is north of the river. Row upon row of apartment buildings and individual tenancies form meandering streets up and down the main causeways of the district that move south toward the river. All manner of homes blot the streets, with the most expensive ones located more to the western end of the city and the poorer slums located more to the east.  Wasteland Row and Crullath Crest number among the more notorious neighborhoods on the eastern side, characterized by high gang activity and the open operation of many illicit activities. Toward the opposite side of the city are higher-priced neighborhoods, such as West Divalok and Fairy Heights. Between these extreme ends of the city, there are a large number of middle-class dwellings, both owned and rented, that are popular with local traders and merchants.&lt;br /&gt;
&lt;br /&gt;
Though residences make up the majority of buildings in this district, there are a number of taverns and Inns to service the local population.  Most of the inns are located near the northern gates, with taverns dispersed throughout the north side of the river.  On some streets, there are shrines to minor gods with small followings in the city as well as shrines to some of the evil Greater Gods like [[Aarilax]] and [[Maleki]].&lt;br /&gt;
&lt;br /&gt;
===Capitol District===&lt;br /&gt;
At the point where the river splits lie the main buildings of government that make up the Capitol District. The Hawke Building looms over the water to impress travelers on the water passing by the capitol, and this structure houses the main operations of [[The Seven Cities]] Confederation and the current government of Crosstreams.  Other buildings within the district fan out from the Hawke Building and act as offices and places of meeting for diplomats, traders, regulators, and other government officials. Though no one lives in this district other than the High Commander of The Confederation and the Governor of Crosstreams, the quality, height, and majesty of the buildings within this district surpass all others in the city.&lt;br /&gt;
&lt;br /&gt;
Though not plentiful, there are various businesses that function in this district to service government officials and diplomats during the day time. These include extremely opulent restaurants, high-class gaming parlors, and purportedly an underground arena or two for high-stakes games.&lt;br /&gt;
&lt;br /&gt;
===Temple District===&lt;br /&gt;
As one of the most diverse Temple Districts in any city of [[Negaria]], nearly every god in the pantheon of [[Avlis]] has some center of worship in this part of the city.  For most of [[The Nine]], there are temples ranging in size from medium-sized complexes to large cathedrals. Several minor gods also have large temples in this district, including [[The'ton]], [[Hurine]], [[The Harpinger]], [[Evrak]], [[Ingoren]] and [[Angadar]].&lt;br /&gt;
&lt;br /&gt;
This district is directly west of the Capitol District and borders on the Parks District to its opposite side. Being sandwiched between these two districts makes it a high-traffic area for politicians and diplomats to move to and from their business and pleasures so they can mingle with the religious leaders en route. Though the Temple District is nearly devoid of eating and drinking establishments, there are a smattering of supporting businesses there that craft items for use in the temples, as well as a few that source the unsightly sacrificial accouterments.&lt;br /&gt;
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===Theater District===&lt;br /&gt;
Directly south of the Temple District is the center of high-class entertainment for the population of Crosstreams, the Theater District. The area is dotted with playhouses large and small and larger buildings that house full operas and fully-produced live epics. Unlike the Capitol District which closes at night, the Theater District is nocturnal and comes alive when the sun sets. Well-lit streets make traveling through the district easy while street vendors and performers attempt to distract the show attendees from their planned activities. For the many festivals that occur throughout the year in Crosstreams, the Theater district is the most-preferred location for the richer population to attend festivities.&lt;br /&gt;
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During the day, the district is well-guarded to prevent disruption of the buildings preparing for their evening shows.  The city guard regularly patrols the streets and accosts any suspicious persons walking there during the wrong times.&lt;br /&gt;
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===Parks District===&lt;br /&gt;
The beautiful Parks District contains a series of highly-curated botanical gardens located in strategic areas to receive just the right type of light and drainage.  During their construction, soils from around [[Negaria]] were carted down the river to create specific top-soil layers to create perfect imitations of the different biomes found around the central portion of the continent on a similar latitude with Crosstreams. The Elven Gardens mimic the lush tree growth of [[T'Nanshi]], while other areas of the district mimic the foliage of the jungles of [[Jechran]] and [[Drotid]].  Occasionally, there are signs of various fairy groups trying to make their residence among these gardens, as well as gatherings of worshipers from the various deities known to be closer to nature, such as [[Verossa]], [[Pelar]], [[Dru'El]], and [[Balgar]].&lt;br /&gt;
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===Estates District===&lt;br /&gt;
If there was a contest for richest district in the largest city on [[Negaria]], the Estates District would win far ahead of the nearest challenger. Some of the most opulent houses known to exist on the continent are sprinkled throughout this part of the city, most of which belong to the wealthiest merchants and politicians. Many of the estates have multiple structures on a single property for housing large families along with security forces and servants.  This naturally makes the district a prime target for the more nefarious gangs and mobs who are locked in a constant struggle against the city guard and individual house guards. The largest chunks chunks of these conflicts occur at night, however.  During the day, the Estates District is serene and peaceful most of the time while the politicians and merchants ply their trades elsewhere and the servants remain back with the security forces to maintain the properties.&lt;br /&gt;
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===Northern Docks===&lt;br /&gt;
The secondary trade hub of Crosstreams is the Northern Docks.  Barges from upriver and downriver converge here to offload goods for a relatively quick trip to the Market District to the southeast. As a place of shipping and trade, there are some rough neighborhoods within this district that cater to rivermen and sailors on their way to the ocean. These establishments are contained and separated by walls and fences from the richer districts to the south where the rough company is not appreciated. This creates tension between the poorer laborer class of the Northern Docks and the richer Parks and Estates Districts.&lt;br /&gt;
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===Merchant Residence===&lt;br /&gt;
While this district was named for the middle-class merchants who first settled it, the name has become somewhat misleading in recent times. A large number of middle class residents from other professions live there now mixed in with the merchants who remain.  These include former adventurers, successful ex-soldiers, retired mercenaries, high-ranking town guardsmen, and low-ranking nobility. That combination has given the area a reputation of being safe compared to most of the other city residential areas. Few of the lower denizens of Crosstreams society are willing to risk causing trouble there, though some still do.&lt;br /&gt;
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===The Docks===&lt;br /&gt;
It is thought that this district is the largest non-ocean port in all of [[Negaria]]. When taken together with the nearby Shipwright District, it even rivals the size of some ocean ports in cities like [[Andarr]] and [[Mikona]]. Within the city walls of Crosstreams, the Docks district is perfectly positioned near the fork in the river, just above the Market District intersecting the main north-south thoroughfare of the city. Together, the Docks and Market Districts mark the center of life in Crosstreams and the rough geographical center of [[The Seven Cities]]. Within this district, there is also a healthy supporting infrastructure that caters to the river sailors and traders with accommodations ranging from rat-infested holes to establishments of fine quality.&lt;br /&gt;
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===Market District===&lt;br /&gt;
Every manner of good from places near and far appears within the market stalls of the Crosstreams Market District.  Since it is perfectly positioned along the north-south causeway of the city and all [[The Seven Cities]] as well as the east-west crossing of the [[Divalok River]], the Market has acted as the central point of commerce for most of [[Negaria]]. Traders and merchants of every race and persuasion bustle about this district during the day, while at night the more elicit trades take place among closed stalls. Pickpockets are notorious in these parts for most of the lower-rungs of the thieving guilds make their basic living this way, and the city guard tries its best to stamp them out.&lt;br /&gt;
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===Instrument Quarter===&lt;br /&gt;
The Instrument Quarter is a specialized district unique to Crosstreams.  Here, the finest artisans practice their musical instrument crafting to cater to the lowliest street musicians, the most illustrious royal minstrels, and every type of musician in between. The atmosphere is one of hard work but lilting song as crafters test their constructions and prospective buyers try them. Ultimately, this district is a spinoff of the Market District which happened to concentrate these types of operations and businesses, and it has recently come into its own as an attraction for Crosstreams.&lt;br /&gt;
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===Academy District===&lt;br /&gt;
The center of higher education in Crosstreams and a good portion of [[Negaria]] rests in the Academy District.  Rival universities such as The Royal College of The Seven Cities and the Hawke Academy engage in lively debate and other competitions, while smaller institutions in the area do what they can to take part. There are also several academies of magic in this district run by the [[White Order of the Light]], [[Blue Order of the Sky]], and more recently [[Gold_Order_of_the_San |Gold Order of the Sand]].&lt;br /&gt;
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===Tavern District===&lt;br /&gt;
If the nearby Market District is the center of work for Crosstreams, the Tavern District is the renowned center of play, and the inhabitants and travelers who frequent the place play hard. The Tavern District nomer is somewhat misleading because this district contains more than just taverns. There are buildings with almost any other form of entertainment imaginable from brothels, to exclusive clubs, to small playhouses, to underground fighting arenas.&lt;br /&gt;
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===Little Dubunat===&lt;br /&gt;
Named for its large orcish population, Little Dubunat has a flavor reminiscent of the bandit-run country that neighbors [[The Seven Cities]]. This means it can be somewhat of a rough place to live, especially for those who aren't orcs, but for the orcs that live there it is as close to home as they can muster.  Many of the inhabitants are refugees from [[Dubunat]] who crossed the wrong crime boss or bandit lord, but some of the families living there can trace their lineage back to some of the first inhabitants of the area before it sought independence from [[Kurathene | The Kurathene Empire]].&lt;br /&gt;
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===The Shipwright===&lt;br /&gt;
This district is the largest inland ship building facility on the continent of [[Negaria]]. It specializes in making barges and other river-going craft.  As such, it is a major employer in the city second only to The Market District. Most of the workers in this area can be stocky and rough, but also much more interested in a fair day's work than a tussle.  There are some scattered taverns here to cater to these folk, as well as some other seedier establishments.&lt;br /&gt;
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==Government==&lt;br /&gt;
Crosstreams is governed via a quasi-democracy with an elected Governor as its head of state. The governor oversees an executive branch of government that shares equal power with the city's legislative and judicial branches.  The legislative branch is divided into two houses: an upper house that receives a share of seats in relation to the merchant families' shares of the total city economy, and a lower house of officials elected by popular vote within each district. Districts with larger populations have more representatives in this house.&lt;br /&gt;
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Because Crosstreams is also the seat of government of [[The Seven Cities]], there is a confederate government that operates alongside the city one, and as the capitol of the region, this government shares power with the local city government in day-to-day affairs.&lt;br /&gt;
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===Mercantile Nobility===&lt;br /&gt;
The &amp;quot;Mercantile Nobility&amp;quot; is a tongue-in-cheek label for the successful merchant families in Crosstreams who exert a large influence over government affairs. Though some of them trace their lineage back to actual nobles from [[Kurathene | The Kurathene Empire]] and other noble lines from [[Galdos]], [[T'Nanshi]] and [[M'Chek]], the possession of noble blood is not a prerequisite to belong to this caste. Money and success are, however. Stereotypical members of the Mercantile Nobility split their time between leisure activities and government affairs.  Most families in this caste also have members who are firmly entrenched in one or more of the temples and one or more of the [[Arcane#Andrinor.27s_Trust | Mage Orders]].&lt;br /&gt;
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===The Tradesfolk===&lt;br /&gt;
In opposition to the Mercantile Nobility forces in Crosstreams politics are the representatives of the smaller-scale business and trades people. Individually, these practitioners do not have the ability to take on the power and resources of the Mercantile Nobility, but together they are often able to put up a resistance to policies that act as rent-seeking measures to stamp out smaller competition.&lt;br /&gt;
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===Arvanos Loyalists===&lt;br /&gt;
These merchants are sometimes distant descendants of the Arvanos family but not always.  Most of the time they are wealthy members of the oligarchy that see the [[Arvanos]] fiefdom as a source of financial and military security and push for good relations between Crosstreams and its distant ancestral land.  Extremists of this faction sometimes go so far as supporting reunification with [[Arvanos]], but that position is usually untenable because [[Seven Cities|the Seven Cities Confederation]] has strong political influences of its own.&lt;br /&gt;
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===Confederates===&lt;br /&gt;
The Confederates exert a small influence in Crosstreams, mainly because there are few in the city who vehemently disagree with them.  Their aim is to strengthen the [[Seven Cities|the Seven Cities Confederation]] and bring prosperity to the area through continued growth in trade.  They have no aspirations of joining any empire, although some of the more fringe elements of this faction do support offering membership in the Confederation to other cities, like [[Brekon]], which would surely create a firestorm since that city is the capital of the orcish nation of the same name.  The Confederates who support this position think that incorporating [[Brekon]] into the fold would help them compete against the growing influence of the [[Crullath | Crullathian Empire]].&lt;br /&gt;
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==Religion==&lt;br /&gt;
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Due to the diversity of the population, religion (and sometimes religious conflict) flourish in Crosstreams. [[The Harpinger]] has his largest temple here and his followers exert outsized influence in city affairs compared to other regions. In Crosstreams, there is a religious festival almost every week, depicting some event that happened in the past, or commemorating one of the gods. Though the population is made up of all the major races, and most of the minor ones, tolerance is dominant as a social attitude, and religious expression is appreciated.&lt;br /&gt;
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==Organizations==&lt;br /&gt;
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===The Grey Dirk===&lt;br /&gt;
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As one of the preeminent Rogue's Guilds in Crosstreams and the entire western seaboard, The Grey Dirks command a lot of respect and muscle.  Much of their funding comes from elicit operations, such as the trafficking of drugs and at times when aberrant members allow, the facilitation of the slave trade.  However, for the most part, The Grey Dirk disavows slave trading as an abhorrent and despicable practice. The combination of a city that acts as a trade juggernaut and a high level of government corruption would normally produce a vapid and ruthless Rogue's Guild that revels in that sort of practice.  However, the character of The Grey Dirk is more focused on profiteering and manipulation of trade goods instead of harming innocents.  In effect, the bountiful trade traffic going in and out of the city negates the need for the guild to pick on the &amp;quot;little guy&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Through years of trade involvement and market fixing, The Grey Dirks have amassed obscene wealth and often use it ostentatiously to fit in with the upper class merchants of the city.  However, their operations are still illegal and not openly supported by said merchants.  Law enforcement pursues the guild relentlessly, in appearance, or in earnest when its actions interfere with the agenda of someone powerful.  Town guards also do not take kindly to bullying or shakedowns. &lt;br /&gt;
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===Sisters of Charity===&lt;br /&gt;
The original chapter of the Sisters of Charity was a monastic order for dwarven women who worshiped [[Gorethar]].  Soon after its founding, the sisters branched into [[Deglos]] to alleviate with the fallout from the splitting of the dwarven lands in two.  Centuries later, chapters of this organization are located in major cities throughout [[Negaria]].  In Crosstreams, this organization includes women of all races who worship a number of Good-aligned deities.  Their primary occupation within the city is to alleviate the suffering of the poor and teach the skills and crafts necessary to make a living free of crime.&lt;br /&gt;
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===Red Order of The Flame===&lt;br /&gt;
Though its members are not numerous, [[Guild:RedOrder | The Red Order of The Flame]] is influential among the common folk of Crosstreams. Their mission is to bring acceptance of the art of magic and the teachings of [[Andrinor]] to everyday people.  They accomplish this with colorful displays of magic in the streets and the occasional lecture. Aside from these goals, they are more or less apolitical and oblivious to the larger political landscape, sometimes to their detriment, and yet, they are also sometimes wildly successful at achieving political ends.&lt;br /&gt;
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===The Death Runes===&lt;br /&gt;
Little is known about the inner workings of [[The_Burning_Page#The_Death_Runes | The Death Runes]].  It seems to be a mercenary and trading organization that is slowly making inroads into the economy of Crosstreams.  Some think that this group is an arm of the even more mysterious [[The_Burning_Page | Burning Page]], which is an extensive trade and mercenary organization in the [[Underdark]] that also acts as an order for the dissemination of the newly discovered [[Runic Magic]].&lt;br /&gt;
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===The Ravens===&lt;br /&gt;
Originally, the Ravens Guild was a Rogue's guild offshoot of the Grey Dirk that established itself in [[Mikona]] when an adventurer named Oriana Raven retired there.  Raven was a reputed associate of [[Andrinor]] in his mortal days and sought a more peaceful life in subjugating the denizens in the underworld of that city.  Centuries later, the success of the Ravens Guild has allowed it to branch out to new places.  Crosstreams is an up-and-coming target for the guild, as it carefully tries to make inroads without putting itself into open conflict with the Grey Dirk.&lt;br /&gt;
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==Notable Officials &amp;amp; Personalities==&lt;br /&gt;
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===Lemon Hennah, Senior Mage, Red Order of The Flame===&lt;br /&gt;
An aged gnomish woman of immense rotundness, Lemon Hennah (she despises anything but her full name) is a brilliant Gnomish inventor and arcane craftswoman. She is rumored to be able to construct anything out of anything… and make it work (at least for a while). An unfortunate experiment nearly killed her, and left her with an extremely slow metabolism – Lemon Hennah ages both incredibly slowly, but also grows incredibly obese. She can no longer move under her own power, and has to resort to shapechanging or magical contraptions to get her around. Fortunately, she learned stillcasting at a young age. Despite this, she is a highly dedicated and driven member of the Red, and frequently proposes brilliant, cutting edge magical solutions to mundane problems.&lt;br /&gt;
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===Carter Mic'Halaran, Grey Dirk Guildmaster, Crosstreams===&lt;br /&gt;
The Grey Dirk Guildmaster in Crosstreams is the flamboyant, yet dangerous human, Carter Mic'Halaran, a former bard turned assassin turned entrepreneur turned King of Thieves.  Granted, the King of Thieves nickname is self-assumed, though few within the city walls argue the point or would wish to do so.  His popularity with the city guard and the members of the Grey Dirk alike are a testament to his ability to manage people, or manipulate them as the case may be. Carter is often seen gallivanting about in the Tavern District and Instrument Quarter in his multi-colored finery while strumming a tune.  The entourage traveling with him usually contains several musically-inclined members who join in for an impromptu parade. Carter loves the attention. The reality is that he is a master of distraction who uses the attention on him to direct attention away from things he does not want people to see.&lt;br /&gt;
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===Sister Kayta Dre'Lannen, Mother Superior, The Sisters of Charity===&lt;br /&gt;
Sister Kayta is a 250 year old female elf who started out her profession as a physician and healer. She has long, braided, red hair and blue eyes with soft white skin, giving her an innocent motherly appearance. Under her voluminous monastic garb is a  muscular build. Sister Kayta openly worships [[Senath]], the god of strategy, and would rather think more often than talk which causes her to spend much time in cloistered contemplation.  Internally, she feels this makes up for the steady activity of her Order, which is constantly out servicing the poor, though externally it makes her unpopular with the members of her Order.  Some say she is just lazy, but it could simply be that she has lost her passion for action.&lt;br /&gt;
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===Donjoy Binder, The Burning Page===&lt;br /&gt;
Not too many people know what to make of Donjoy Binder.  He and his contingent of [[The_Burning_Page | Burning Page]] associates have not openly rubbed anyone the wrong way, but they seem to be carrying out an unknown agenda.  Nevertheless, Donjoy's methods are productive.  He directs an operation to move goods in and out of the harbors of Crosstreams in both directions, and also overland to the north and south.  His skill and passion for logistics are unparalleled and yet, there is a more dangerous element to him that no one has yet tested. Donjoy Binder is an [[adomkuro]], which is a human subrace that originates in the [[Underdark]]. Like others of his race, he looks completely human and ordinary with black hair and fair white skin.  Among surface humans, this is of little note.  Those who know the [[adomkuro]] know that they all have black hair and white skin, and never anything else. When surface humans venture to Donjoy's realm, they stand out, but when [[adomkuro]] to to the surface, they can go nearly undetected.&lt;br /&gt;
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===Ash, Ravens Guildmaster===&lt;br /&gt;
A tall burly human born in the wilderness of [[Tyedu]], Ash carves an imposing figure in the Ravens. His size and build belie his incredible stealth and quickness, however. When looking into his eyes, those who are able to get close enough will see a complicated person who traveled widely and lived a hard yet eventful life. His frantic flight from his boyhood home in the north led to long spans of time spent at sea and eventually in the city of [[Mikona]] where he found his true calling in the politics of that city's economy, trade, and freedom. As an upstanding member of the [[Guild:Raven | Ravens]] in [[Mikona]], Ash worked his way up through the ranks.  From long years in that part of the world, he eventually decided to move on yet again to Crosstreams, where his guild was only too happy to assign him the task of establishing itself there. Now, the newer recruits ply the streets and learn their craft as Ash takes them under his wing.&lt;br /&gt;
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==Landmarks==&lt;br /&gt;
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===The Hawke Building===&lt;br /&gt;
At the tip of the point where the rivers split, the Hawke Building presents an imposing structure with ten floors of solid stone architecture rising up into seven buttressed spires at its top.  The central spire, representing the confederation, rises 50 more feet above the others. The building was named after the first Governor of Crosstreams who was instrumental in the birth of the confederation, and it is where the central government of the confederation bases itself to this day.&lt;br /&gt;
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===Meegan's Myriads and Trinkets===&lt;br /&gt;
Within the Market District, not far from where it borders the Instrument Quarter, is a shop run by a curious addled half-elf woman named Meegan who makes a living collecting and selling trinkets.  Though there are several such shops nearby, the thing that makes Meegan's Myriads stand out is the magical nature of some of her merchandise. The more expensive items in her inventory often have some sort of minor enchantment specialized in making everyday life a little easier for the common folk.  Most wizards and other magical practitioners of good repute do not interest themselves in Meegan's shop, but the [[Guild:RedOrder | Red Order of The Flame]] takes great pleasure in her shop and uses it as an impromptu headquarters at times.&lt;br /&gt;
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===The Soaring Soul===&lt;br /&gt;
In the center of the Temple District is the largest temple to [[The_Harpinger]] on the continent and the theological center of its worship. The temple is one of the most complicated pieces of architecture made possible through collaboration of craftspeople from [[Deglos]], [[Galdos]], [[T'Nanshi]], and the human nations around the [[Kurathene]]. It comprises a cylindrical shape reminiscent of a swirling tower pointed skyward with a gradual taper to a point in the upper third of its height. Solid granite makes up the majority of the structure with musical incantations and notations carved up its height and lined with gold leaf.&lt;br /&gt;
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===Stiggy's Last Resort===&lt;br /&gt;
Deep in the Tavern District is an unlikely establishment frequented by rich and poor alike.  Stiggy's last Resort is a showbar which hosts a different sort of act each day.  Sometimes it's dueling minstrels.  Other times it's a vile affair best not mentioned. Whatever the case, Stiggy's delivers entertainment, gossip, news, and interaction of any kind especially if one has the coin. To the constant complaint of all who attend, however, the food and service leave a lot to be desired.&lt;br /&gt;
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===Madam Larina's Night House===&lt;br /&gt;
Next door to Stiggy's Last Resort is perhaps what many consider the second-to-last resort. This cushy parlor houses the men, women, and otherwise-gendered of Madam Larina's employ. In a busy Tavern District such as the one in Crosstreams, Madam Larina's place offers a different kind of entertainment and release. Though the rooms are similarly apportioned, but fine, the employees within those rooms are diverse indeed.  Some say to be wary but intrigued when encountering a hole in the wall.&lt;br /&gt;
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==In-game Developments==&lt;br /&gt;
The city of Crosstreams exists as a multi-user dungeon (MUD) which is currently creating the lands within [[The_Seven_Cities |The Seven Cities]]. Knowledge of this information in game is limited to characters that have reason, ability, and circumstance to know. Seek DM permission if there is any doubt.&lt;br /&gt;
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Currently [[AvlisMUD]] does not allow transference of characters from the Neverwinter Nights Avlis servers to the MUD. It does, however, allow in-game interactions between those two locations in the form of information transfer and related characters.&lt;br /&gt;
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==Technical Aspects==&lt;br /&gt;
This city exists as a multi-user dungeon (MUD) available for play at http://game.worldofavlis.com:27744.&lt;br /&gt;
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[[Category:Cities|Crosstreams]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49846</id>
		<title>Crosstreams</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49846"/>
		<updated>2021-04-11T19:27:49Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* In-game Developments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Seven Cities:''' {{SevenCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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{{CityInfo&lt;br /&gt;
|CityName = Crosstreams&lt;br /&gt;
|CityAlias = Center of the World&lt;br /&gt;
|CityArea =  [[The_Seven_Cities | The Seven Cities]]&lt;br /&gt;
|CitySize = 2,678,300&lt;br /&gt;
|CityLang = Common, Romini, Elven&lt;br /&gt;
|CityReligion = The Nine, and other minor deities&lt;br /&gt;
|CityAlignment = Lawful Neutral (Good)&lt;br /&gt;
|CityRuler = Governor Regina Terlan&lt;br /&gt;
|CityRaces = 20% Human, 20% Dwarf, 10% Orc, 10% Elf, 40% Other&lt;br /&gt;
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}}&lt;br /&gt;
[[Image:Crosstreams.JPG|thumb|500px|Map of Crosstreams]]&lt;br /&gt;
[[Image:SevenCitiesMap.jpg|thumb|500px|Map of the Seven Cities]]&lt;br /&gt;
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As it flows from east to west, the [[Divalok River]] splits, with one portion forming the [[Blackwater River]] and continuing off towards the city of [[Andarr]] and the ocean beyond. The other portion which retains the river's name flows southwest towards another city called [[Malekia]]. '''Crosstreams''' sits right on top of that split, and is the largest city on the continent of [[Negaria]].&lt;br /&gt;
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While the cities of [[Andarr]] and [[Red Gate]] act as hubs coming in and out of the [[the Seven Cities]], the city of Crosstreams acts as the hub within the region, and by default a center of commerce in the wider western part of the continent. This central location makes it a cosmopolitan and openminded haven of ideas which give rise to many centers of learning, music, and art within the city walls.&lt;br /&gt;
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==History==&lt;br /&gt;
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===Early Settlement===&lt;br /&gt;
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In in the early 400's A.O.D, a young Kurathene knight named Sir Jayden Mourden purchased a tract of land in the southern area of [[The Kurathene Empire]] as part of the Empire's efforts to populate it against invasion. The Mourden family acquired influence over the next two centuries, eventually acquiring their own charter, establishing the County of Crossing Streams in 643 O.D. The city of Crosstreams became the provincial capital a year later, named for its location on a spot where three waterways intersect. &lt;br /&gt;
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The volume of trade between Crosstreams and the Charter Cities increased exponentially over the next several centuries. Much of it flowed in the form of raw materials and manufactured goods. These goods were then shipped out into the wider world through [[Andarr]] to the west and [[Red Gate]] to the east, creating an economic hub in Crosstreams that accounted for nearly a quarter of the Empire’s total trade by the 12th century.&lt;br /&gt;
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	Because of their relaxed immigration policy, the Charter Cities like Crosstreams began to attract settlers from all across the continent in search of wealth. As these new citizens assimilated with the existing population, the Crosstreams began to incorporate a variety of foreign customs ranging from religion, language to art. With emphasis on different trades and types of immigrants, Crosstreams began to form its own cultural identities distinct from the [[The Kurathene Empire]].&lt;br /&gt;
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===Independence===&lt;br /&gt;
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The gradual drift away from [[The Kurathene Empire]] came to a head in the 1300's A.O.D. As the original human population of Crosstreams was now a minority within the realm, and many of the recent immigrants began to question the need to pay taxes and tithes to the Imperial Crown. This agitation was particularly strong in Crosstreams which had long since shed the vestiges of Imperial nobility in favor of a merchant led oligarchy.&lt;br /&gt;
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Crosstreams and the other Charter Cities had established a Provincial Council in the 12th century, and had begun to take many of the functions of government from the traditional estates. With the outbreak of war with [[Dubunat]] in 1320, the Council elected to form the Charter Militia Legion, an army independent of the Imperial Army detachments. Over the next two decades, the Council expanded its privileges as the Imperial government became increasingly bogged down in the war in [[Dubunat]].&lt;br /&gt;
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When the war with [[Dubunat]] ended in 1360 with the [[The Kurathene Empire]]’s defeat, the Provincial Council led by Governor Sir Michael Hawke of Crosstreams took the first steps toward independence. In 1362 he and the Council signed an oath affirming their commitment to the independence of the Charter Cities. Later in the same year, the individual estates of each city ratified the call for independence.&lt;br /&gt;
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On New Year’s Day in 1363 the Provincial Council of the Charter Cities, with Governor Hawke in the lead presented their declaration of secession to the Imperial Army garrison commander, Legate Warren Hale. Rather than risk bloodshed, Hale accepted the declaration and departed with his garrison for [[Brescant]]. When word of the declaration reached the ears of [[Joral Kuras]], he paused, nodded his head and was the first leader to acknowledge the independence of the city-states which included Crosstreams.&lt;br /&gt;
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With independence, the Provincial Council quickly found itself superseded by local interests. The city of [[Conselia]] was the first to secede from the alliance as it renamed itself [[Malekia]]. It was quickly followed by [[Dormiria]], [[Red Gate]] and [[Stalwart]], who sought to avoid paying the costs associated with maintaining the army. With the obligations to the central council removed, the cities quickly started to squabble with one another, leading to an escalating round of trade barriers and skirmishes over territory lines.&lt;br /&gt;
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The nations of [[Dubunat]] and [[Brekon]] found the squabbling city-states in the Divalok Delta to be an attractive prize. Over the next century and a half, both nations sent expeditions to annex one or more of the cities, which were driven off repeatedly by a coalition of militias from Crosstreams, [[Bullwark]] and [[Andarr]]. &lt;br /&gt;
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In the year 1405 A.O.D, [[Jorbaren]] the Wight Lord and his massive army of wight minions invaded the City of [[Crosstreams]], the capitol of [[The Seven Cities]].  According to his planning, [[The Seven Cities]] had great wealth conveniently located between both orcish nations of [[Brekon]] and [[Dubunat]] which gave them high strategic value.  After sacking [[Crosstreams]], [[Jorbaren]] began setting up a base in the area from which to conduct the gradual subjugation of the population.  It was not his intent to turn them all into undead minions, only whatever he required to replenish his soldier wights.&lt;br /&gt;
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To further fortify his holdings, [[Jorbaren]] determined he would need a fortress to double as a military center and prison.  With the help of some adventurers and several evil wizards, [[Jorbaren]] erected a massive peak overlooking [[Crosstreams]].  The peak was pushed up directly from the surrounding land and shaped to his will, with a height of nearly 2,000m, making it the tallest land structure on the entire delta which housed [[The Seven Cities]]. Near the top of the peak and deep within it, [[Jorbaren]] directed his wight slaves to construct a fortress designed for the undead and their prisoners.  Completion of the structure took only two years, and its size and depth surpassed every other structure on the delta.  It is thought that the lower levels of the fortress connect with the [[Underdark]] for a quick escape when needed.&lt;br /&gt;
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[[Jorbaren]]'s estimation of resistance turned out to be misguided. Though he accounted for eventual opposition from the Orcish nations, he believed the defenses of [[The Seven Cities]] were too disjointed and weak to put up a tough fight, and he was partially correct. The flaw in his plan was not taking stock of aid from both The [[Kurathene]] and [[Toran Shaarda]], which sent troops into the delta to fight the wight minions to a standstill. Meanwhile, powerful adventurers saw his new fortress as the ultimate dungeon challenge with him as the prize kill, and soon enough this prophecy fulfilled itself when a crack team of misfits entered the fortress through the stiff resistance and confronted [[Jorbaren]] resulting in his demise.&lt;br /&gt;
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With the removal of the Wight Lord and the end of his rule, residents of Crosstreams quickly repopulated the area and re-established their political structure. All that remained of [[Jorbaren]] and his minions was the large peak fortress that bears his name: Jorbaren's Peak.&lt;br /&gt;
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After a particularly large invasion attempt in 1518 by [[Dubunat]], the Lord Governor Curtis Allendale of [[Andarr]] proposed that the seven city-states form a confederation as a common bulwark against their enemies, and to mediate disputes between the cities. Six months of tense negotiations later the final Confederate Charter was ratified by all seven cities.&lt;br /&gt;
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With their security assured by their shared commitment to defense, [[The Seven Cities]] steadily gained influence and wealth. The death of [[Joral Kuras]] in 1815 and the subsequent collapse of the Second Imperium helped fuel this growth. By the end of the Age of Strife in the 22nd century, [[The Seven Cities]] Confederation had become the center of civilization and culture on [[Negaria]], the envy of all civilized nations.&lt;br /&gt;
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The prosperity of [[The Seven Cities]] led to the flowering of egalitarian values, particularly within Crosstreams. Though the wealthy mercantile families had steadily entrenched themselves as new nobility, there was a gradual move toward creating greater political opportunities for the common class. The governors of Crosstreams and [[Dormiria]] became positions chosen by popular vote, while the Confederate Estates-General was diversified with the addition of a third estate made of tax-paying citizens, with the franchise opened to all citizens of the Confederation.&lt;br /&gt;
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===The Seven Cities Confederation===&lt;br /&gt;
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Unfortunately, unity among the chartered cities did not last.  Their squabbling degenerated into skirmishes and the council broke up into completely independent city-states, each responsible for its own defense and well-being.  The nation of [[Dubunat]] to the south took advantage of this disunity in 1518 and invaded [[Bullwark]] and the rest of the cities, nearly conquering the entire realm, but were beaten back once the cities realized they must unite and work together.  Later that year, Lord Governor Curtis Allendale of [[Andarr]] proposed a confederation of the seven cities for mutual defense and trade.  Within six months the treaty was ratified and the [[The Seven Cities|The Seven Cities Confederation]] was born.&lt;br /&gt;
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The presence of the confederation was a stabilizing force in the region that nearly halted war between [[Dubunat]] and the remnants of the Empire to the north.  Trade flourished as well as the population and its diversity.&lt;br /&gt;
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==Districts==&lt;br /&gt;
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Crosstreams is laid out in three major sections connected by bridges. The city is shaped like a &amp;quot;V&amp;quot; laid on its side with the point of the &amp;quot;V&amp;quot; pointing east. The splitting river creates the &amp;quot;V&amp;quot; and city buildings are located either north of the river, on the middle part of the &amp;quot;V&amp;quot;, or to the south of the river.&lt;br /&gt;
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===Northern Residences===&lt;br /&gt;
This district comprises most of the area within the city walls that is north of the river. Row upon row of apartment buildings and individual tenancies form meandering streets up and down the main causeways of the district that move south toward the river. All manner of homes blot the streets, with the most expensive ones located more to the western end of the city and the poorer slums located more to the east.  Wasteland Row and Crullath Crest number among the more notorious neighborhoods on the eastern side, characterized by high gang activity and the open operation of many illicit activities. Toward the opposite side of the city are higher-priced neighborhoods, such as West Divalok and Fairy Heights. Between these extreme ends of the city, there are a large number of middle-class dwellings, both owned and rented, that are popular with local traders and merchants.&lt;br /&gt;
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Though residences make up the majority of buildings in this district, there are a number of taverns and Inns to service the local population.  Most of the inns are located near the northern gates, with taverns dispersed throughout the north side of the river.  On some streets, there are shrines to minor gods with small followings in the city as well as shrines to some of the evil Greater Gods like [[Aarilax]] and [[Maleki]].&lt;br /&gt;
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===Capitol District===&lt;br /&gt;
At the point where the river splits lie the main buildings of government that make up the Capitol District. The Hawke Building looms over the water to impress travelers on the water passing by the capitol, and this structure houses the main operations of [[The Seven Cities]] Confederation and the current government of Crosstreams.  Other buildings within the district fan out from the Hawke Building and act as offices and places of meeting for diplomats, traders, regulators, and other government officials. Though no one lives in this district other than the High Commander of The Confederation and the Governor of Crosstreams, the quality, height, and majesty of the buildings within this district surpass all others in the city.&lt;br /&gt;
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Though not plentiful, there are various businesses that function in this district to service government officials and diplomats during the day time. These include extremely opulent restaurants, high-class gaming parlors, and purportedly an underground arena or two for high-stakes games.&lt;br /&gt;
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===Temple District===&lt;br /&gt;
As one of the most diverse Temple Districts in any city of [[Negaria]], nearly every god in the pantheon of [[Avlis]] has some center of worship in this part of the city.  For most of [[The Nine]], there are temples ranging in size from medium-sized complexes to large cathedrals. Several minor gods also have large temples in this district, including [[The'ton]], [[Hurine]], [[The Harpinger]], [[Evrak]], [[Ingoren]] and [[Angadar]].&lt;br /&gt;
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This district is directly west of the Capitol District and borders on the Parks District to its opposite side. Being sandwiched between these two districts makes it a high-traffic area for politicians and diplomats to move to and from their business and pleasures so they can mingle with the religious leaders en route. Though the Temple District is nearly devoid of eating and drinking establishments, there are a smattering of supporting businesses there that craft items for use in the temples, as well as a few that source the unsightly sacrificial accouterments.&lt;br /&gt;
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===Theater District===&lt;br /&gt;
Directly south of the Temple District is the center of high-class entertainment for the population of Crosstreams, the Theater District. The area is dotted with playhouses large and small and larger buildings that house full operas and fully-produced live epics. Unlike the Capitol District which closes at night, the Theater District is nocturnal and comes alive when the sun sets. Well-lit streets make traveling through the district easy while street vendors and performers attempt to distract the show attendees from their planned activities. For the many festivals that occur throughout the year in Crosstreams, the Theater district is the most-preferred location for the richer population to attend festivities.&lt;br /&gt;
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During the day, the district is well-guarded to prevent disruption of the buildings preparing for their evening shows.  The city guard regularly patrols the streets and accosts any suspicious persons walking there during the wrong times.&lt;br /&gt;
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===Parks District===&lt;br /&gt;
The beautiful Parks District contains a series of highly-curated botanical gardens located in strategic areas to receive just the right type of light and drainage.  During their construction, soils from around [[Negaria]] were carted down the river to create specific top-soil layers to create perfect imitations of the different biomes found around the central portion of the continent on a similar latitude with Crosstreams. The Elven Gardens mimic the lush tree growth of [[T'Nanshi]], while other areas of the district mimic the foliage of the jungles of [[Jechran]] and [[Drotid]].  Occasionally, there are signs of various fairy groups trying to make their residence among these gardens, as well as gatherings of worshipers from the various deities known to be closer to nature, such as [[Verossa]], [[Pelar]], [[Dru'El]], and [[Balgar]].&lt;br /&gt;
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===Estates District===&lt;br /&gt;
If there was a contest for richest district in the largest city on [[Negaria]], the Estates District would win far ahead of the nearest challenger. Some of the most opulent houses known to exist on the continent are sprinkled throughout this part of the city, most of which belong to the wealthiest merchants and politicians. Many of the estates have multiple structures on a single property for housing large families along with security forces and servants.  This naturally makes the district a prime target for the more nefarious gangs and mobs who are locked in a constant struggle against the city guard and individual house guards. The largest chunks chunks of these conflicts occur at night, however.  During the day, the Estates District is serene and peaceful most of the time while the politicians and merchants ply their trades elsewhere and the servants remain back with the security forces to maintain the properties.&lt;br /&gt;
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===Northern Docks===&lt;br /&gt;
The secondary trade hub of Crosstreams is the Northern Docks.  Barges from upriver and downriver converge here to offload goods for a relatively quick trip to the Market District to the southeast. As a place of shipping and trade, there are some rough neighborhoods within this district that cater to rivermen and sailors on their way to the ocean. These establishments are contained and separated by walls and fences from the richer districts to the south where the rough company is not appreciated. This creates tension between the poorer laborer class of the Northern Docks and the richer Parks and Estates Districts.&lt;br /&gt;
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===Merchant Residence===&lt;br /&gt;
While this district was named for the middle-class merchants who first settled it, the name has become somewhat misleading in recent times. A large number of middle class residents from other professions live there now mixed in with the merchants who remain.  These include former adventurers, successful ex-soldiers, retired mercenaries, high-ranking town guardsmen, and low-ranking nobility. That combination has given the area a reputation of being safe compared to most of the other city residential areas. Few of the lower denizens of Crosstreams society are willing to risk causing trouble there, though some still do.&lt;br /&gt;
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===The Docks===&lt;br /&gt;
It is thought that this district is the largest non-ocean port in all of [[Negaria]]. When taken together with the nearby Shipwright District, it even rivals the size of some ocean ports in cities like [[Andarr]] and [[Mikona]]. Within the city walls of Crosstreams, the Docks district is perfectly positioned near the fork in the river, just above the Market District intersecting the main north-south thoroughfare of the city. Together, the Docks and Market Districts mark the center of life in Crosstreams and the rough geographical center of [[The Seven Cities]]. Within this district, there is also a healthy supporting infrastructure that caters to the river sailors and traders with accommodations ranging from rat-infested holes to establishments of fine quality.&lt;br /&gt;
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===Market District===&lt;br /&gt;
Every manner of good from places near and far appears within the market stalls of the Crosstreams Market District.  Since it is perfectly positioned along the north-south causeway of the city and all [[The Seven Cities]] as well as the east-west crossing of the [[Divalok River]], the Market has acted as the central point of commerce for most of [[Negaria]]. Traders and merchants of every race and persuasion bustle about this district during the day, while at night the more elicit trades take place among closed stalls. Pickpockets are notorious in these parts for most of the lower-rungs of the thieving guilds make their basic living this way, and the city guard tries its best to stamp them out.&lt;br /&gt;
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===Instrument Quarter===&lt;br /&gt;
The Instrument Quarter is a specialized district unique to Crosstreams.  Here, the finest artisans practice their musical instrument crafting to cater to the lowliest street musicians, the most illustrious royal minstrels, and every type of musician in between. The atmosphere is one of hard work but lilting song as crafters test their constructions and prospective buyers try them. Ultimately, this district is a spinoff of the Market District which happened to concentrate these types of operations and businesses, and it has recently come into its own as an attraction for Crosstreams.&lt;br /&gt;
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===Academy District===&lt;br /&gt;
The center of higher education in Crosstreams and a good portion of [[Negaria]] rests in the Academy District.  Rival universities such as The Royal College of The Seven Cities and the Hawke Academy engage in lively debate and other competitions, while smaller institutions in the area do what they can to take part. There are also several academies of magic in this district run by the [[White Order of the Light]], [[Blue Order of the Sky]], and more recently [[Gold_Order_of_the_San |Gold Order of the Sand]].&lt;br /&gt;
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===Tavern District===&lt;br /&gt;
If the nearby Market District is the center of work for Crosstreams, the Tavern District is the renowned center of play, and the inhabitants and travelers who frequent the place play hard. The Tavern District nomer is somewhat misleading because this district contains more than just taverns. There are buildings with almost any other form of entertainment imaginable from brothels, to exclusive clubs, to small playhouses, to underground fighting arenas.&lt;br /&gt;
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===Little Dubunat===&lt;br /&gt;
Named for its large orcish population, Little Dubunat has a flavor reminiscent of the bandit-run country that neighbors [[The Seven Cities]]. This means it can be somewhat of a rough place to live, especially for those who aren't orcs, but for the orcs that live there it is as close to home as they can muster.  Many of the inhabitants are refugees from [[Dubunat]] who crossed the wrong crime boss or bandit lord, but some of the families living there can trace their lineage back to some of the first inhabitants of the area before it sought independence from [[Kurathene | The Kurathene Empire]].&lt;br /&gt;
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===The Shipwright===&lt;br /&gt;
This district is the largest inland ship building facility on the continent of [[Negaria]]. It specializes in making barges and other river-going craft.  As such, it is a major employer in the city second only to The Market District. Most of the workers in this area can be stocky and rough, but also much more interested in a fair day's work than a tussle.  There are some scattered taverns here to cater to these folk, as well as some other seedier establishments.&lt;br /&gt;
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==Government==&lt;br /&gt;
Crosstreams is governed via a quasi-democracy with an elected Governor as its head of state. The governor oversees an executive branch of government that shares equal power with the city's legislative and judicial branches.  The legislative branch is divided into two houses: an upper house that receives a share of seats in relation to the merchant families' shares of the total city economy, and a lower house of officials elected by popular vote within each district. Districts with larger populations have more representatives in this house.&lt;br /&gt;
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Because Crosstreams is also the seat of government of [[The Seven Cities]], there is a confederate government that operates alongside the city one, and as the capitol of the region, this government shares power with the local city government in day-to-day affairs.&lt;br /&gt;
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===Mercantile Nobility===&lt;br /&gt;
The &amp;quot;Mercantile Nobility&amp;quot; is a tongue-in-cheek label for the successful merchant families in Crosstreams who exert a large influence over government affairs. Though some of them trace their lineage back to actual nobles from [[Kurathene | The Kurathene Empire]] and other noble lines from [[Galdos]], [[T'Nanshi]] and [[M'Chek]], the possession of noble blood is not a prerequisite to belong to this caste. Money and success are, however. Stereotypical members of the Mercantile Nobility split their time between leisure activities and government affairs.  Most families in this caste also have members who are firmly entrenched in one or more of the temples and one or more of the [[Arcane#Andrinor.27s_Trust | Mage Orders]].&lt;br /&gt;
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===The Tradesfolk===&lt;br /&gt;
In opposition to the Mercantile Nobility forces in Crosstreams politics are the representatives of the smaller-scale business and trades people. Individually, these practitioners do not have the ability to take on the power and resources of the Mercantile Nobility, but together they are often able to put up a resistance to policies that act as rent-seeking measures to stamp out smaller competition.&lt;br /&gt;
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===Arvanos Loyalists===&lt;br /&gt;
These merchants are sometimes distant descendants of the Arvanos family but not always.  Most of the time they are wealthy members of the oligarchy that see the [[Arvanos]] fiefdom as a source of financial and military security and push for good relations between Crosstreams and its distant ancestral land.  Extremists of this faction sometimes go so far as supporting reunification with [[Arvanos]], but that position is usually untenable because [[Seven Cities|the Seven Cities Confederation]] has strong political influences of its own.&lt;br /&gt;
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===Confederates===&lt;br /&gt;
The Confederates exert a small influence in Crosstreams, mainly because there are few in the city who vehemently disagree with them.  Their aim is to strengthen the [[Seven Cities|the Seven Cities Confederation]] and bring prosperity to the area through continued growth in trade.  They have no aspirations of joining any empire, although some of the more fringe elements of this faction do support offering membership in the Confederation to other cities, like [[Brekon]], which would surely create a firestorm since that city is the capital of the orcish nation of the same name.  The Confederates who support this position think that incorporating [[Brekon]] into the fold would help them compete against the growing influence of the [[Crullath | Crullathian Empire]].&lt;br /&gt;
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==Religion==&lt;br /&gt;
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Due to the diversity of the population, religion (and sometimes religious conflict) flourish in Crosstreams. [[The Harpinger]] has his largest temple here and his followers exert outsized influence in city affairs compared to other regions. In Crosstreams, there is a religious festival almost every week, depicting some event that happened in the past, or commemorating one of the gods. Though the population is made up of all the major races, and most of the minor ones, tolerance is dominant as a social attitude, and religious expression is appreciated.&lt;br /&gt;
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==Organizations==&lt;br /&gt;
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===The Grey Dirk===&lt;br /&gt;
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As one of the preeminent Rogue's Guilds in Crosstreams and the entire western seaboard, The Grey Dirks command a lot of respect and muscle.  Much of their funding comes from elicit operations, such as the trafficking of drugs and at times when aberrant members allow, the facilitation of the slave trade.  However, for the most part, The Grey Dirk disavows slave trading as an abhorrent and despicable practice. The combination of a city that acts as a trade juggernaut and a high level of government corruption would normally produce a vapid and ruthless Rogue's Guild that revels in that sort of practice.  However, the character of The Grey Dirk is more focused on profiteering and manipulation of trade goods instead of harming innocents.  In effect, the bountiful trade traffic going in and out of the city negates the need for the guild to pick on the &amp;quot;little guy&amp;quot;. &lt;br /&gt;
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Through years of trade involvement and market fixing, The Grey Dirks have amassed obscene wealth and often use it ostentatiously to fit in with the upper class merchants of the city.  However, their operations are still illegal and not openly supported by said merchants.  Law enforcement pursues the guild relentlessly, in appearance, or in earnest when its actions interfere with the agenda of someone powerful.  Town guards also do not take kindly to bullying or shakedowns. &lt;br /&gt;
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===Sisters of Charity===&lt;br /&gt;
The original chapter of the Sisters of Charity was a monastic order for dwarven women who worshiped [[Gorethar]].  Soon after its founding, the sisters branched into [[Deglos]] to alleviate with the fallout from the splitting of the dwarven lands in two.  Centuries later, chapters of this organization are located in major cities throughout [[Negaria]].  In Crosstreams, this organization includes women of all races who worship a number of Good-aligned deities.  Their primary occupation within the city is to alleviate the suffering of the poor and teach the skills and crafts necessary to make a living free of crime.&lt;br /&gt;
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===Red Order of The Flame===&lt;br /&gt;
Though its members are not numerous, [[Guild:RedOrder | The Red Order of The Flame]] is influential among the common folk of Crosstreams. Their mission is to bring acceptance of the art of magic and the teachings of [[Andrinor]] to everyday people.  They accomplish this with colorful displays of magic in the streets and the occasional lecture. Aside from these goals, they are more or less apolitical and oblivious to the larger political landscape, sometimes to their detriment, and yet, they are also sometimes wildly successful at achieving political ends.&lt;br /&gt;
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===The Death Runes===&lt;br /&gt;
Little is known about the inner workings of [[The_Burning_Page#The_Death_Runes | The Death Runes]].  It seems to be a mercenary and trading organization that is slowly making inroads into the economy of Crosstreams.  Some think that this group is an arm of the even more mysterious [[The_Burning_Page | Burning Page]], which is an extensive trade and mercenary organization in the [[Underdark]] that also acts as an order for the dissemination of the newly discovered [[Runic Magic]].&lt;br /&gt;
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===The Ravens===&lt;br /&gt;
Originally, the Ravens Guild was a Rogue's guild offshoot of the Grey Dirk that established itself in [[Mikona]] when an adventurer named Oriana Raven retired there.  Raven was a reputed associate of [[Andrinor]] in his mortal days and sought a more peaceful life in subjugating the denizens in the underworld of that city.  Centuries later, the success of the Ravens Guild has allowed it to branch out to new places.  Crosstreams is an up-and-coming target for the guild, as it carefully tries to make inroads without putting itself into open conflict with the Grey Dirk.&lt;br /&gt;
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==Notable Officials &amp;amp; Personalities==&lt;br /&gt;
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===Lemon Hennah, Senior Mage, Red Order of The Flame===&lt;br /&gt;
An aged gnomish woman of immense rotundness, Lemon Hennah (she despises anything but her full name) is a brilliant Gnomish inventor and arcane craftswoman. She is rumored to be able to construct anything out of anything… and make it work (at least for a while). An unfortunate experiment nearly killed her, and left her with an extremely slow metabolism – Lemon Hennah ages both incredibly slowly, but also grows incredibly obese. She can no longer move under her own power, and has to resort to shapechanging or magical contraptions to get her around. Fortunately, she learned stillcasting at a young age. Despite this, she is a highly dedicated and driven member of the Red, and frequently proposes brilliant, cutting edge magical solutions to mundane problems.&lt;br /&gt;
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===Carter Mic'Halaran, Grey Dirk Guildmaster, Crosstreams===&lt;br /&gt;
The Grey Dirk Guildmaster in Crosstreams is the flamboyant, yet dangerous human, Carter Mic'Halaran, a former bard turned assassin turned entrepreneur turned King of Thieves.  Granted, the King of Thieves nickname is self-assumed, though few within the city walls argue the point or would wish to do so.  His popularity with the city guard and the members of the Grey Dirk alike are a testament to his ability to manage people, or manipulate them as the case may be. Carter is often seen gallivanting about in the Tavern District and Instrument Quarter in his multi-colored finery while strumming a tune.  The entourage traveling with him usually contains several musically-inclined members who join in for an impromptu parade. Carter loves the attention. The reality is that he is a master of distraction who uses the attention on him to direct attention away from things he does not want people to see.&lt;br /&gt;
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===Sister Kayta Dre'Lannen, Mother Superior, The Sisters of Charity===&lt;br /&gt;
Sister Kayta is a 250 year old female elf who started out her profession as a physician and healer. She has long, braided, red hair and blue eyes with soft white skin, giving her an innocent motherly appearance. Under her voluminous monastic garb is a  muscular build. Sister Kayta openly worships [[Senath]], the god of strategy, and would rather think more often than talk which causes her to spend much time in cloistered contemplation.  Internally, she feels this makes up for the steady activity of her Order, which is constantly out servicing the poor, though externally it makes her unpopular with the members of her Order.  Some say she is just lazy, but it could simply be that she has lost her passion for action.&lt;br /&gt;
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===Donjoy Binder, The Burning Page===&lt;br /&gt;
Not too many people know what to make of Donjoy Binder.  He and his contingent of [[The_Burning_Page | Burning Page]] associates have not openly rubbed anyone the wrong way, but they seem to be carrying out an unknown agenda.  Nevertheless, Donjoy's methods are productive.  He directs an operation to move goods in and out of the harbors of Crosstreams in both directions, and also overland to the north and south.  His skill and passion for logistics are unparalleled and yet, there is a more dangerous element to him that no one has yet tested. Donjoy Binder is an [[adomkuro]], which is a human subrace that originates in the [[Underdark]]. Like others of his race, he looks completely human and ordinary with black hair and fair white skin.  Among surface humans, this is of little note.  Those who know the [[adomkuro]] know that they all have black hair and white skin, and never anything else. When surface humans venture to Donjoy's realm, they stand out, but when [[adomkuro]] to to the surface, they can go nearly undetected.&lt;br /&gt;
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===Ash, Ravens Guildmaster===&lt;br /&gt;
A tall burly human born in the wilderness of [[Tyedu]], Ash carves an imposing figure in the Ravens. His size and build belie his incredible stealth and quickness, however. When looking into his eyes, those who are able to get close enough will see a complicated person who traveled widely and lived a hard yet eventful life. His frantic flight from his boyhood home in the north led to long spans of time spent at sea and eventually in the city of [[Mikona]] where he found his true calling in the politics of that city's economy, trade, and freedom. As an upstanding member of the [[Guild:Raven | Ravens]] in [[Mikona]], Ash worked his way up through the ranks.  From long years in that part of the world, he eventually decided to move on yet again to Crosstreams, where his guild was only too happy to assign him the task of establishing itself there. Now, the newer recruits ply the streets and learn their craft as Ash takes them under his wing.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
&lt;br /&gt;
===The Hawke Building===&lt;br /&gt;
At the tip of the point where the rivers split, the Hawke Building presents an imposing structure with ten floors of solid stone architecture rising up into seven buttressed spires at its top.  The central spire, representing the confederation, rises 50 more feet above the others. The building was named after the first Governor of Crosstreams who was instrumental in the birth of the confederation, and it is where the central government of the confederation bases itself to this day.&lt;br /&gt;
&lt;br /&gt;
===Meegan's Myriads and Trinkets===&lt;br /&gt;
Within the Market District, not far from where it borders the Instrument Quarter, is a shop run by a curious addled half-elf woman named Meegan who makes a living collecting and selling trinkets.  Though there are several such shops nearby, the thing that makes Meegan's Myriads stand out is the magical nature of some of her merchandise. The more expensive items in her inventory often have some sort of minor enchantment specialized in making everyday life a little easier for the common folk.  Most wizards and other magical practitioners of good repute do not interest themselves in Meegan's shop, but the [[Guild:RedOrder | Red Order of The Flame]] takes great pleasure in her shop and uses it as an impromptu headquarters at times.&lt;br /&gt;
&lt;br /&gt;
===The Soaring Soul===&lt;br /&gt;
In the center of the Temple District is the largest temple to [[The_Harpinger]] on the continent and the theological center of its worship. The temple is one of the most complicated pieces of architecture made possible through collaboration of craftspeople from [[Deglos]], [[Galdos]], [[T'Nanshi]], and the human nations around the [[Kurathene]]. It comprises a cylindrical shape reminiscent of a swirling tower pointed skyward with a gradual taper to a point in the upper third of its height. Solid granite makes up the majority of the structure with musical incantations and notations carved up its height and lined with gold leaf.&lt;br /&gt;
&lt;br /&gt;
===Stiggy's Last Resort===&lt;br /&gt;
Deep in the Tavern District is an unlikely establishment frequented by rich and poor alike.  Stiggy's last Resort is a showbar which hosts a different sort of act each day.  Sometimes it's dueling minstrels.  Other times it's a vile affair best not mentioned. Whatever the case, Stiggy's delivers entertainment, gossip, news, and interaction of any kind especially if one has the coin. To the constant complaint of all who attend, however, the food and service leave a lot to be desired.&lt;br /&gt;
&lt;br /&gt;
===Madam Larina's Night House===&lt;br /&gt;
Next door to Stiggy's Last Resort is perhaps what many consider the second-to-last resort. This cushy parlor houses the men, women, and otherwise-gendered of Madam Larina's employ. In a busy Tavern District such as the one in Crosstreams, Madam Larina's place offers a different kind of entertainment and release. Though the rooms are similarly apportioned, but fine, the employees within those rooms are diverse indeed.  Some say to be wary but intrigued when encountering a hole in the wall.&lt;br /&gt;
&lt;br /&gt;
==In-game Developments==sev&lt;br /&gt;
The city of Crosstreams exists as a multi-user dungeon (MUD) which is currently creating the lands within [[The_Seven_Cities |The Seven Cities]]. Knowledge of this information in game is limited to characters that have reason, ability, and circumstance to know. Seek DM permission if there is any doubt.&lt;br /&gt;
&lt;br /&gt;
Currently [[AvlisMUD]] does not allow transference of characters from the Neverwinter Nights Avlis servers to the MUD. It does, however, allow in-game interactions between those two locations in the form of information transfer and related characters.&lt;br /&gt;
&lt;br /&gt;
==Technical Aspects==&lt;br /&gt;
This city exists as a multi-user dungeon (MUD) available for play at http://game.worldofavlis.com:27744.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities|Crosstreams]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49845</id>
		<title>Crosstreams</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49845"/>
		<updated>2021-04-11T19:22:11Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Madam Larina's Night House */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Seven Cities:''' {{SevenCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{CityInfo&lt;br /&gt;
|CityName = Crosstreams&lt;br /&gt;
|CityAlias = Center of the World&lt;br /&gt;
|CityArea =  [[The_Seven_Cities | The Seven Cities]]&lt;br /&gt;
|CitySize = 2,678,300&lt;br /&gt;
|CityLang = Common, Romini, Elven&lt;br /&gt;
|CityReligion = The Nine, and other minor deities&lt;br /&gt;
|CityAlignment = Lawful Neutral (Good)&lt;br /&gt;
|CityRuler = Governor Regina Terlan&lt;br /&gt;
|CityRaces = 20% Human, 20% Dwarf, 10% Orc, 10% Elf, 40% Other&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Crosstreams.JPG|thumb|500px|Map of Crosstreams]]&lt;br /&gt;
[[Image:SevenCitiesMap.jpg|thumb|500px|Map of the Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
As it flows from east to west, the [[Divalok River]] splits, with one portion forming the [[Blackwater River]] and continuing off towards the city of [[Andarr]] and the ocean beyond. The other portion which retains the river's name flows southwest towards another city called [[Malekia]]. '''Crosstreams''' sits right on top of that split, and is the largest city on the continent of [[Negaria]].&lt;br /&gt;
&lt;br /&gt;
While the cities of [[Andarr]] and [[Red Gate]] act as hubs coming in and out of the [[the Seven Cities]], the city of Crosstreams acts as the hub within the region, and by default a center of commerce in the wider western part of the continent. This central location makes it a cosmopolitan and openminded haven of ideas which give rise to many centers of learning, music, and art within the city walls.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Early Settlement===&lt;br /&gt;
&lt;br /&gt;
In in the early 400's A.O.D, a young Kurathene knight named Sir Jayden Mourden purchased a tract of land in the southern area of [[The Kurathene Empire]] as part of the Empire's efforts to populate it against invasion. The Mourden family acquired influence over the next two centuries, eventually acquiring their own charter, establishing the County of Crossing Streams in 643 O.D. The city of Crosstreams became the provincial capital a year later, named for its location on a spot where three waterways intersect. &lt;br /&gt;
&lt;br /&gt;
The volume of trade between Crosstreams and the Charter Cities increased exponentially over the next several centuries. Much of it flowed in the form of raw materials and manufactured goods. These goods were then shipped out into the wider world through [[Andarr]] to the west and [[Red Gate]] to the east, creating an economic hub in Crosstreams that accounted for nearly a quarter of the Empire’s total trade by the 12th century.&lt;br /&gt;
&lt;br /&gt;
	Because of their relaxed immigration policy, the Charter Cities like Crosstreams began to attract settlers from all across the continent in search of wealth. As these new citizens assimilated with the existing population, the Crosstreams began to incorporate a variety of foreign customs ranging from religion, language to art. With emphasis on different trades and types of immigrants, Crosstreams began to form its own cultural identities distinct from the [[The Kurathene Empire]].&lt;br /&gt;
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===Independence===&lt;br /&gt;
&lt;br /&gt;
The gradual drift away from [[The Kurathene Empire]] came to a head in the 1300's A.O.D. As the original human population of Crosstreams was now a minority within the realm, and many of the recent immigrants began to question the need to pay taxes and tithes to the Imperial Crown. This agitation was particularly strong in Crosstreams which had long since shed the vestiges of Imperial nobility in favor of a merchant led oligarchy.&lt;br /&gt;
&lt;br /&gt;
Crosstreams and the other Charter Cities had established a Provincial Council in the 12th century, and had begun to take many of the functions of government from the traditional estates. With the outbreak of war with [[Dubunat]] in 1320, the Council elected to form the Charter Militia Legion, an army independent of the Imperial Army detachments. Over the next two decades, the Council expanded its privileges as the Imperial government became increasingly bogged down in the war in [[Dubunat]].&lt;br /&gt;
&lt;br /&gt;
When the war with [[Dubunat]] ended in 1360 with the [[The Kurathene Empire]]’s defeat, the Provincial Council led by Governor Sir Michael Hawke of Crosstreams took the first steps toward independence. In 1362 he and the Council signed an oath affirming their commitment to the independence of the Charter Cities. Later in the same year, the individual estates of each city ratified the call for independence.&lt;br /&gt;
&lt;br /&gt;
On New Year’s Day in 1363 the Provincial Council of the Charter Cities, with Governor Hawke in the lead presented their declaration of secession to the Imperial Army garrison commander, Legate Warren Hale. Rather than risk bloodshed, Hale accepted the declaration and departed with his garrison for [[Brescant]]. When word of the declaration reached the ears of [[Joral Kuras]], he paused, nodded his head and was the first leader to acknowledge the independence of the city-states which included Crosstreams.&lt;br /&gt;
&lt;br /&gt;
With independence, the Provincial Council quickly found itself superseded by local interests. The city of [[Conselia]] was the first to secede from the alliance as it renamed itself [[Malekia]]. It was quickly followed by [[Dormiria]], [[Red Gate]] and [[Stalwart]], who sought to avoid paying the costs associated with maintaining the army. With the obligations to the central council removed, the cities quickly started to squabble with one another, leading to an escalating round of trade barriers and skirmishes over territory lines.&lt;br /&gt;
&lt;br /&gt;
The nations of [[Dubunat]] and [[Brekon]] found the squabbling city-states in the Divalok Delta to be an attractive prize. Over the next century and a half, both nations sent expeditions to annex one or more of the cities, which were driven off repeatedly by a coalition of militias from Crosstreams, [[Bullwark]] and [[Andarr]]. &lt;br /&gt;
&lt;br /&gt;
In the year 1405 A.O.D, [[Jorbaren]] the Wight Lord and his massive army of wight minions invaded the City of [[Crosstreams]], the capitol of [[The Seven Cities]].  According to his planning, [[The Seven Cities]] had great wealth conveniently located between both orcish nations of [[Brekon]] and [[Dubunat]] which gave them high strategic value.  After sacking [[Crosstreams]], [[Jorbaren]] began setting up a base in the area from which to conduct the gradual subjugation of the population.  It was not his intent to turn them all into undead minions, only whatever he required to replenish his soldier wights.&lt;br /&gt;
&lt;br /&gt;
To further fortify his holdings, [[Jorbaren]] determined he would need a fortress to double as a military center and prison.  With the help of some adventurers and several evil wizards, [[Jorbaren]] erected a massive peak overlooking [[Crosstreams]].  The peak was pushed up directly from the surrounding land and shaped to his will, with a height of nearly 2,000m, making it the tallest land structure on the entire delta which housed [[The Seven Cities]]. Near the top of the peak and deep within it, [[Jorbaren]] directed his wight slaves to construct a fortress designed for the undead and their prisoners.  Completion of the structure took only two years, and its size and depth surpassed every other structure on the delta.  It is thought that the lower levels of the fortress connect with the [[Underdark]] for a quick escape when needed.&lt;br /&gt;
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[[Jorbaren]]'s estimation of resistance turned out to be misguided. Though he accounted for eventual opposition from the Orcish nations, he believed the defenses of [[The Seven Cities]] were too disjointed and weak to put up a tough fight, and he was partially correct. The flaw in his plan was not taking stock of aid from both The [[Kurathene]] and [[Toran Shaarda]], which sent troops into the delta to fight the wight minions to a standstill. Meanwhile, powerful adventurers saw his new fortress as the ultimate dungeon challenge with him as the prize kill, and soon enough this prophecy fulfilled itself when a crack team of misfits entered the fortress through the stiff resistance and confronted [[Jorbaren]] resulting in his demise.&lt;br /&gt;
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With the removal of the Wight Lord and the end of his rule, residents of Crosstreams quickly repopulated the area and re-established their political structure. All that remained of [[Jorbaren]] and his minions was the large peak fortress that bears his name: Jorbaren's Peak.&lt;br /&gt;
&lt;br /&gt;
After a particularly large invasion attempt in 1518 by [[Dubunat]], the Lord Governor Curtis Allendale of [[Andarr]] proposed that the seven city-states form a confederation as a common bulwark against their enemies, and to mediate disputes between the cities. Six months of tense negotiations later the final Confederate Charter was ratified by all seven cities.&lt;br /&gt;
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With their security assured by their shared commitment to defense, [[The Seven Cities]] steadily gained influence and wealth. The death of [[Joral Kuras]] in 1815 and the subsequent collapse of the Second Imperium helped fuel this growth. By the end of the Age of Strife in the 22nd century, [[The Seven Cities]] Confederation had become the center of civilization and culture on [[Negaria]], the envy of all civilized nations.&lt;br /&gt;
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The prosperity of [[The Seven Cities]] led to the flowering of egalitarian values, particularly within Crosstreams. Though the wealthy mercantile families had steadily entrenched themselves as new nobility, there was a gradual move toward creating greater political opportunities for the common class. The governors of Crosstreams and [[Dormiria]] became positions chosen by popular vote, while the Confederate Estates-General was diversified with the addition of a third estate made of tax-paying citizens, with the franchise opened to all citizens of the Confederation.&lt;br /&gt;
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===The Seven Cities Confederation===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, unity among the chartered cities did not last.  Their squabbling degenerated into skirmishes and the council broke up into completely independent city-states, each responsible for its own defense and well-being.  The nation of [[Dubunat]] to the south took advantage of this disunity in 1518 and invaded [[Bullwark]] and the rest of the cities, nearly conquering the entire realm, but were beaten back once the cities realized they must unite and work together.  Later that year, Lord Governor Curtis Allendale of [[Andarr]] proposed a confederation of the seven cities for mutual defense and trade.  Within six months the treaty was ratified and the [[The Seven Cities|The Seven Cities Confederation]] was born.&lt;br /&gt;
&lt;br /&gt;
The presence of the confederation was a stabilizing force in the region that nearly halted war between [[Dubunat]] and the remnants of the Empire to the north.  Trade flourished as well as the population and its diversity.&lt;br /&gt;
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==Districts==&lt;br /&gt;
&lt;br /&gt;
Crosstreams is laid out in three major sections connected by bridges. The city is shaped like a &amp;quot;V&amp;quot; laid on its side with the point of the &amp;quot;V&amp;quot; pointing east. The splitting river creates the &amp;quot;V&amp;quot; and city buildings are located either north of the river, on the middle part of the &amp;quot;V&amp;quot;, or to the south of the river.&lt;br /&gt;
&lt;br /&gt;
===Northern Residences===&lt;br /&gt;
This district comprises most of the area within the city walls that is north of the river. Row upon row of apartment buildings and individual tenancies form meandering streets up and down the main causeways of the district that move south toward the river. All manner of homes blot the streets, with the most expensive ones located more to the western end of the city and the poorer slums located more to the east.  Wasteland Row and Crullath Crest number among the more notorious neighborhoods on the eastern side, characterized by high gang activity and the open operation of many illicit activities. Toward the opposite side of the city are higher-priced neighborhoods, such as West Divalok and Fairy Heights. Between these extreme ends of the city, there are a large number of middle-class dwellings, both owned and rented, that are popular with local traders and merchants.&lt;br /&gt;
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Though residences make up the majority of buildings in this district, there are a number of taverns and Inns to service the local population.  Most of the inns are located near the northern gates, with taverns dispersed throughout the north side of the river.  On some streets, there are shrines to minor gods with small followings in the city as well as shrines to some of the evil Greater Gods like [[Aarilax]] and [[Maleki]].&lt;br /&gt;
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===Capitol District===&lt;br /&gt;
At the point where the river splits lie the main buildings of government that make up the Capitol District. The Hawke Building looms over the water to impress travelers on the water passing by the capitol, and this structure houses the main operations of [[The Seven Cities]] Confederation and the current government of Crosstreams.  Other buildings within the district fan out from the Hawke Building and act as offices and places of meeting for diplomats, traders, regulators, and other government officials. Though no one lives in this district other than the High Commander of The Confederation and the Governor of Crosstreams, the quality, height, and majesty of the buildings within this district surpass all others in the city.&lt;br /&gt;
&lt;br /&gt;
Though not plentiful, there are various businesses that function in this district to service government officials and diplomats during the day time. These include extremely opulent restaurants, high-class gaming parlors, and purportedly an underground arena or two for high-stakes games.&lt;br /&gt;
&lt;br /&gt;
===Temple District===&lt;br /&gt;
As one of the most diverse Temple Districts in any city of [[Negaria]], nearly every god in the pantheon of [[Avlis]] has some center of worship in this part of the city.  For most of [[The Nine]], there are temples ranging in size from medium-sized complexes to large cathedrals. Several minor gods also have large temples in this district, including [[The'ton]], [[Hurine]], [[The Harpinger]], [[Evrak]], [[Ingoren]] and [[Angadar]].&lt;br /&gt;
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This district is directly west of the Capitol District and borders on the Parks District to its opposite side. Being sandwiched between these two districts makes it a high-traffic area for politicians and diplomats to move to and from their business and pleasures so they can mingle with the religious leaders en route. Though the Temple District is nearly devoid of eating and drinking establishments, there are a smattering of supporting businesses there that craft items for use in the temples, as well as a few that source the unsightly sacrificial accouterments.&lt;br /&gt;
&lt;br /&gt;
===Theater District===&lt;br /&gt;
Directly south of the Temple District is the center of high-class entertainment for the population of Crosstreams, the Theater District. The area is dotted with playhouses large and small and larger buildings that house full operas and fully-produced live epics. Unlike the Capitol District which closes at night, the Theater District is nocturnal and comes alive when the sun sets. Well-lit streets make traveling through the district easy while street vendors and performers attempt to distract the show attendees from their planned activities. For the many festivals that occur throughout the year in Crosstreams, the Theater district is the most-preferred location for the richer population to attend festivities.&lt;br /&gt;
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During the day, the district is well-guarded to prevent disruption of the buildings preparing for their evening shows.  The city guard regularly patrols the streets and accosts any suspicious persons walking there during the wrong times.&lt;br /&gt;
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===Parks District===&lt;br /&gt;
The beautiful Parks District contains a series of highly-curated botanical gardens located in strategic areas to receive just the right type of light and drainage.  During their construction, soils from around [[Negaria]] were carted down the river to create specific top-soil layers to create perfect imitations of the different biomes found around the central portion of the continent on a similar latitude with Crosstreams. The Elven Gardens mimic the lush tree growth of [[T'Nanshi]], while other areas of the district mimic the foliage of the jungles of [[Jechran]] and [[Drotid]].  Occasionally, there are signs of various fairy groups trying to make their residence among these gardens, as well as gatherings of worshipers from the various deities known to be closer to nature, such as [[Verossa]], [[Pelar]], [[Dru'El]], and [[Balgar]].&lt;br /&gt;
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===Estates District===&lt;br /&gt;
If there was a contest for richest district in the largest city on [[Negaria]], the Estates District would win far ahead of the nearest challenger. Some of the most opulent houses known to exist on the continent are sprinkled throughout this part of the city, most of which belong to the wealthiest merchants and politicians. Many of the estates have multiple structures on a single property for housing large families along with security forces and servants.  This naturally makes the district a prime target for the more nefarious gangs and mobs who are locked in a constant struggle against the city guard and individual house guards. The largest chunks chunks of these conflicts occur at night, however.  During the day, the Estates District is serene and peaceful most of the time while the politicians and merchants ply their trades elsewhere and the servants remain back with the security forces to maintain the properties.&lt;br /&gt;
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===Northern Docks===&lt;br /&gt;
The secondary trade hub of Crosstreams is the Northern Docks.  Barges from upriver and downriver converge here to offload goods for a relatively quick trip to the Market District to the southeast. As a place of shipping and trade, there are some rough neighborhoods within this district that cater to rivermen and sailors on their way to the ocean. These establishments are contained and separated by walls and fences from the richer districts to the south where the rough company is not appreciated. This creates tension between the poorer laborer class of the Northern Docks and the richer Parks and Estates Districts.&lt;br /&gt;
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===Merchant Residence===&lt;br /&gt;
While this district was named for the middle-class merchants who first settled it, the name has become somewhat misleading in recent times. A large number of middle class residents from other professions live there now mixed in with the merchants who remain.  These include former adventurers, successful ex-soldiers, retired mercenaries, high-ranking town guardsmen, and low-ranking nobility. That combination has given the area a reputation of being safe compared to most of the other city residential areas. Few of the lower denizens of Crosstreams society are willing to risk causing trouble there, though some still do.&lt;br /&gt;
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===The Docks===&lt;br /&gt;
It is thought that this district is the largest non-ocean port in all of [[Negaria]]. When taken together with the nearby Shipwright District, it even rivals the size of some ocean ports in cities like [[Andarr]] and [[Mikona]]. Within the city walls of Crosstreams, the Docks district is perfectly positioned near the fork in the river, just above the Market District intersecting the main north-south thoroughfare of the city. Together, the Docks and Market Districts mark the center of life in Crosstreams and the rough geographical center of [[The Seven Cities]]. Within this district, there is also a healthy supporting infrastructure that caters to the river sailors and traders with accommodations ranging from rat-infested holes to establishments of fine quality.&lt;br /&gt;
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===Market District===&lt;br /&gt;
Every manner of good from places near and far appears within the market stalls of the Crosstreams Market District.  Since it is perfectly positioned along the north-south causeway of the city and all [[The Seven Cities]] as well as the east-west crossing of the [[Divalok River]], the Market has acted as the central point of commerce for most of [[Negaria]]. Traders and merchants of every race and persuasion bustle about this district during the day, while at night the more elicit trades take place among closed stalls. Pickpockets are notorious in these parts for most of the lower-rungs of the thieving guilds make their basic living this way, and the city guard tries its best to stamp them out.&lt;br /&gt;
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===Instrument Quarter===&lt;br /&gt;
The Instrument Quarter is a specialized district unique to Crosstreams.  Here, the finest artisans practice their musical instrument crafting to cater to the lowliest street musicians, the most illustrious royal minstrels, and every type of musician in between. The atmosphere is one of hard work but lilting song as crafters test their constructions and prospective buyers try them. Ultimately, this district is a spinoff of the Market District which happened to concentrate these types of operations and businesses, and it has recently come into its own as an attraction for Crosstreams.&lt;br /&gt;
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===Academy District===&lt;br /&gt;
The center of higher education in Crosstreams and a good portion of [[Negaria]] rests in the Academy District.  Rival universities such as The Royal College of The Seven Cities and the Hawke Academy engage in lively debate and other competitions, while smaller institutions in the area do what they can to take part. There are also several academies of magic in this district run by the [[White Order of the Light]], [[Blue Order of the Sky]], and more recently [[Gold_Order_of_the_San |Gold Order of the Sand]].&lt;br /&gt;
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===Tavern District===&lt;br /&gt;
If the nearby Market District is the center of work for Crosstreams, the Tavern District is the renowned center of play, and the inhabitants and travelers who frequent the place play hard. The Tavern District nomer is somewhat misleading because this district contains more than just taverns. There are buildings with almost any other form of entertainment imaginable from brothels, to exclusive clubs, to small playhouses, to underground fighting arenas.&lt;br /&gt;
&lt;br /&gt;
===Little Dubunat===&lt;br /&gt;
Named for its large orcish population, Little Dubunat has a flavor reminiscent of the bandit-run country that neighbors [[The Seven Cities]]. This means it can be somewhat of a rough place to live, especially for those who aren't orcs, but for the orcs that live there it is as close to home as they can muster.  Many of the inhabitants are refugees from [[Dubunat]] who crossed the wrong crime boss or bandit lord, but some of the families living there can trace their lineage back to some of the first inhabitants of the area before it sought independence from [[Kurathene | The Kurathene Empire]].&lt;br /&gt;
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===The Shipwright===&lt;br /&gt;
This district is the largest inland ship building facility on the continent of [[Negaria]]. It specializes in making barges and other river-going craft.  As such, it is a major employer in the city second only to The Market District. Most of the workers in this area can be stocky and rough, but also much more interested in a fair day's work than a tussle.  There are some scattered taverns here to cater to these folk, as well as some other seedier establishments.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Crosstreams is governed via a quasi-democracy with an elected Governor as its head of state. The governor oversees an executive branch of government that shares equal power with the city's legislative and judicial branches.  The legislative branch is divided into two houses: an upper house that receives a share of seats in relation to the merchant families' shares of the total city economy, and a lower house of officials elected by popular vote within each district. Districts with larger populations have more representatives in this house.&lt;br /&gt;
&lt;br /&gt;
Because Crosstreams is also the seat of government of [[The Seven Cities]], there is a confederate government that operates alongside the city one, and as the capitol of the region, this government shares power with the local city government in day-to-day affairs.&lt;br /&gt;
&lt;br /&gt;
===Mercantile Nobility===&lt;br /&gt;
The &amp;quot;Mercantile Nobility&amp;quot; is a tongue-in-cheek label for the successful merchant families in Crosstreams who exert a large influence over government affairs. Though some of them trace their lineage back to actual nobles from [[Kurathene | The Kurathene Empire]] and other noble lines from [[Galdos]], [[T'Nanshi]] and [[M'Chek]], the possession of noble blood is not a prerequisite to belong to this caste. Money and success are, however. Stereotypical members of the Mercantile Nobility split their time between leisure activities and government affairs.  Most families in this caste also have members who are firmly entrenched in one or more of the temples and one or more of the [[Arcane#Andrinor.27s_Trust | Mage Orders]].&lt;br /&gt;
&lt;br /&gt;
===The Tradesfolk===&lt;br /&gt;
In opposition to the Mercantile Nobility forces in Crosstreams politics are the representatives of the smaller-scale business and trades people. Individually, these practitioners do not have the ability to take on the power and resources of the Mercantile Nobility, but together they are often able to put up a resistance to policies that act as rent-seeking measures to stamp out smaller competition.&lt;br /&gt;
&lt;br /&gt;
===Arvanos Loyalists===&lt;br /&gt;
These merchants are sometimes distant descendants of the Arvanos family but not always.  Most of the time they are wealthy members of the oligarchy that see the [[Arvanos]] fiefdom as a source of financial and military security and push for good relations between Crosstreams and its distant ancestral land.  Extremists of this faction sometimes go so far as supporting reunification with [[Arvanos]], but that position is usually untenable because [[Seven Cities|the Seven Cities Confederation]] has strong political influences of its own.&lt;br /&gt;
&lt;br /&gt;
===Confederates===&lt;br /&gt;
The Confederates exert a small influence in Crosstreams, mainly because there are few in the city who vehemently disagree with them.  Their aim is to strengthen the [[Seven Cities|the Seven Cities Confederation]] and bring prosperity to the area through continued growth in trade.  They have no aspirations of joining any empire, although some of the more fringe elements of this faction do support offering membership in the Confederation to other cities, like [[Brekon]], which would surely create a firestorm since that city is the capital of the orcish nation of the same name.  The Confederates who support this position think that incorporating [[Brekon]] into the fold would help them compete against the growing influence of the [[Crullath | Crullathian Empire]].&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Due to the diversity of the population, religion (and sometimes religious conflict) flourish in Crosstreams. [[The Harpinger]] has his largest temple here and his followers exert outsized influence in city affairs compared to other regions. In Crosstreams, there is a religious festival almost every week, depicting some event that happened in the past, or commemorating one of the gods. Though the population is made up of all the major races, and most of the minor ones, tolerance is dominant as a social attitude, and religious expression is appreciated.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
&lt;br /&gt;
===The Grey Dirk===&lt;br /&gt;
&lt;br /&gt;
As one of the preeminent Rogue's Guilds in Crosstreams and the entire western seaboard, The Grey Dirks command a lot of respect and muscle.  Much of their funding comes from elicit operations, such as the trafficking of drugs and at times when aberrant members allow, the facilitation of the slave trade.  However, for the most part, The Grey Dirk disavows slave trading as an abhorrent and despicable practice. The combination of a city that acts as a trade juggernaut and a high level of government corruption would normally produce a vapid and ruthless Rogue's Guild that revels in that sort of practice.  However, the character of The Grey Dirk is more focused on profiteering and manipulation of trade goods instead of harming innocents.  In effect, the bountiful trade traffic going in and out of the city negates the need for the guild to pick on the &amp;quot;little guy&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Through years of trade involvement and market fixing, The Grey Dirks have amassed obscene wealth and often use it ostentatiously to fit in with the upper class merchants of the city.  However, their operations are still illegal and not openly supported by said merchants.  Law enforcement pursues the guild relentlessly, in appearance, or in earnest when its actions interfere with the agenda of someone powerful.  Town guards also do not take kindly to bullying or shakedowns. &lt;br /&gt;
&lt;br /&gt;
===Sisters of Charity===&lt;br /&gt;
The original chapter of the Sisters of Charity was a monastic order for dwarven women who worshiped [[Gorethar]].  Soon after its founding, the sisters branched into [[Deglos]] to alleviate with the fallout from the splitting of the dwarven lands in two.  Centuries later, chapters of this organization are located in major cities throughout [[Negaria]].  In Crosstreams, this organization includes women of all races who worship a number of Good-aligned deities.  Their primary occupation within the city is to alleviate the suffering of the poor and teach the skills and crafts necessary to make a living free of crime.&lt;br /&gt;
&lt;br /&gt;
===Red Order of The Flame===&lt;br /&gt;
Though its members are not numerous, [[Guild:RedOrder | The Red Order of The Flame]] is influential among the common folk of Crosstreams. Their mission is to bring acceptance of the art of magic and the teachings of [[Andrinor]] to everyday people.  They accomplish this with colorful displays of magic in the streets and the occasional lecture. Aside from these goals, they are more or less apolitical and oblivious to the larger political landscape, sometimes to their detriment, and yet, they are also sometimes wildly successful at achieving political ends.&lt;br /&gt;
&lt;br /&gt;
===The Death Runes===&lt;br /&gt;
Little is known about the inner workings of [[The_Burning_Page#The_Death_Runes | The Death Runes]].  It seems to be a mercenary and trading organization that is slowly making inroads into the economy of Crosstreams.  Some think that this group is an arm of the even more mysterious [[The_Burning_Page | Burning Page]], which is an extensive trade and mercenary organization in the [[Underdark]] that also acts as an order for the dissemination of the newly discovered [[Runic Magic]].&lt;br /&gt;
&lt;br /&gt;
===The Ravens===&lt;br /&gt;
Originally, the Ravens Guild was a Rogue's guild offshoot of the Grey Dirk that established itself in [[Mikona]] when an adventurer named Oriana Raven retired there.  Raven was a reputed associate of [[Andrinor]] in his mortal days and sought a more peaceful life in subjugating the denizens in the underworld of that city.  Centuries later, the success of the Ravens Guild has allowed it to branch out to new places.  Crosstreams is an up-and-coming target for the guild, as it carefully tries to make inroads without putting itself into open conflict with the Grey Dirk.&lt;br /&gt;
&lt;br /&gt;
==Notable Officials &amp;amp; Personalities==&lt;br /&gt;
&lt;br /&gt;
===Lemon Hennah, Senior Mage, Red Order of The Flame===&lt;br /&gt;
An aged gnomish woman of immense rotundness, Lemon Hennah (she despises anything but her full name) is a brilliant Gnomish inventor and arcane craftswoman. She is rumored to be able to construct anything out of anything… and make it work (at least for a while). An unfortunate experiment nearly killed her, and left her with an extremely slow metabolism – Lemon Hennah ages both incredibly slowly, but also grows incredibly obese. She can no longer move under her own power, and has to resort to shapechanging or magical contraptions to get her around. Fortunately, she learned stillcasting at a young age. Despite this, she is a highly dedicated and driven member of the Red, and frequently proposes brilliant, cutting edge magical solutions to mundane problems.&lt;br /&gt;
&lt;br /&gt;
===Carter Mic'Halaran, Grey Dirk Guildmaster, Crosstreams===&lt;br /&gt;
The Grey Dirk Guildmaster in Crosstreams is the flamboyant, yet dangerous human, Carter Mic'Halaran, a former bard turned assassin turned entrepreneur turned King of Thieves.  Granted, the King of Thieves nickname is self-assumed, though few within the city walls argue the point or would wish to do so.  His popularity with the city guard and the members of the Grey Dirk alike are a testament to his ability to manage people, or manipulate them as the case may be. Carter is often seen gallivanting about in the Tavern District and Instrument Quarter in his multi-colored finery while strumming a tune.  The entourage traveling with him usually contains several musically-inclined members who join in for an impromptu parade. Carter loves the attention. The reality is that he is a master of distraction who uses the attention on him to direct attention away from things he does not want people to see.&lt;br /&gt;
&lt;br /&gt;
===Sister Kayta Dre'Lannen, Mother Superior, The Sisters of Charity===&lt;br /&gt;
Sister Kayta is a 250 year old female elf who started out her profession as a physician and healer. She has long, braided, red hair and blue eyes with soft white skin, giving her an innocent motherly appearance. Under her voluminous monastic garb is a  muscular build. Sister Kayta openly worships [[Senath]], the god of strategy, and would rather think more often than talk which causes her to spend much time in cloistered contemplation.  Internally, she feels this makes up for the steady activity of her Order, which is constantly out servicing the poor, though externally it makes her unpopular with the members of her Order.  Some say she is just lazy, but it could simply be that she has lost her passion for action.&lt;br /&gt;
&lt;br /&gt;
===Donjoy Binder, The Burning Page===&lt;br /&gt;
Not too many people know what to make of Donjoy Binder.  He and his contingent of [[The_Burning_Page | Burning Page]] associates have not openly rubbed anyone the wrong way, but they seem to be carrying out an unknown agenda.  Nevertheless, Donjoy's methods are productive.  He directs an operation to move goods in and out of the harbors of Crosstreams in both directions, and also overland to the north and south.  His skill and passion for logistics are unparalleled and yet, there is a more dangerous element to him that no one has yet tested. Donjoy Binder is an [[adomkuro]], which is a human subrace that originates in the [[Underdark]]. Like others of his race, he looks completely human and ordinary with black hair and fair white skin.  Among surface humans, this is of little note.  Those who know the [[adomkuro]] know that they all have black hair and white skin, and never anything else. When surface humans venture to Donjoy's realm, they stand out, but when [[adomkuro]] to to the surface, they can go nearly undetected.&lt;br /&gt;
&lt;br /&gt;
===Ash, Ravens Guildmaster===&lt;br /&gt;
A tall burly human born in the wilderness of [[Tyedu]], Ash carves an imposing figure in the Ravens. His size and build belie his incredible stealth and quickness, however. When looking into his eyes, those who are able to get close enough will see a complicated person who traveled widely and lived a hard yet eventful life. His frantic flight from his boyhood home in the north led to long spans of time spent at sea and eventually in the city of [[Mikona]] where he found his true calling in the politics of that city's economy, trade, and freedom. As an upstanding member of the [[Guild:Raven | Ravens]] in [[Mikona]], Ash worked his way up through the ranks.  From long years in that part of the world, he eventually decided to move on yet again to Crosstreams, where his guild was only too happy to assign him the task of establishing itself there. Now, the newer recruits ply the streets and learn their craft as Ash takes them under his wing.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
&lt;br /&gt;
===The Hawke Building===&lt;br /&gt;
At the tip of the point where the rivers split, the Hawke Building presents an imposing structure with ten floors of solid stone architecture rising up into seven buttressed spires at its top.  The central spire, representing the confederation, rises 50 more feet above the others. The building was named after the first Governor of Crosstreams who was instrumental in the birth of the confederation, and it is where the central government of the confederation bases itself to this day.&lt;br /&gt;
&lt;br /&gt;
===Meegan's Myriads and Trinkets===&lt;br /&gt;
Within the Market District, not far from where it borders the Instrument Quarter, is a shop run by a curious addled half-elf woman named Meegan who makes a living collecting and selling trinkets.  Though there are several such shops nearby, the thing that makes Meegan's Myriads stand out is the magical nature of some of her merchandise. The more expensive items in her inventory often have some sort of minor enchantment specialized in making everyday life a little easier for the common folk.  Most wizards and other magical practitioners of good repute do not interest themselves in Meegan's shop, but the [[Guild:RedOrder | Red Order of The Flame]] takes great pleasure in her shop and uses it as an impromptu headquarters at times.&lt;br /&gt;
&lt;br /&gt;
===The Soaring Soul===&lt;br /&gt;
In the center of the Temple District is the largest temple to [[The_Harpinger]] on the continent and the theological center of its worship. The temple is one of the most complicated pieces of architecture made possible through collaboration of craftspeople from [[Deglos]], [[Galdos]], [[T'Nanshi]], and the human nations around the [[Kurathene]]. It comprises a cylindrical shape reminiscent of a swirling tower pointed skyward with a gradual taper to a point in the upper third of its height. Solid granite makes up the majority of the structure with musical incantations and notations carved up its height and lined with gold leaf.&lt;br /&gt;
&lt;br /&gt;
===Stiggy's Last Resort===&lt;br /&gt;
Deep in the Tavern District is an unlikely establishment frequented by rich and poor alike.  Stiggy's last Resort is a showbar which hosts a different sort of act each day.  Sometimes it's dueling minstrels.  Other times it's a vile affair best not mentioned. Whatever the case, Stiggy's delivers entertainment, gossip, news, and interaction of any kind especially if one has the coin. To the constant complaint of all who attend, however, the food and service leave a lot to be desired.&lt;br /&gt;
&lt;br /&gt;
===Madam Larina's Night House===&lt;br /&gt;
Next door to Stiggy's Last Resort is perhaps what many consider the second-to-last resort. This cushy parlor houses the men, women, and otherwise-gendered of Madam Larina's employ. In a busy Tavern District such as the one in Crosstreams, Madam Larina's place offers a different kind of entertainment and release. Though the rooms are similarly apportioned, but fine, the employees within those rooms are diverse indeed.  Some say to be wary but intrigued when encountering a hole in the wall.&lt;br /&gt;
&lt;br /&gt;
==In-game Developments==&lt;br /&gt;
There is no online version of these lands in play currently, and knowledge of this information in game is limited to characters that have reason, ability, and circumstance to know. Seek DM permission if there is any doubt.&lt;br /&gt;
&lt;br /&gt;
==Technical Aspects==&lt;br /&gt;
This city exists as a multi-user dungeon (MUD) available for play at http://game.worldofavlis.com:27744.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities|Crosstreams]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49844</id>
		<title>Crosstreams</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49844"/>
		<updated>2021-04-11T19:21:08Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Landmarks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Seven Cities:''' {{SevenCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{CityInfo&lt;br /&gt;
|CityName = Crosstreams&lt;br /&gt;
|CityAlias = Center of the World&lt;br /&gt;
|CityArea =  [[The_Seven_Cities | The Seven Cities]]&lt;br /&gt;
|CitySize = 2,678,300&lt;br /&gt;
|CityLang = Common, Romini, Elven&lt;br /&gt;
|CityReligion = The Nine, and other minor deities&lt;br /&gt;
|CityAlignment = Lawful Neutral (Good)&lt;br /&gt;
|CityRuler = Governor Regina Terlan&lt;br /&gt;
|CityRaces = 20% Human, 20% Dwarf, 10% Orc, 10% Elf, 40% Other&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Crosstreams.JPG|thumb|500px|Map of Crosstreams]]&lt;br /&gt;
[[Image:SevenCitiesMap.jpg|thumb|500px|Map of the Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
As it flows from east to west, the [[Divalok River]] splits, with one portion forming the [[Blackwater River]] and continuing off towards the city of [[Andarr]] and the ocean beyond. The other portion which retains the river's name flows southwest towards another city called [[Malekia]]. '''Crosstreams''' sits right on top of that split, and is the largest city on the continent of [[Negaria]].&lt;br /&gt;
&lt;br /&gt;
While the cities of [[Andarr]] and [[Red Gate]] act as hubs coming in and out of the [[the Seven Cities]], the city of Crosstreams acts as the hub within the region, and by default a center of commerce in the wider western part of the continent. This central location makes it a cosmopolitan and openminded haven of ideas which give rise to many centers of learning, music, and art within the city walls.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Early Settlement===&lt;br /&gt;
&lt;br /&gt;
In in the early 400's A.O.D, a young Kurathene knight named Sir Jayden Mourden purchased a tract of land in the southern area of [[The Kurathene Empire]] as part of the Empire's efforts to populate it against invasion. The Mourden family acquired influence over the next two centuries, eventually acquiring their own charter, establishing the County of Crossing Streams in 643 O.D. The city of Crosstreams became the provincial capital a year later, named for its location on a spot where three waterways intersect. &lt;br /&gt;
&lt;br /&gt;
The volume of trade between Crosstreams and the Charter Cities increased exponentially over the next several centuries. Much of it flowed in the form of raw materials and manufactured goods. These goods were then shipped out into the wider world through [[Andarr]] to the west and [[Red Gate]] to the east, creating an economic hub in Crosstreams that accounted for nearly a quarter of the Empire’s total trade by the 12th century.&lt;br /&gt;
&lt;br /&gt;
	Because of their relaxed immigration policy, the Charter Cities like Crosstreams began to attract settlers from all across the continent in search of wealth. As these new citizens assimilated with the existing population, the Crosstreams began to incorporate a variety of foreign customs ranging from religion, language to art. With emphasis on different trades and types of immigrants, Crosstreams began to form its own cultural identities distinct from the [[The Kurathene Empire]].&lt;br /&gt;
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===Independence===&lt;br /&gt;
&lt;br /&gt;
The gradual drift away from [[The Kurathene Empire]] came to a head in the 1300's A.O.D. As the original human population of Crosstreams was now a minority within the realm, and many of the recent immigrants began to question the need to pay taxes and tithes to the Imperial Crown. This agitation was particularly strong in Crosstreams which had long since shed the vestiges of Imperial nobility in favor of a merchant led oligarchy.&lt;br /&gt;
&lt;br /&gt;
Crosstreams and the other Charter Cities had established a Provincial Council in the 12th century, and had begun to take many of the functions of government from the traditional estates. With the outbreak of war with [[Dubunat]] in 1320, the Council elected to form the Charter Militia Legion, an army independent of the Imperial Army detachments. Over the next two decades, the Council expanded its privileges as the Imperial government became increasingly bogged down in the war in [[Dubunat]].&lt;br /&gt;
&lt;br /&gt;
When the war with [[Dubunat]] ended in 1360 with the [[The Kurathene Empire]]’s defeat, the Provincial Council led by Governor Sir Michael Hawke of Crosstreams took the first steps toward independence. In 1362 he and the Council signed an oath affirming their commitment to the independence of the Charter Cities. Later in the same year, the individual estates of each city ratified the call for independence.&lt;br /&gt;
&lt;br /&gt;
On New Year’s Day in 1363 the Provincial Council of the Charter Cities, with Governor Hawke in the lead presented their declaration of secession to the Imperial Army garrison commander, Legate Warren Hale. Rather than risk bloodshed, Hale accepted the declaration and departed with his garrison for [[Brescant]]. When word of the declaration reached the ears of [[Joral Kuras]], he paused, nodded his head and was the first leader to acknowledge the independence of the city-states which included Crosstreams.&lt;br /&gt;
&lt;br /&gt;
With independence, the Provincial Council quickly found itself superseded by local interests. The city of [[Conselia]] was the first to secede from the alliance as it renamed itself [[Malekia]]. It was quickly followed by [[Dormiria]], [[Red Gate]] and [[Stalwart]], who sought to avoid paying the costs associated with maintaining the army. With the obligations to the central council removed, the cities quickly started to squabble with one another, leading to an escalating round of trade barriers and skirmishes over territory lines.&lt;br /&gt;
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The nations of [[Dubunat]] and [[Brekon]] found the squabbling city-states in the Divalok Delta to be an attractive prize. Over the next century and a half, both nations sent expeditions to annex one or more of the cities, which were driven off repeatedly by a coalition of militias from Crosstreams, [[Bullwark]] and [[Andarr]]. &lt;br /&gt;
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In the year 1405 A.O.D, [[Jorbaren]] the Wight Lord and his massive army of wight minions invaded the City of [[Crosstreams]], the capitol of [[The Seven Cities]].  According to his planning, [[The Seven Cities]] had great wealth conveniently located between both orcish nations of [[Brekon]] and [[Dubunat]] which gave them high strategic value.  After sacking [[Crosstreams]], [[Jorbaren]] began setting up a base in the area from which to conduct the gradual subjugation of the population.  It was not his intent to turn them all into undead minions, only whatever he required to replenish his soldier wights.&lt;br /&gt;
&lt;br /&gt;
To further fortify his holdings, [[Jorbaren]] determined he would need a fortress to double as a military center and prison.  With the help of some adventurers and several evil wizards, [[Jorbaren]] erected a massive peak overlooking [[Crosstreams]].  The peak was pushed up directly from the surrounding land and shaped to his will, with a height of nearly 2,000m, making it the tallest land structure on the entire delta which housed [[The Seven Cities]]. Near the top of the peak and deep within it, [[Jorbaren]] directed his wight slaves to construct a fortress designed for the undead and their prisoners.  Completion of the structure took only two years, and its size and depth surpassed every other structure on the delta.  It is thought that the lower levels of the fortress connect with the [[Underdark]] for a quick escape when needed.&lt;br /&gt;
&lt;br /&gt;
[[Jorbaren]]'s estimation of resistance turned out to be misguided. Though he accounted for eventual opposition from the Orcish nations, he believed the defenses of [[The Seven Cities]] were too disjointed and weak to put up a tough fight, and he was partially correct. The flaw in his plan was not taking stock of aid from both The [[Kurathene]] and [[Toran Shaarda]], which sent troops into the delta to fight the wight minions to a standstill. Meanwhile, powerful adventurers saw his new fortress as the ultimate dungeon challenge with him as the prize kill, and soon enough this prophecy fulfilled itself when a crack team of misfits entered the fortress through the stiff resistance and confronted [[Jorbaren]] resulting in his demise.&lt;br /&gt;
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With the removal of the Wight Lord and the end of his rule, residents of Crosstreams quickly repopulated the area and re-established their political structure. All that remained of [[Jorbaren]] and his minions was the large peak fortress that bears his name: Jorbaren's Peak.&lt;br /&gt;
&lt;br /&gt;
After a particularly large invasion attempt in 1518 by [[Dubunat]], the Lord Governor Curtis Allendale of [[Andarr]] proposed that the seven city-states form a confederation as a common bulwark against their enemies, and to mediate disputes between the cities. Six months of tense negotiations later the final Confederate Charter was ratified by all seven cities.&lt;br /&gt;
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With their security assured by their shared commitment to defense, [[The Seven Cities]] steadily gained influence and wealth. The death of [[Joral Kuras]] in 1815 and the subsequent collapse of the Second Imperium helped fuel this growth. By the end of the Age of Strife in the 22nd century, [[The Seven Cities]] Confederation had become the center of civilization and culture on [[Negaria]], the envy of all civilized nations.&lt;br /&gt;
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The prosperity of [[The Seven Cities]] led to the flowering of egalitarian values, particularly within Crosstreams. Though the wealthy mercantile families had steadily entrenched themselves as new nobility, there was a gradual move toward creating greater political opportunities for the common class. The governors of Crosstreams and [[Dormiria]] became positions chosen by popular vote, while the Confederate Estates-General was diversified with the addition of a third estate made of tax-paying citizens, with the franchise opened to all citizens of the Confederation.&lt;br /&gt;
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===The Seven Cities Confederation===&lt;br /&gt;
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Unfortunately, unity among the chartered cities did not last.  Their squabbling degenerated into skirmishes and the council broke up into completely independent city-states, each responsible for its own defense and well-being.  The nation of [[Dubunat]] to the south took advantage of this disunity in 1518 and invaded [[Bullwark]] and the rest of the cities, nearly conquering the entire realm, but were beaten back once the cities realized they must unite and work together.  Later that year, Lord Governor Curtis Allendale of [[Andarr]] proposed a confederation of the seven cities for mutual defense and trade.  Within six months the treaty was ratified and the [[The Seven Cities|The Seven Cities Confederation]] was born.&lt;br /&gt;
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The presence of the confederation was a stabilizing force in the region that nearly halted war between [[Dubunat]] and the remnants of the Empire to the north.  Trade flourished as well as the population and its diversity.&lt;br /&gt;
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==Districts==&lt;br /&gt;
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Crosstreams is laid out in three major sections connected by bridges. The city is shaped like a &amp;quot;V&amp;quot; laid on its side with the point of the &amp;quot;V&amp;quot; pointing east. The splitting river creates the &amp;quot;V&amp;quot; and city buildings are located either north of the river, on the middle part of the &amp;quot;V&amp;quot;, or to the south of the river.&lt;br /&gt;
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===Northern Residences===&lt;br /&gt;
This district comprises most of the area within the city walls that is north of the river. Row upon row of apartment buildings and individual tenancies form meandering streets up and down the main causeways of the district that move south toward the river. All manner of homes blot the streets, with the most expensive ones located more to the western end of the city and the poorer slums located more to the east.  Wasteland Row and Crullath Crest number among the more notorious neighborhoods on the eastern side, characterized by high gang activity and the open operation of many illicit activities. Toward the opposite side of the city are higher-priced neighborhoods, such as West Divalok and Fairy Heights. Between these extreme ends of the city, there are a large number of middle-class dwellings, both owned and rented, that are popular with local traders and merchants.&lt;br /&gt;
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Though residences make up the majority of buildings in this district, there are a number of taverns and Inns to service the local population.  Most of the inns are located near the northern gates, with taverns dispersed throughout the north side of the river.  On some streets, there are shrines to minor gods with small followings in the city as well as shrines to some of the evil Greater Gods like [[Aarilax]] and [[Maleki]].&lt;br /&gt;
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===Capitol District===&lt;br /&gt;
At the point where the river splits lie the main buildings of government that make up the Capitol District. The Hawke Building looms over the water to impress travelers on the water passing by the capitol, and this structure houses the main operations of [[The Seven Cities]] Confederation and the current government of Crosstreams.  Other buildings within the district fan out from the Hawke Building and act as offices and places of meeting for diplomats, traders, regulators, and other government officials. Though no one lives in this district other than the High Commander of The Confederation and the Governor of Crosstreams, the quality, height, and majesty of the buildings within this district surpass all others in the city.&lt;br /&gt;
&lt;br /&gt;
Though not plentiful, there are various businesses that function in this district to service government officials and diplomats during the day time. These include extremely opulent restaurants, high-class gaming parlors, and purportedly an underground arena or two for high-stakes games.&lt;br /&gt;
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===Temple District===&lt;br /&gt;
As one of the most diverse Temple Districts in any city of [[Negaria]], nearly every god in the pantheon of [[Avlis]] has some center of worship in this part of the city.  For most of [[The Nine]], there are temples ranging in size from medium-sized complexes to large cathedrals. Several minor gods also have large temples in this district, including [[The'ton]], [[Hurine]], [[The Harpinger]], [[Evrak]], [[Ingoren]] and [[Angadar]].&lt;br /&gt;
&lt;br /&gt;
This district is directly west of the Capitol District and borders on the Parks District to its opposite side. Being sandwiched between these two districts makes it a high-traffic area for politicians and diplomats to move to and from their business and pleasures so they can mingle with the religious leaders en route. Though the Temple District is nearly devoid of eating and drinking establishments, there are a smattering of supporting businesses there that craft items for use in the temples, as well as a few that source the unsightly sacrificial accouterments.&lt;br /&gt;
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===Theater District===&lt;br /&gt;
Directly south of the Temple District is the center of high-class entertainment for the population of Crosstreams, the Theater District. The area is dotted with playhouses large and small and larger buildings that house full operas and fully-produced live epics. Unlike the Capitol District which closes at night, the Theater District is nocturnal and comes alive when the sun sets. Well-lit streets make traveling through the district easy while street vendors and performers attempt to distract the show attendees from their planned activities. For the many festivals that occur throughout the year in Crosstreams, the Theater district is the most-preferred location for the richer population to attend festivities.&lt;br /&gt;
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During the day, the district is well-guarded to prevent disruption of the buildings preparing for their evening shows.  The city guard regularly patrols the streets and accosts any suspicious persons walking there during the wrong times.&lt;br /&gt;
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===Parks District===&lt;br /&gt;
The beautiful Parks District contains a series of highly-curated botanical gardens located in strategic areas to receive just the right type of light and drainage.  During their construction, soils from around [[Negaria]] were carted down the river to create specific top-soil layers to create perfect imitations of the different biomes found around the central portion of the continent on a similar latitude with Crosstreams. The Elven Gardens mimic the lush tree growth of [[T'Nanshi]], while other areas of the district mimic the foliage of the jungles of [[Jechran]] and [[Drotid]].  Occasionally, there are signs of various fairy groups trying to make their residence among these gardens, as well as gatherings of worshipers from the various deities known to be closer to nature, such as [[Verossa]], [[Pelar]], [[Dru'El]], and [[Balgar]].&lt;br /&gt;
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===Estates District===&lt;br /&gt;
If there was a contest for richest district in the largest city on [[Negaria]], the Estates District would win far ahead of the nearest challenger. Some of the most opulent houses known to exist on the continent are sprinkled throughout this part of the city, most of which belong to the wealthiest merchants and politicians. Many of the estates have multiple structures on a single property for housing large families along with security forces and servants.  This naturally makes the district a prime target for the more nefarious gangs and mobs who are locked in a constant struggle against the city guard and individual house guards. The largest chunks chunks of these conflicts occur at night, however.  During the day, the Estates District is serene and peaceful most of the time while the politicians and merchants ply their trades elsewhere and the servants remain back with the security forces to maintain the properties.&lt;br /&gt;
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===Northern Docks===&lt;br /&gt;
The secondary trade hub of Crosstreams is the Northern Docks.  Barges from upriver and downriver converge here to offload goods for a relatively quick trip to the Market District to the southeast. As a place of shipping and trade, there are some rough neighborhoods within this district that cater to rivermen and sailors on their way to the ocean. These establishments are contained and separated by walls and fences from the richer districts to the south where the rough company is not appreciated. This creates tension between the poorer laborer class of the Northern Docks and the richer Parks and Estates Districts.&lt;br /&gt;
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===Merchant Residence===&lt;br /&gt;
While this district was named for the middle-class merchants who first settled it, the name has become somewhat misleading in recent times. A large number of middle class residents from other professions live there now mixed in with the merchants who remain.  These include former adventurers, successful ex-soldiers, retired mercenaries, high-ranking town guardsmen, and low-ranking nobility. That combination has given the area a reputation of being safe compared to most of the other city residential areas. Few of the lower denizens of Crosstreams society are willing to risk causing trouble there, though some still do.&lt;br /&gt;
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===The Docks===&lt;br /&gt;
It is thought that this district is the largest non-ocean port in all of [[Negaria]]. When taken together with the nearby Shipwright District, it even rivals the size of some ocean ports in cities like [[Andarr]] and [[Mikona]]. Within the city walls of Crosstreams, the Docks district is perfectly positioned near the fork in the river, just above the Market District intersecting the main north-south thoroughfare of the city. Together, the Docks and Market Districts mark the center of life in Crosstreams and the rough geographical center of [[The Seven Cities]]. Within this district, there is also a healthy supporting infrastructure that caters to the river sailors and traders with accommodations ranging from rat-infested holes to establishments of fine quality.&lt;br /&gt;
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===Market District===&lt;br /&gt;
Every manner of good from places near and far appears within the market stalls of the Crosstreams Market District.  Since it is perfectly positioned along the north-south causeway of the city and all [[The Seven Cities]] as well as the east-west crossing of the [[Divalok River]], the Market has acted as the central point of commerce for most of [[Negaria]]. Traders and merchants of every race and persuasion bustle about this district during the day, while at night the more elicit trades take place among closed stalls. Pickpockets are notorious in these parts for most of the lower-rungs of the thieving guilds make their basic living this way, and the city guard tries its best to stamp them out.&lt;br /&gt;
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===Instrument Quarter===&lt;br /&gt;
The Instrument Quarter is a specialized district unique to Crosstreams.  Here, the finest artisans practice their musical instrument crafting to cater to the lowliest street musicians, the most illustrious royal minstrels, and every type of musician in between. The atmosphere is one of hard work but lilting song as crafters test their constructions and prospective buyers try them. Ultimately, this district is a spinoff of the Market District which happened to concentrate these types of operations and businesses, and it has recently come into its own as an attraction for Crosstreams.&lt;br /&gt;
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===Academy District===&lt;br /&gt;
The center of higher education in Crosstreams and a good portion of [[Negaria]] rests in the Academy District.  Rival universities such as The Royal College of The Seven Cities and the Hawke Academy engage in lively debate and other competitions, while smaller institutions in the area do what they can to take part. There are also several academies of magic in this district run by the [[White Order of the Light]], [[Blue Order of the Sky]], and more recently [[Gold_Order_of_the_San |Gold Order of the Sand]].&lt;br /&gt;
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===Tavern District===&lt;br /&gt;
If the nearby Market District is the center of work for Crosstreams, the Tavern District is the renowned center of play, and the inhabitants and travelers who frequent the place play hard. The Tavern District nomer is somewhat misleading because this district contains more than just taverns. There are buildings with almost any other form of entertainment imaginable from brothels, to exclusive clubs, to small playhouses, to underground fighting arenas.&lt;br /&gt;
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===Little Dubunat===&lt;br /&gt;
Named for its large orcish population, Little Dubunat has a flavor reminiscent of the bandit-run country that neighbors [[The Seven Cities]]. This means it can be somewhat of a rough place to live, especially for those who aren't orcs, but for the orcs that live there it is as close to home as they can muster.  Many of the inhabitants are refugees from [[Dubunat]] who crossed the wrong crime boss or bandit lord, but some of the families living there can trace their lineage back to some of the first inhabitants of the area before it sought independence from [[Kurathene | The Kurathene Empire]].&lt;br /&gt;
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===The Shipwright===&lt;br /&gt;
This district is the largest inland ship building facility on the continent of [[Negaria]]. It specializes in making barges and other river-going craft.  As such, it is a major employer in the city second only to The Market District. Most of the workers in this area can be stocky and rough, but also much more interested in a fair day's work than a tussle.  There are some scattered taverns here to cater to these folk, as well as some other seedier establishments.&lt;br /&gt;
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==Government==&lt;br /&gt;
Crosstreams is governed via a quasi-democracy with an elected Governor as its head of state. The governor oversees an executive branch of government that shares equal power with the city's legislative and judicial branches.  The legislative branch is divided into two houses: an upper house that receives a share of seats in relation to the merchant families' shares of the total city economy, and a lower house of officials elected by popular vote within each district. Districts with larger populations have more representatives in this house.&lt;br /&gt;
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Because Crosstreams is also the seat of government of [[The Seven Cities]], there is a confederate government that operates alongside the city one, and as the capitol of the region, this government shares power with the local city government in day-to-day affairs.&lt;br /&gt;
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===Mercantile Nobility===&lt;br /&gt;
The &amp;quot;Mercantile Nobility&amp;quot; is a tongue-in-cheek label for the successful merchant families in Crosstreams who exert a large influence over government affairs. Though some of them trace their lineage back to actual nobles from [[Kurathene | The Kurathene Empire]] and other noble lines from [[Galdos]], [[T'Nanshi]] and [[M'Chek]], the possession of noble blood is not a prerequisite to belong to this caste. Money and success are, however. Stereotypical members of the Mercantile Nobility split their time between leisure activities and government affairs.  Most families in this caste also have members who are firmly entrenched in one or more of the temples and one or more of the [[Arcane#Andrinor.27s_Trust | Mage Orders]].&lt;br /&gt;
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===The Tradesfolk===&lt;br /&gt;
In opposition to the Mercantile Nobility forces in Crosstreams politics are the representatives of the smaller-scale business and trades people. Individually, these practitioners do not have the ability to take on the power and resources of the Mercantile Nobility, but together they are often able to put up a resistance to policies that act as rent-seeking measures to stamp out smaller competition.&lt;br /&gt;
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===Arvanos Loyalists===&lt;br /&gt;
These merchants are sometimes distant descendants of the Arvanos family but not always.  Most of the time they are wealthy members of the oligarchy that see the [[Arvanos]] fiefdom as a source of financial and military security and push for good relations between Crosstreams and its distant ancestral land.  Extremists of this faction sometimes go so far as supporting reunification with [[Arvanos]], but that position is usually untenable because [[Seven Cities|the Seven Cities Confederation]] has strong political influences of its own.&lt;br /&gt;
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===Confederates===&lt;br /&gt;
The Confederates exert a small influence in Crosstreams, mainly because there are few in the city who vehemently disagree with them.  Their aim is to strengthen the [[Seven Cities|the Seven Cities Confederation]] and bring prosperity to the area through continued growth in trade.  They have no aspirations of joining any empire, although some of the more fringe elements of this faction do support offering membership in the Confederation to other cities, like [[Brekon]], which would surely create a firestorm since that city is the capital of the orcish nation of the same name.  The Confederates who support this position think that incorporating [[Brekon]] into the fold would help them compete against the growing influence of the [[Crullath | Crullathian Empire]].&lt;br /&gt;
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==Religion==&lt;br /&gt;
&lt;br /&gt;
Due to the diversity of the population, religion (and sometimes religious conflict) flourish in Crosstreams. [[The Harpinger]] has his largest temple here and his followers exert outsized influence in city affairs compared to other regions. In Crosstreams, there is a religious festival almost every week, depicting some event that happened in the past, or commemorating one of the gods. Though the population is made up of all the major races, and most of the minor ones, tolerance is dominant as a social attitude, and religious expression is appreciated.&lt;br /&gt;
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==Organizations==&lt;br /&gt;
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===The Grey Dirk===&lt;br /&gt;
&lt;br /&gt;
As one of the preeminent Rogue's Guilds in Crosstreams and the entire western seaboard, The Grey Dirks command a lot of respect and muscle.  Much of their funding comes from elicit operations, such as the trafficking of drugs and at times when aberrant members allow, the facilitation of the slave trade.  However, for the most part, The Grey Dirk disavows slave trading as an abhorrent and despicable practice. The combination of a city that acts as a trade juggernaut and a high level of government corruption would normally produce a vapid and ruthless Rogue's Guild that revels in that sort of practice.  However, the character of The Grey Dirk is more focused on profiteering and manipulation of trade goods instead of harming innocents.  In effect, the bountiful trade traffic going in and out of the city negates the need for the guild to pick on the &amp;quot;little guy&amp;quot;. &lt;br /&gt;
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Through years of trade involvement and market fixing, The Grey Dirks have amassed obscene wealth and often use it ostentatiously to fit in with the upper class merchants of the city.  However, their operations are still illegal and not openly supported by said merchants.  Law enforcement pursues the guild relentlessly, in appearance, or in earnest when its actions interfere with the agenda of someone powerful.  Town guards also do not take kindly to bullying or shakedowns. &lt;br /&gt;
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===Sisters of Charity===&lt;br /&gt;
The original chapter of the Sisters of Charity was a monastic order for dwarven women who worshiped [[Gorethar]].  Soon after its founding, the sisters branched into [[Deglos]] to alleviate with the fallout from the splitting of the dwarven lands in two.  Centuries later, chapters of this organization are located in major cities throughout [[Negaria]].  In Crosstreams, this organization includes women of all races who worship a number of Good-aligned deities.  Their primary occupation within the city is to alleviate the suffering of the poor and teach the skills and crafts necessary to make a living free of crime.&lt;br /&gt;
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===Red Order of The Flame===&lt;br /&gt;
Though its members are not numerous, [[Guild:RedOrder | The Red Order of The Flame]] is influential among the common folk of Crosstreams. Their mission is to bring acceptance of the art of magic and the teachings of [[Andrinor]] to everyday people.  They accomplish this with colorful displays of magic in the streets and the occasional lecture. Aside from these goals, they are more or less apolitical and oblivious to the larger political landscape, sometimes to their detriment, and yet, they are also sometimes wildly successful at achieving political ends.&lt;br /&gt;
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===The Death Runes===&lt;br /&gt;
Little is known about the inner workings of [[The_Burning_Page#The_Death_Runes | The Death Runes]].  It seems to be a mercenary and trading organization that is slowly making inroads into the economy of Crosstreams.  Some think that this group is an arm of the even more mysterious [[The_Burning_Page | Burning Page]], which is an extensive trade and mercenary organization in the [[Underdark]] that also acts as an order for the dissemination of the newly discovered [[Runic Magic]].&lt;br /&gt;
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===The Ravens===&lt;br /&gt;
Originally, the Ravens Guild was a Rogue's guild offshoot of the Grey Dirk that established itself in [[Mikona]] when an adventurer named Oriana Raven retired there.  Raven was a reputed associate of [[Andrinor]] in his mortal days and sought a more peaceful life in subjugating the denizens in the underworld of that city.  Centuries later, the success of the Ravens Guild has allowed it to branch out to new places.  Crosstreams is an up-and-coming target for the guild, as it carefully tries to make inroads without putting itself into open conflict with the Grey Dirk.&lt;br /&gt;
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==Notable Officials &amp;amp; Personalities==&lt;br /&gt;
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===Lemon Hennah, Senior Mage, Red Order of The Flame===&lt;br /&gt;
An aged gnomish woman of immense rotundness, Lemon Hennah (she despises anything but her full name) is a brilliant Gnomish inventor and arcane craftswoman. She is rumored to be able to construct anything out of anything… and make it work (at least for a while). An unfortunate experiment nearly killed her, and left her with an extremely slow metabolism – Lemon Hennah ages both incredibly slowly, but also grows incredibly obese. She can no longer move under her own power, and has to resort to shapechanging or magical contraptions to get her around. Fortunately, she learned stillcasting at a young age. Despite this, she is a highly dedicated and driven member of the Red, and frequently proposes brilliant, cutting edge magical solutions to mundane problems.&lt;br /&gt;
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===Carter Mic'Halaran, Grey Dirk Guildmaster, Crosstreams===&lt;br /&gt;
The Grey Dirk Guildmaster in Crosstreams is the flamboyant, yet dangerous human, Carter Mic'Halaran, a former bard turned assassin turned entrepreneur turned King of Thieves.  Granted, the King of Thieves nickname is self-assumed, though few within the city walls argue the point or would wish to do so.  His popularity with the city guard and the members of the Grey Dirk alike are a testament to his ability to manage people, or manipulate them as the case may be. Carter is often seen gallivanting about in the Tavern District and Instrument Quarter in his multi-colored finery while strumming a tune.  The entourage traveling with him usually contains several musically-inclined members who join in for an impromptu parade. Carter loves the attention. The reality is that he is a master of distraction who uses the attention on him to direct attention away from things he does not want people to see.&lt;br /&gt;
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===Sister Kayta Dre'Lannen, Mother Superior, The Sisters of Charity===&lt;br /&gt;
Sister Kayta is a 250 year old female elf who started out her profession as a physician and healer. She has long, braided, red hair and blue eyes with soft white skin, giving her an innocent motherly appearance. Under her voluminous monastic garb is a  muscular build. Sister Kayta openly worships [[Senath]], the god of strategy, and would rather think more often than talk which causes her to spend much time in cloistered contemplation.  Internally, she feels this makes up for the steady activity of her Order, which is constantly out servicing the poor, though externally it makes her unpopular with the members of her Order.  Some say she is just lazy, but it could simply be that she has lost her passion for action.&lt;br /&gt;
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===Donjoy Binder, The Burning Page===&lt;br /&gt;
Not too many people know what to make of Donjoy Binder.  He and his contingent of [[The_Burning_Page | Burning Page]] associates have not openly rubbed anyone the wrong way, but they seem to be carrying out an unknown agenda.  Nevertheless, Donjoy's methods are productive.  He directs an operation to move goods in and out of the harbors of Crosstreams in both directions, and also overland to the north and south.  His skill and passion for logistics are unparalleled and yet, there is a more dangerous element to him that no one has yet tested. Donjoy Binder is an [[adomkuro]], which is a human subrace that originates in the [[Underdark]]. Like others of his race, he looks completely human and ordinary with black hair and fair white skin.  Among surface humans, this is of little note.  Those who know the [[adomkuro]] know that they all have black hair and white skin, and never anything else. When surface humans venture to Donjoy's realm, they stand out, but when [[adomkuro]] to to the surface, they can go nearly undetected.&lt;br /&gt;
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===Ash, Ravens Guildmaster===&lt;br /&gt;
A tall burly human born in the wilderness of [[Tyedu]], Ash carves an imposing figure in the Ravens. His size and build belie his incredible stealth and quickness, however. When looking into his eyes, those who are able to get close enough will see a complicated person who traveled widely and lived a hard yet eventful life. His frantic flight from his boyhood home in the north led to long spans of time spent at sea and eventually in the city of [[Mikona]] where he found his true calling in the politics of that city's economy, trade, and freedom. As an upstanding member of the [[Guild:Raven | Ravens]] in [[Mikona]], Ash worked his way up through the ranks.  From long years in that part of the world, he eventually decided to move on yet again to Crosstreams, where his guild was only too happy to assign him the task of establishing itself there. Now, the newer recruits ply the streets and learn their craft as Ash takes them under his wing.&lt;br /&gt;
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==Landmarks==&lt;br /&gt;
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===The Hawke Building===&lt;br /&gt;
At the tip of the point where the rivers split, the Hawke Building presents an imposing structure with ten floors of solid stone architecture rising up into seven buttressed spires at its top.  The central spire, representing the confederation, rises 50 more feet above the others. The building was named after the first Governor of Crosstreams who was instrumental in the birth of the confederation, and it is where the central government of the confederation bases itself to this day.&lt;br /&gt;
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===Meegan's Myriads and Trinkets===&lt;br /&gt;
Within the Market District, not far from where it borders the Instrument Quarter, is a shop run by a curious addled half-elf woman named Meegan who makes a living collecting and selling trinkets.  Though there are several such shops nearby, the thing that makes Meegan's Myriads stand out is the magical nature of some of her merchandise. The more expensive items in her inventory often have some sort of minor enchantment specialized in making everyday life a little easier for the common folk.  Most wizards and other magical practitioners of good repute do not interest themselves in Meegan's shop, but the [[Guild:RedOrder | Red Order of The Flame]] takes great pleasure in her shop and uses it as an impromptu headquarters at times.&lt;br /&gt;
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===The Soaring Soul===&lt;br /&gt;
In the center of the Temple District is the largest temple to [[The_Harpinger]] on the continent and the theological center of its worship. The temple is one of the most complicated pieces of architecture made possible through collaboration of craftspeople from [[Deglos]], [[Galdos]], [[T'Nanshi]], and the human nations around the [[Kurathene]]. It comprises a cylindrical shape reminiscent of a swirling tower pointed skyward with a gradual taper to a point in the upper third of its height. Solid granite makes up the majority of the structure with musical incantations and notations carved up its height and lined with gold leaf.&lt;br /&gt;
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===Stiggy's Last Resort===&lt;br /&gt;
Deep in the Tavern District is an unlikely establishment frequented by rich and poor alike.  Stiggy's last Resort is a showbar which hosts a different sort of act each day.  Sometimes it's dueling minstrels.  Other times it's a vile affair best not mentioned. Whatever the case, Stiggy's delivers entertainment, gossip, news, and interaction of any kind especially if one has the coin. To the constant complaint of all who attend, however, the food and service leave a lot to be desired.&lt;br /&gt;
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===Madam Larina's Night House===&lt;br /&gt;
Next door to Stiggy's Last Resort is perhaps what many consider the second-to-last resort. This cushy parlor houses the men, women, and otherwise-gendered of Madam Larina's employ. In a busy Tavern District such as the one in Crosstreams, Madam Larina's place offers a different kind of entertainment and release. Though the rooms are similarly apportioned, but fine, the employees within those rooms are diverse indeed.  Some day to be wary but intrigued when encountering a hole in the wall.&lt;br /&gt;
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==In-game Developments==&lt;br /&gt;
There is no online version of these lands in play currently, and knowledge of this information in game is limited to characters that have reason, ability, and circumstance to know. Seek DM permission if there is any doubt.&lt;br /&gt;
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==Technical Aspects==&lt;br /&gt;
This city exists as a multi-user dungeon (MUD) available for play at http://game.worldofavlis.com:27744.&lt;br /&gt;
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[[Category:Cities|Crosstreams]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49843</id>
		<title>Crosstreams</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Crosstreams&amp;diff=49843"/>
		<updated>2021-04-11T19:14:13Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Seven Cities:''' {{SevenCities}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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{{CityInfo&lt;br /&gt;
|CityName = Crosstreams&lt;br /&gt;
|CityAlias = Center of the World&lt;br /&gt;
|CityArea =  [[The_Seven_Cities | The Seven Cities]]&lt;br /&gt;
|CitySize = 2,678,300&lt;br /&gt;
|CityLang = Common, Romini, Elven&lt;br /&gt;
|CityReligion = The Nine, and other minor deities&lt;br /&gt;
|CityAlignment = Lawful Neutral (Good)&lt;br /&gt;
|CityRuler = Governor Regina Terlan&lt;br /&gt;
|CityRaces = 20% Human, 20% Dwarf, 10% Orc, 10% Elf, 40% Other&lt;br /&gt;
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}}&lt;br /&gt;
[[Image:Crosstreams.JPG|thumb|500px|Map of Crosstreams]]&lt;br /&gt;
[[Image:SevenCitiesMap.jpg|thumb|500px|Map of the Seven Cities]]&lt;br /&gt;
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As it flows from east to west, the [[Divalok River]] splits, with one portion forming the [[Blackwater River]] and continuing off towards the city of [[Andarr]] and the ocean beyond. The other portion which retains the river's name flows southwest towards another city called [[Malekia]]. '''Crosstreams''' sits right on top of that split, and is the largest city on the continent of [[Negaria]].&lt;br /&gt;
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While the cities of [[Andarr]] and [[Red Gate]] act as hubs coming in and out of the [[the Seven Cities]], the city of Crosstreams acts as the hub within the region, and by default a center of commerce in the wider western part of the continent. This central location makes it a cosmopolitan and openminded haven of ideas which give rise to many centers of learning, music, and art within the city walls.&lt;br /&gt;
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==History==&lt;br /&gt;
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===Early Settlement===&lt;br /&gt;
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In in the early 400's A.O.D, a young Kurathene knight named Sir Jayden Mourden purchased a tract of land in the southern area of [[The Kurathene Empire]] as part of the Empire's efforts to populate it against invasion. The Mourden family acquired influence over the next two centuries, eventually acquiring their own charter, establishing the County of Crossing Streams in 643 O.D. The city of Crosstreams became the provincial capital a year later, named for its location on a spot where three waterways intersect. &lt;br /&gt;
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The volume of trade between Crosstreams and the Charter Cities increased exponentially over the next several centuries. Much of it flowed in the form of raw materials and manufactured goods. These goods were then shipped out into the wider world through [[Andarr]] to the west and [[Red Gate]] to the east, creating an economic hub in Crosstreams that accounted for nearly a quarter of the Empire’s total trade by the 12th century.&lt;br /&gt;
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	Because of their relaxed immigration policy, the Charter Cities like Crosstreams began to attract settlers from all across the continent in search of wealth. As these new citizens assimilated with the existing population, the Crosstreams began to incorporate a variety of foreign customs ranging from religion, language to art. With emphasis on different trades and types of immigrants, Crosstreams began to form its own cultural identities distinct from the [[The Kurathene Empire]].&lt;br /&gt;
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===Independence===&lt;br /&gt;
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The gradual drift away from [[The Kurathene Empire]] came to a head in the 1300's A.O.D. As the original human population of Crosstreams was now a minority within the realm, and many of the recent immigrants began to question the need to pay taxes and tithes to the Imperial Crown. This agitation was particularly strong in Crosstreams which had long since shed the vestiges of Imperial nobility in favor of a merchant led oligarchy.&lt;br /&gt;
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Crosstreams and the other Charter Cities had established a Provincial Council in the 12th century, and had begun to take many of the functions of government from the traditional estates. With the outbreak of war with [[Dubunat]] in 1320, the Council elected to form the Charter Militia Legion, an army independent of the Imperial Army detachments. Over the next two decades, the Council expanded its privileges as the Imperial government became increasingly bogged down in the war in [[Dubunat]].&lt;br /&gt;
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When the war with [[Dubunat]] ended in 1360 with the [[The Kurathene Empire]]’s defeat, the Provincial Council led by Governor Sir Michael Hawke of Crosstreams took the first steps toward independence. In 1362 he and the Council signed an oath affirming their commitment to the independence of the Charter Cities. Later in the same year, the individual estates of each city ratified the call for independence.&lt;br /&gt;
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On New Year’s Day in 1363 the Provincial Council of the Charter Cities, with Governor Hawke in the lead presented their declaration of secession to the Imperial Army garrison commander, Legate Warren Hale. Rather than risk bloodshed, Hale accepted the declaration and departed with his garrison for [[Brescant]]. When word of the declaration reached the ears of [[Joral Kuras]], he paused, nodded his head and was the first leader to acknowledge the independence of the city-states which included Crosstreams.&lt;br /&gt;
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With independence, the Provincial Council quickly found itself superseded by local interests. The city of [[Conselia]] was the first to secede from the alliance as it renamed itself [[Malekia]]. It was quickly followed by [[Dormiria]], [[Red Gate]] and [[Stalwart]], who sought to avoid paying the costs associated with maintaining the army. With the obligations to the central council removed, the cities quickly started to squabble with one another, leading to an escalating round of trade barriers and skirmishes over territory lines.&lt;br /&gt;
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The nations of [[Dubunat]] and [[Brekon]] found the squabbling city-states in the Divalok Delta to be an attractive prize. Over the next century and a half, both nations sent expeditions to annex one or more of the cities, which were driven off repeatedly by a coalition of militias from Crosstreams, [[Bullwark]] and [[Andarr]]. &lt;br /&gt;
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In the year 1405 A.O.D, [[Jorbaren]] the Wight Lord and his massive army of wight minions invaded the City of [[Crosstreams]], the capitol of [[The Seven Cities]].  According to his planning, [[The Seven Cities]] had great wealth conveniently located between both orcish nations of [[Brekon]] and [[Dubunat]] which gave them high strategic value.  After sacking [[Crosstreams]], [[Jorbaren]] began setting up a base in the area from which to conduct the gradual subjugation of the population.  It was not his intent to turn them all into undead minions, only whatever he required to replenish his soldier wights.&lt;br /&gt;
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To further fortify his holdings, [[Jorbaren]] determined he would need a fortress to double as a military center and prison.  With the help of some adventurers and several evil wizards, [[Jorbaren]] erected a massive peak overlooking [[Crosstreams]].  The peak was pushed up directly from the surrounding land and shaped to his will, with a height of nearly 2,000m, making it the tallest land structure on the entire delta which housed [[The Seven Cities]]. Near the top of the peak and deep within it, [[Jorbaren]] directed his wight slaves to construct a fortress designed for the undead and their prisoners.  Completion of the structure took only two years, and its size and depth surpassed every other structure on the delta.  It is thought that the lower levels of the fortress connect with the [[Underdark]] for a quick escape when needed.&lt;br /&gt;
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[[Jorbaren]]'s estimation of resistance turned out to be misguided. Though he accounted for eventual opposition from the Orcish nations, he believed the defenses of [[The Seven Cities]] were too disjointed and weak to put up a tough fight, and he was partially correct. The flaw in his plan was not taking stock of aid from both The [[Kurathene]] and [[Toran Shaarda]], which sent troops into the delta to fight the wight minions to a standstill. Meanwhile, powerful adventurers saw his new fortress as the ultimate dungeon challenge with him as the prize kill, and soon enough this prophecy fulfilled itself when a crack team of misfits entered the fortress through the stiff resistance and confronted [[Jorbaren]] resulting in his demise.&lt;br /&gt;
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With the removal of the Wight Lord and the end of his rule, residents of Crosstreams quickly repopulated the area and re-established their political structure. All that remained of [[Jorbaren]] and his minions was the large peak fortress that bears his name: Jorbaren's Peak.&lt;br /&gt;
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After a particularly large invasion attempt in 1518 by [[Dubunat]], the Lord Governor Curtis Allendale of [[Andarr]] proposed that the seven city-states form a confederation as a common bulwark against their enemies, and to mediate disputes between the cities. Six months of tense negotiations later the final Confederate Charter was ratified by all seven cities.&lt;br /&gt;
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With their security assured by their shared commitment to defense, [[The Seven Cities]] steadily gained influence and wealth. The death of [[Joral Kuras]] in 1815 and the subsequent collapse of the Second Imperium helped fuel this growth. By the end of the Age of Strife in the 22nd century, [[The Seven Cities]] Confederation had become the center of civilization and culture on [[Negaria]], the envy of all civilized nations.&lt;br /&gt;
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The prosperity of [[The Seven Cities]] led to the flowering of egalitarian values, particularly within Crosstreams. Though the wealthy mercantile families had steadily entrenched themselves as new nobility, there was a gradual move toward creating greater political opportunities for the common class. The governors of Crosstreams and [[Dormiria]] became positions chosen by popular vote, while the Confederate Estates-General was diversified with the addition of a third estate made of tax-paying citizens, with the franchise opened to all citizens of the Confederation.&lt;br /&gt;
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===The Seven Cities Confederation===&lt;br /&gt;
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Unfortunately, unity among the chartered cities did not last.  Their squabbling degenerated into skirmishes and the council broke up into completely independent city-states, each responsible for its own defense and well-being.  The nation of [[Dubunat]] to the south took advantage of this disunity in 1518 and invaded [[Bullwark]] and the rest of the cities, nearly conquering the entire realm, but were beaten back once the cities realized they must unite and work together.  Later that year, Lord Governor Curtis Allendale of [[Andarr]] proposed a confederation of the seven cities for mutual defense and trade.  Within six months the treaty was ratified and the [[The Seven Cities|The Seven Cities Confederation]] was born.&lt;br /&gt;
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The presence of the confederation was a stabilizing force in the region that nearly halted war between [[Dubunat]] and the remnants of the Empire to the north.  Trade flourished as well as the population and its diversity.&lt;br /&gt;
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==Districts==&lt;br /&gt;
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Crosstreams is laid out in three major sections connected by bridges. The city is shaped like a &amp;quot;V&amp;quot; laid on its side with the point of the &amp;quot;V&amp;quot; pointing east. The splitting river creates the &amp;quot;V&amp;quot; and city buildings are located either north of the river, on the middle part of the &amp;quot;V&amp;quot;, or to the south of the river.&lt;br /&gt;
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===Northern Residences===&lt;br /&gt;
This district comprises most of the area within the city walls that is north of the river. Row upon row of apartment buildings and individual tenancies form meandering streets up and down the main causeways of the district that move south toward the river. All manner of homes blot the streets, with the most expensive ones located more to the western end of the city and the poorer slums located more to the east.  Wasteland Row and Crullath Crest number among the more notorious neighborhoods on the eastern side, characterized by high gang activity and the open operation of many illicit activities. Toward the opposite side of the city are higher-priced neighborhoods, such as West Divalok and Fairy Heights. Between these extreme ends of the city, there are a large number of middle-class dwellings, both owned and rented, that are popular with local traders and merchants.&lt;br /&gt;
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Though residences make up the majority of buildings in this district, there are a number of taverns and Inns to service the local population.  Most of the inns are located near the northern gates, with taverns dispersed throughout the north side of the river.  On some streets, there are shrines to minor gods with small followings in the city as well as shrines to some of the evil Greater Gods like [[Aarilax]] and [[Maleki]].&lt;br /&gt;
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===Capitol District===&lt;br /&gt;
At the point where the river splits lie the main buildings of government that make up the Capitol District. The Hawke Building looms over the water to impress travelers on the water passing by the capitol, and this structure houses the main operations of [[The Seven Cities]] Confederation and the current government of Crosstreams.  Other buildings within the district fan out from the Hawke Building and act as offices and places of meeting for diplomats, traders, regulators, and other government officials. Though no one lives in this district other than the High Commander of The Confederation and the Governor of Crosstreams, the quality, height, and majesty of the buildings within this district surpass all others in the city.&lt;br /&gt;
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Though not plentiful, there are various businesses that function in this district to service government officials and diplomats during the day time. These include extremely opulent restaurants, high-class gaming parlors, and purportedly an underground arena or two for high-stakes games.&lt;br /&gt;
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===Temple District===&lt;br /&gt;
As one of the most diverse Temple Districts in any city of [[Negaria]], nearly every god in the pantheon of [[Avlis]] has some center of worship in this part of the city.  For most of [[The Nine]], there are temples ranging in size from medium-sized complexes to large cathedrals. Several minor gods also have large temples in this district, including [[The'ton]], [[Hurine]], [[The Harpinger]], [[Evrak]], [[Ingoren]] and [[Angadar]].&lt;br /&gt;
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This district is directly west of the Capitol District and borders on the Parks District to its opposite side. Being sandwiched between these two districts makes it a high-traffic area for politicians and diplomats to move to and from their business and pleasures so they can mingle with the religious leaders en route. Though the Temple District is nearly devoid of eating and drinking establishments, there are a smattering of supporting businesses there that craft items for use in the temples, as well as a few that source the unsightly sacrificial accouterments.&lt;br /&gt;
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===Theater District===&lt;br /&gt;
Directly south of the Temple District is the center of high-class entertainment for the population of Crosstreams, the Theater District. The area is dotted with playhouses large and small and larger buildings that house full operas and fully-produced live epics. Unlike the Capitol District which closes at night, the Theater District is nocturnal and comes alive when the sun sets. Well-lit streets make traveling through the district easy while street vendors and performers attempt to distract the show attendees from their planned activities. For the many festivals that occur throughout the year in Crosstreams, the Theater district is the most-preferred location for the richer population to attend festivities.&lt;br /&gt;
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During the day, the district is well-guarded to prevent disruption of the buildings preparing for their evening shows.  The city guard regularly patrols the streets and accosts any suspicious persons walking there during the wrong times.&lt;br /&gt;
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===Parks District===&lt;br /&gt;
The beautiful Parks District contains a series of highly-curated botanical gardens located in strategic areas to receive just the right type of light and drainage.  During their construction, soils from around [[Negaria]] were carted down the river to create specific top-soil layers to create perfect imitations of the different biomes found around the central portion of the continent on a similar latitude with Crosstreams. The Elven Gardens mimic the lush tree growth of [[T'Nanshi]], while other areas of the district mimic the foliage of the jungles of [[Jechran]] and [[Drotid]].  Occasionally, there are signs of various fairy groups trying to make their residence among these gardens, as well as gatherings of worshipers from the various deities known to be closer to nature, such as [[Verossa]], [[Pelar]], [[Dru'El]], and [[Balgar]].&lt;br /&gt;
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===Estates District===&lt;br /&gt;
If there was a contest for richest district in the largest city on [[Negaria]], the Estates District would win far ahead of the nearest challenger. Some of the most opulent houses known to exist on the continent are sprinkled throughout this part of the city, most of which belong to the wealthiest merchants and politicians. Many of the estates have multiple structures on a single property for housing large families along with security forces and servants.  This naturally makes the district a prime target for the more nefarious gangs and mobs who are locked in a constant struggle against the city guard and individual house guards. The largest chunks chunks of these conflicts occur at night, however.  During the day, the Estates District is serene and peaceful most of the time while the politicians and merchants ply their trades elsewhere and the servants remain back with the security forces to maintain the properties.&lt;br /&gt;
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===Northern Docks===&lt;br /&gt;
The secondary trade hub of Crosstreams is the Northern Docks.  Barges from upriver and downriver converge here to offload goods for a relatively quick trip to the Market District to the southeast. As a place of shipping and trade, there are some rough neighborhoods within this district that cater to rivermen and sailors on their way to the ocean. These establishments are contained and separated by walls and fences from the richer districts to the south where the rough company is not appreciated. This creates tension between the poorer laborer class of the Northern Docks and the richer Parks and Estates Districts.&lt;br /&gt;
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===Merchant Residence===&lt;br /&gt;
While this district was named for the middle-class merchants who first settled it, the name has become somewhat misleading in recent times. A large number of middle class residents from other professions live there now mixed in with the merchants who remain.  These include former adventurers, successful ex-soldiers, retired mercenaries, high-ranking town guardsmen, and low-ranking nobility. That combination has given the area a reputation of being safe compared to most of the other city residential areas. Few of the lower denizens of Crosstreams society are willing to risk causing trouble there, though some still do.&lt;br /&gt;
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===The Docks===&lt;br /&gt;
It is thought that this district is the largest non-ocean port in all of [[Negaria]]. When taken together with the nearby Shipwright District, it even rivals the size of some ocean ports in cities like [[Andarr]] and [[Mikona]]. Within the city walls of Crosstreams, the Docks district is perfectly positioned near the fork in the river, just above the Market District intersecting the main north-south thoroughfare of the city. Together, the Docks and Market Districts mark the center of life in Crosstreams and the rough geographical center of [[The Seven Cities]]. Within this district, there is also a healthy supporting infrastructure that caters to the river sailors and traders with accommodations ranging from rat-infested holes to establishments of fine quality.&lt;br /&gt;
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===Market District===&lt;br /&gt;
Every manner of good from places near and far appears within the market stalls of the Crosstreams Market District.  Since it is perfectly positioned along the north-south causeway of the city and all [[The Seven Cities]] as well as the east-west crossing of the [[Divalok River]], the Market has acted as the central point of commerce for most of [[Negaria]]. Traders and merchants of every race and persuasion bustle about this district during the day, while at night the more elicit trades take place among closed stalls. Pickpockets are notorious in these parts for most of the lower-rungs of the thieving guilds make their basic living this way, and the city guard tries its best to stamp them out.&lt;br /&gt;
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===Instrument Quarter===&lt;br /&gt;
The Instrument Quarter is a specialized district unique to Crosstreams.  Here, the finest artisans practice their musical instrument crafting to cater to the lowliest street musicians, the most illustrious royal minstrels, and every type of musician in between. The atmosphere is one of hard work but lilting song as crafters test their constructions and prospective buyers try them. Ultimately, this district is a spinoff of the Market District which happened to concentrate these types of operations and businesses, and it has recently come into its own as an attraction for Crosstreams.&lt;br /&gt;
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===Academy District===&lt;br /&gt;
The center of higher education in Crosstreams and a good portion of [[Negaria]] rests in the Academy District.  Rival universities such as The Royal College of The Seven Cities and the Hawke Academy engage in lively debate and other competitions, while smaller institutions in the area do what they can to take part. There are also several academies of magic in this district run by the [[White Order of the Light]], [[Blue Order of the Sky]], and more recently [[Gold_Order_of_the_San |Gold Order of the Sand]].&lt;br /&gt;
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===Tavern District===&lt;br /&gt;
If the nearby Market District is the center of work for Crosstreams, the Tavern District is the renowned center of play, and the inhabitants and travelers who frequent the place play hard. The Tavern District nomer is somewhat misleading because this district contains more than just taverns. There are buildings with almost any other form of entertainment imaginable from brothels, to exclusive clubs, to small playhouses, to underground fighting arenas.&lt;br /&gt;
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===Little Dubunat===&lt;br /&gt;
Named for its large orcish population, Little Dubunat has a flavor reminiscent of the bandit-run country that neighbors [[The Seven Cities]]. This means it can be somewhat of a rough place to live, especially for those who aren't orcs, but for the orcs that live there it is as close to home as they can muster.  Many of the inhabitants are refugees from [[Dubunat]] who crossed the wrong crime boss or bandit lord, but some of the families living there can trace their lineage back to some of the first inhabitants of the area before it sought independence from [[Kurathene | The Kurathene Empire]].&lt;br /&gt;
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===The Shipwright===&lt;br /&gt;
This district is the largest inland ship building facility on the continent of [[Negaria]]. It specializes in making barges and other river-going craft.  As such, it is a major employer in the city second only to The Market District. Most of the workers in this area can be stocky and rough, but also much more interested in a fair day's work than a tussle.  There are some scattered taverns here to cater to these folk, as well as some other seedier establishments.&lt;br /&gt;
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==Government==&lt;br /&gt;
Crosstreams is governed via a quasi-democracy with an elected Governor as its head of state. The governor oversees an executive branch of government that shares equal power with the city's legislative and judicial branches.  The legislative branch is divided into two houses: an upper house that receives a share of seats in relation to the merchant families' shares of the total city economy, and a lower house of officials elected by popular vote within each district. Districts with larger populations have more representatives in this house.&lt;br /&gt;
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Because Crosstreams is also the seat of government of [[The Seven Cities]], there is a confederate government that operates alongside the city one, and as the capitol of the region, this government shares power with the local city government in day-to-day affairs.&lt;br /&gt;
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===Mercantile Nobility===&lt;br /&gt;
The &amp;quot;Mercantile Nobility&amp;quot; is a tongue-in-cheek label for the successful merchant families in Crosstreams who exert a large influence over government affairs. Though some of them trace their lineage back to actual nobles from [[Kurathene | The Kurathene Empire]] and other noble lines from [[Galdos]], [[T'Nanshi]] and [[M'Chek]], the possession of noble blood is not a prerequisite to belong to this caste. Money and success are, however. Stereotypical members of the Mercantile Nobility split their time between leisure activities and government affairs.  Most families in this caste also have members who are firmly entrenched in one or more of the temples and one or more of the [[Arcane#Andrinor.27s_Trust | Mage Orders]].&lt;br /&gt;
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===The Tradesfolk===&lt;br /&gt;
In opposition to the Mercantile Nobility forces in Crosstreams politics are the representatives of the smaller-scale business and trades people. Individually, these practitioners do not have the ability to take on the power and resources of the Mercantile Nobility, but together they are often able to put up a resistance to policies that act as rent-seeking measures to stamp out smaller competition.&lt;br /&gt;
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===Arvanos Loyalists===&lt;br /&gt;
These merchants are sometimes distant descendants of the Arvanos family but not always.  Most of the time they are wealthy members of the oligarchy that see the [[Arvanos]] fiefdom as a source of financial and military security and push for good relations between Crosstreams and its distant ancestral land.  Extremists of this faction sometimes go so far as supporting reunification with [[Arvanos]], but that position is usually untenable because [[Seven Cities|the Seven Cities Confederation]] has strong political influences of its own.&lt;br /&gt;
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===Confederates===&lt;br /&gt;
The Confederates exert a small influence in Crosstreams, mainly because there are few in the city who vehemently disagree with them.  Their aim is to strengthen the [[Seven Cities|the Seven Cities Confederation]] and bring prosperity to the area through continued growth in trade.  They have no aspirations of joining any empire, although some of the more fringe elements of this faction do support offering membership in the Confederation to other cities, like [[Brekon]], which would surely create a firestorm since that city is the capital of the orcish nation of the same name.  The Confederates who support this position think that incorporating [[Brekon]] into the fold would help them compete against the growing influence of the [[Crullath | Crullathian Empire]].&lt;br /&gt;
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==Religion==&lt;br /&gt;
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Due to the diversity of the population, religion (and sometimes religious conflict) flourish in Crosstreams. [[The Harpinger]] has his largest temple here and his followers exert outsized influence in city affairs compared to other regions. In Crosstreams, there is a religious festival almost every week, depicting some event that happened in the past, or commemorating one of the gods. Though the population is made up of all the major races, and most of the minor ones, tolerance is dominant as a social attitude, and religious expression is appreciated.&lt;br /&gt;
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==Organizations==&lt;br /&gt;
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===The Grey Dirk===&lt;br /&gt;
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As one of the preeminent Rogue's Guilds in Crosstreams and the entire western seaboard, The Grey Dirks command a lot of respect and muscle.  Much of their funding comes from elicit operations, such as the trafficking of drugs and at times when aberrant members allow, the facilitation of the slave trade.  However, for the most part, The Grey Dirk disavows slave trading as an abhorrent and despicable practice. The combination of a city that acts as a trade juggernaut and a high level of government corruption would normally produce a vapid and ruthless Rogue's Guild that revels in that sort of practice.  However, the character of The Grey Dirk is more focused on profiteering and manipulation of trade goods instead of harming innocents.  In effect, the bountiful trade traffic going in and out of the city negates the need for the guild to pick on the &amp;quot;little guy&amp;quot;. &lt;br /&gt;
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Through years of trade involvement and market fixing, The Grey Dirks have amassed obscene wealth and often use it ostentatiously to fit in with the upper class merchants of the city.  However, their operations are still illegal and not openly supported by said merchants.  Law enforcement pursues the guild relentlessly, in appearance, or in earnest when its actions interfere with the agenda of someone powerful.  Town guards also do not take kindly to bullying or shakedowns. &lt;br /&gt;
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===Sisters of Charity===&lt;br /&gt;
The original chapter of the Sisters of Charity was a monastic order for dwarven women who worshiped [[Gorethar]].  Soon after its founding, the sisters branched into [[Deglos]] to alleviate with the fallout from the splitting of the dwarven lands in two.  Centuries later, chapters of this organization are located in major cities throughout [[Negaria]].  In Crosstreams, this organization includes women of all races who worship a number of Good-aligned deities.  Their primary occupation within the city is to alleviate the suffering of the poor and teach the skills and crafts necessary to make a living free of crime.&lt;br /&gt;
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===Red Order of The Flame===&lt;br /&gt;
Though its members are not numerous, [[Guild:RedOrder | The Red Order of The Flame]] is influential among the common folk of Crosstreams. Their mission is to bring acceptance of the art of magic and the teachings of [[Andrinor]] to everyday people.  They accomplish this with colorful displays of magic in the streets and the occasional lecture. Aside from these goals, they are more or less apolitical and oblivious to the larger political landscape, sometimes to their detriment, and yet, they are also sometimes wildly successful at achieving political ends.&lt;br /&gt;
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===The Death Runes===&lt;br /&gt;
Little is known about the inner workings of [[The_Burning_Page#The_Death_Runes | The Death Runes]].  It seems to be a mercenary and trading organization that is slowly making inroads into the economy of Crosstreams.  Some think that this group is an arm of the even more mysterious [[The_Burning_Page | Burning Page]], which is an extensive trade and mercenary organization in the [[Underdark]] that also acts as an order for the dissemination of the newly discovered [[Runic Magic]].&lt;br /&gt;
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===The Ravens===&lt;br /&gt;
Originally, the Ravens Guild was a Rogue's guild offshoot of the Grey Dirk that established itself in [[Mikona]] when an adventurer named Oriana Raven retired there.  Raven was a reputed associate of [[Andrinor]] in his mortal days and sought a more peaceful life in subjugating the denizens in the underworld of that city.  Centuries later, the success of the Ravens Guild has allowed it to branch out to new places.  Crosstreams is an up-and-coming target for the guild, as it carefully tries to make inroads without putting itself into open conflict with the Grey Dirk.&lt;br /&gt;
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==Notable Officials &amp;amp; Personalities==&lt;br /&gt;
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===Lemon Hennah, Senior Mage, Red Order of The Flame===&lt;br /&gt;
An aged gnomish woman of immense rotundness, Lemon Hennah (she despises anything but her full name) is a brilliant Gnomish inventor and arcane craftswoman. She is rumored to be able to construct anything out of anything… and make it work (at least for a while). An unfortunate experiment nearly killed her, and left her with an extremely slow metabolism – Lemon Hennah ages both incredibly slowly, but also grows incredibly obese. She can no longer move under her own power, and has to resort to shapechanging or magical contraptions to get her around. Fortunately, she learned stillcasting at a young age. Despite this, she is a highly dedicated and driven member of the Red, and frequently proposes brilliant, cutting edge magical solutions to mundane problems.&lt;br /&gt;
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===Carter Mic'Halaran, Grey Dirk Guildmaster, Crosstreams===&lt;br /&gt;
The Grey Dirk Guildmaster in Crosstreams is the flamboyant, yet dangerous human, Carter Mic'Halaran, a former bard turned assassin turned entrepreneur turned King of Thieves.  Granted, the King of Thieves nickname is self-assumed, though few within the city walls argue the point or would wish to do so.  His popularity with the city guard and the members of the Grey Dirk alike are a testament to his ability to manage people, or manipulate them as the case may be. Carter is often seen gallivanting about in the Tavern District and Instrument Quarter in his multi-colored finery while strumming a tune.  The entourage traveling with him usually contains several musically-inclined members who join in for an impromptu parade. Carter loves the attention. The reality is that he is a master of distraction who uses the attention on him to direct attention away from things he does not want people to see.&lt;br /&gt;
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===Sister Kayta Dre'Lannen, Mother Superior, The Sisters of Charity===&lt;br /&gt;
Sister Kayta is a 250 year old female elf who started out her profession as a physician and healer. She has long, braided, red hair and blue eyes with soft white skin, giving her an innocent motherly appearance. Under her voluminous monastic garb is a  muscular build. Sister Kayta openly worships [[Senath]], the god of strategy, and would rather think more often than talk which causes her to spend much time in cloistered contemplation.  Internally, she feels this makes up for the steady activity of her Order, which is constantly out servicing the poor, though externally it makes her unpopular with the members of her Order.  Some say she is just lazy, but it could simply be that she has lost her passion for action.&lt;br /&gt;
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===Donjoy Binder, The Burning Page===&lt;br /&gt;
Not too many people know what to make of Donjoy Binder.  He and his contingent of [[The_Burning_Page | Burning Page]] associates have not openly rubbed anyone the wrong way, but they seem to be carrying out an unknown agenda.  Nevertheless, Donjoy's methods are productive.  He directs an operation to move goods in and out of the harbors of Crosstreams in both directions, and also overland to the north and south.  His skill and passion for logistics are unparalleled and yet, there is a more dangerous element to him that no one has yet tested. Donjoy Binder is an [[adomkuro]], which is a human subrace that originates in the [[Underdark]]. Like others of his race, he looks completely human and ordinary with black hair and fair white skin.  Among surface humans, this is of little note.  Those who know the [[adomkuro]] know that they all have black hair and white skin, and never anything else. When surface humans venture to Donjoy's realm, they stand out, but when [[adomkuro]] to to the surface, they can go nearly undetected.&lt;br /&gt;
&lt;br /&gt;
===Ash, Ravens Guildmaster===&lt;br /&gt;
A tall burly human born in the wilderness of [[Tyedu]], Ash carves an imposing figure in the Ravens. His size and build belie his incredible stealth and quickness, however. When looking into his eyes, those who are able to get close enough will see a complicated person who traveled widely and lived a hard yet eventful life. His frantic flight from his boyhood home in the north led to long spans of time spent at sea and eventually in the city of [[Mikona]] where he found his true calling in the politics of that city's economy, trade, and freedom. As an upstanding member of the [[Guild:Raven | Ravens]] in [[Mikona]], Ash worked his way up through the ranks.  From long years in that part of the world, he eventually decided to move on yet again to Crosstreams, where his guild was only too happy to assign him the task of establishing itself there. Now, the newer recruits ply the streets and learn their craft as Ash takes them under his wing.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
&lt;br /&gt;
===The Hawke Building===&lt;br /&gt;
At the tip of the point where the rivers split, the Hawke Building presents an imposing structure with ten floors of solid stone architecture rising up into seven buttressed spires at its top.  The central spire, representing the confederation, rises 50 more feet above the others. The building was named after the first Governor of Crosstreams who was instrumental in the birth of the confederation, and it is where the central government of the confederation bases itself to this day.&lt;br /&gt;
&lt;br /&gt;
===Meegan's Myriads and Trinkets===&lt;br /&gt;
Within the Market District, not far from where it borders the Instrument Quarter, is a shop run by a curious addled half-elf woman named Meegan who makes a living collecting and selling trinkets.  Though there are several such shops nearby, the thing that makes Meegan's Myriads stand out is the magical nature of some of her merchandise. The more expensive items in her inventory often have some sort of minor enchantment specialized in making everyday life a little easier for the common folk.  Most wizards and other magical practitioners of good repute do not interest themselves in Meegan's shop, but the [[Guild:RedOrder | Red Order of The Flame]] takes great pleasure in her shop and uses it as an impromptu headquarters at times.&lt;br /&gt;
&lt;br /&gt;
===The Soaring Soul===&lt;br /&gt;
In the center of the Temple District is the largest temple to [[The_Harpinger]] on the continent and the theological center of its worship. The temple is one of the most complicated pieces of architecture made possible through collaboration of craftspeople from [[Deglos]], [[Galdos]], [[T'Nanshi]], and the human nations around the [[Kurathene]]. It comprises a cylindrical shape reminiscent of a swirling tower pointed skyward with a gradual taper to a point in the upper third of its height. Solid granite makes up the majority of the structure with musical incantations and notations carved up its height and lined with gold leaf.&lt;br /&gt;
&lt;br /&gt;
===Stiggy's Last Resort===&lt;br /&gt;
Deep in the Tavern District is an unlikely establishment frequented by rich and poor alike.  Stiggy's last Resort is a showbar which hosts a different sort of act each day.  Sometimes it's dueling minstrels.  Other times it's a vile affair best not mentioned. Whatever the case, Stiggy's delivers entertainment, gossip, news, and interaction of any kind especially if one has the coin. To the constant complaint of all who attend, however, the food and service leave a lot to be desired.&lt;br /&gt;
&lt;br /&gt;
==In-game Developments==&lt;br /&gt;
There is no online version of these lands in play currently, and knowledge of this information in game is limited to characters that have reason, ability, and circumstance to know. Seek DM permission if there is any doubt.&lt;br /&gt;
&lt;br /&gt;
==Technical Aspects==&lt;br /&gt;
This city exists as a multi-user dungeon (MUD) available for play at http://game.worldofavlis.com:27744.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities|Crosstreams]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=The%27ton&amp;diff=49842</id>
		<title>The'ton</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=The%27ton&amp;diff=49842"/>
		<updated>2021-04-11T19:13:06Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Theton_small.jpg|150px|right]]&lt;br /&gt;
'''Symbol:''' A mailed orcish fist&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Gold, Black&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Lawful_Evil|Lawful Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers' Alignment:''' Any Evil&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Fear, Intimidation&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Evil|Evil]], [[Magic:Level#Trickery|Trickery]]&lt;br /&gt;
&lt;br /&gt;
'''Religious Orders:''' [[Guild:ChildrenoftheDreadlord|Children of the Dreadlord]]&lt;br /&gt;
&lt;br /&gt;
'''Center of Worship''': [[Dubunat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scary stories around the campfire, as well as tales that mothers tell their children to frighten them often center about '''The'ton'''. If there were ever a &amp;quot;Boogie Man&amp;quot; on Avlis, it would be him.&lt;br /&gt;
&lt;br /&gt;
Wherever there is fear, or intimidation caused by a bully or oppressor, The'ton is controlling it behind the scenes. Among most inhabitants of Avlis, The'ton is a bedtime story and nothing more. Laymen will often say things to &amp;quot;ward off The'ton's evil&amp;quot; in a harmless habitual sort of way. However, those who work with fear for a living know better. The'ton is a force to be reckoned with in situations where fear can ruin everything. Contrarily, he can be an ally when fear is used as a weapon such as intimidation tactics. The'ton's clerics often demand great sacrifices to him whenever they have set up a local shrine or temple. They argue that The'ton is willing to stay away from people's lives for a price, and that by donating their lives to him and working to get sacrifices from the population, they can keep him at bay. These pleas for wealth can range anywhere from harmless to very abusive.&lt;br /&gt;
&lt;br /&gt;
However, on the lighter side of the Church, their clerics are often known as great storytellers. Many bards who specialize in ghost stories and horror will give tribute to him. Some have figured out that The'ton's area of control, that of fear, can be very entertaining and they don't hesitate to make a good living off of it.&lt;br /&gt;
&lt;br /&gt;
In mortal life, The'ton was a brilliant orc bandit who built the nation of [[Dubunat]]. He loyally followed [[Valok]] during that time, and maintains strong ties even as an immortal.&lt;br /&gt;
&lt;br /&gt;
[[Mikona]] is home of The'ton's largest temple in southern [[Negaria]]. Another one of moderate size exists in the city of [[Crosstreams]]. His church remains strongest in Dubunat.&lt;br /&gt;
[[Category:Demigods]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49709</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49709"/>
		<updated>2020-11-29T03:39:25Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]]. So once again, they moved.  This time they wandered as far as [[The Seven Cities]] to the west, but once again they did not find peace there because they were caught up in the hostilities brewing between [[The Seven Cities]], [[Brekon]], and [[Kurathene|The Kurathene Empire]] remnants. So, they traveled east again, all the way.  The found themselves in [[The Wastelands]], and they thought that maybe since it was such a terrible place, no one would bother them there.  They were right.  Unfortunately by that time, most of the drangonari had died off, and slowly the town took on more wandering residents of other races who were dimwitted, dull, and aimless from wherever else they came.  So, the drangonari elf, who was the last of his kind in the village now, taught them his language and how to survive out there. &lt;br /&gt;
&lt;br /&gt;
The feast ended without any other hitch and the party retired.&lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary to stay at Bridgetown another two days to wait.  Meanwhile, Senjae busied himself with spell research and managed to further modify his magic missile spell into a positive missile spell. He tested it on their resident ghost, Terpen, to see if it hurt undead.  It did.  Then he tested it on Torvald to see if it made the old man feel better.  It did, but it did not cure his illness. &lt;br /&gt;
&lt;br /&gt;
Torvald decided to show Senjae and Bearclaw some things before he died.  He announced that he was leaving the wagon to the group when he passed, so it was time to reveal all its secrets. Underneath his bed was a hatch which led to a lower floor.  Now, the wagon itself was already enchanted.  The door of the wagon to the outside had a Reduce/Enlarge spell on it, so the inside of the wagon was very large.... but really, that was because the people would shrink when they went through the door.  Torvald, as a powerful Artificer could do this. The basement floor, however, was different.  It was an extradimensional space. No portable holes or bags of holding allowed!&lt;br /&gt;
&lt;br /&gt;
Torvald led the two men through the area and their jaws dropped.  There was another library, better than the one up top.  There was a complete artificer's station with the old models of stig suits.  There was an area where coffins of past group members were kept.  There was a summoning room, where Torvald tried to summon celestials to cure his illness but failed.  Then finally, there was another room for necromantic activities that housed a big magical cage.&lt;br /&gt;
&lt;br /&gt;
Inside the cage was a unique undead creature... a ghostly female elf who looked like she was perpetually underwater.  She called to Senjae and Bearclaw with a sweet voice, but Torvald shooed her away. He said no one must ever open that cage.  She was a powerful undead, and the daughter of the being under the lake. Mother and daughter did not get along, however.  Torvald surmised that the mother was trying to collect worshipers so she could ascend to godhood.  According to the daughter, the mother was trapped under the lake by the daughter. They really did not like each other.  The two of them did share the ability, however, to possess living beings, but only elves. &lt;br /&gt;
&lt;br /&gt;
Senjae pledged to study this creature and a method of curing Torvald.  Unfortunately, Torvald was certain he would die anyway, and when he did, he planned to trap his soul in the summoning room of the wagon.&lt;br /&gt;
&lt;br /&gt;
It occurred to the group that the lady under the lake was probably one of the Nine Lords of The Wastelands. Katar looked in the book The Further Prophecies of Myrtle, and thought that she might be the one known as &amp;quot;The Black&amp;quot;, but it wasn't clear.  It could also be &amp;quot;The Unascended&amp;quot; or &amp;quot;Malafoge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Torvald then came clean with everyone.  [[The Wastelands]] has serious problems, namely that when people die there, their souls do not depart.  The souls stay around.  Sometimes, the souls try to return to their original body and are partially successful.  That creates a feral humanoid version of the former person.  Other times, the souls just wander and continue to blight the land.  Granted, there are other mysterious forces that harm beings from walking around there, a mysterious radiation.  Whether those two things have anything to do with one another is unclear. &lt;br /&gt;
&lt;br /&gt;
The Nine Lords of The Wastelands all deal with the soul issue differently.  Each thinks their way is the best way. They can't let the souls wander around, so they all have means of collecting them and using them.  Tzeentzch uses them to create living animal hybrids, like Drac and various other people the group has met.  Tzeentch is wrong, but that's how he deals with the souls in his area.  The Forgemaster does it differently.  He collects the souls and puts them into metal bodies.  That's what Stephus is.  The Forgemaster thinks that if the soul is in a metal body, it won't blight the land and it can be repaired indefinitely.  His way is also wrong.  Each of the Nine Lords has a method, and it is good to be careful of not falling prey to it.  If this lady under the lake is one of these Nine Lords, she probably has some method too.&lt;br /&gt;
&lt;br /&gt;
After relaying this information to the rest of the party, the new cartographer showed up.  He is an aasimar named M'Nemmeth, and he is Torvald's son.  He had no idea his father was sick, and he was crushed to hear it.  Since he was a sorcerer, he would not be able to see Torvald without getting sick, so they talked through the walls in the wagon.  &lt;br /&gt;
&lt;br /&gt;
==Chapter 11==&lt;br /&gt;
With M'Nemmeth doing the mapping as they go, the group continued to trace its way around the crater lake. They encountered several villages with unique inhabitants as they went.  As they approached a larger village, they noticed a steeple from a temple of [[Dru'El]] toward the center of the town.  Drac and Katar wished to stop and pay their respects to their deity, and to find out the nature of a temple in such an unexpected place. Inside, they met another Avenger, a drangonari elf named Djaginkwaith Eauck'niiss. He told them he was on a holy mission to eliminate the enemies toward the east.  His descriptions were vague.  He saw them as undead but also referenced mechanical people like Stephus.  His quest from [[Dru'El]] was unclear, but all he knew was he had to kill something and that was enough for him.&lt;br /&gt;
&lt;br /&gt;
Drac and Katar took this lonely Avenger into their care at the local bar and explained to him how death works in [[The Wastelands]].  They explained that killing his enemies wouldn't rid the world of them, not here anyway. This shattered Jaquen'quath's resolve and he became depressed for not being able to fulfill his mission.  His Avenger brothers suggested he come along with them on their mapping mission, and perhaps along the way they would find out more about the possibilities of what [[Dru'El]] wants for him.  He agreed and joined the crew.&lt;br /&gt;
&lt;br /&gt;
Back at the temple, Senjae also bartered with the priest for a piece of the temple relic:  the dirt that once laid at the bottom of Dru'El's cell when he was a prisoner of the [[Negerai]]. Senjae believed that there could be some healing properties in it that could help Torvald.&lt;br /&gt;
&lt;br /&gt;
As Senjae joined the Avengers at the local bar afterward, he noticed the inhabitants of the bar were strange: it turned out they were all changelings!  Slowly as they began to expose themselves, the gathering became a fiesta of form exchange, which Senjae was told was a common way his kind would gather and have fun. Senjae indulged by showing off a few of his forms he had picked up along the way.&lt;br /&gt;
&lt;br /&gt;
==Chapter 12==&lt;br /&gt;
As the group continued its journey around the lake, Senjae had time to taunt the creature in the cell at the bottom of the wagon.  The undead creature was the daughter of a being that lives at the bottom of the crater lake.  This being desires to become a god and gain power, but she is kept prisoner there, apparently by an even larger, more evil being. Aside from these clues, Senjae could not pull anything more of the of the creature, other than cryptic phrases.&lt;br /&gt;
&lt;br /&gt;
As the wagon came to its next stop, there was an abandoned camp. Upon exploration of the camp, insectoid creatures rose out of the ground and attacked.  The halfling Bearclaw was advised to shoot at them from the top of the wagon, but he instead opted to remain on the ground and fire from there.  There was a brutal battle with these insects known as &amp;quot;ravagers&amp;quot;, and Bearclaw died. &lt;br /&gt;
&lt;br /&gt;
The group retreated into the wagon and pulled away in time.&lt;br /&gt;
&lt;br /&gt;
==Chapter 13==&lt;br /&gt;
Continuing on around the lake, the group next came to a large fortified temple to [[The_Harpinger|The Harpinger]].  The structure was like a castle, with three towers around the outer walls and a central tower rising out of a two-story main building. Sensing evil, the Avengers in the group advocated attacking the temple immediately.  Others in the group, like Echococo and Senjae wondered about the wisdom of attacking a temple for no reason when it wasn't bothering anyone. That's when the Jechranian noblewoman traveling in the wagon spoke up.  La'Naya told the group that she thinks this building could be the hub of a new trade route to the north and south, and she was prepared to pay the group extra money to take it over. Torvald agreed and offered to foot some of the payment.  The sense of purpose for the mission converted Senjae over to the idea, but Echococo was still hesitant. &lt;br /&gt;
&lt;br /&gt;
The group created a plan, which essentially consisted of barging in through the front door in broad daylight and taking them on.  They figured the temple would probably be more active at night, so it was the best option.&lt;br /&gt;
&lt;br /&gt;
As they commenced their attack through the front door, Senjae wiped out the first group of clerics with a fireball, and the attacking party immediately forced its way inside.  To their horror they found clerics of [[The_Harpinger|The Harpinger]] as well as clerics of the [[Dead_Dreamer|Dead Dreamer]] in there, along with a human-looking woman bound up on the altar.  No one was sure of what to make of it, so they pressed the attack.&lt;br /&gt;
&lt;br /&gt;
While the fight progressed, and the inhabitants of the first floor were wiped out, the group freed the bound woman who introduced herself as Ashakti, paladin of [[Gorethar]]. She was imprisoned there as a sacrifice, along with others, and she was determined to visit retribution on this temple. So the fight continued...&lt;br /&gt;
&lt;br /&gt;
As they cleared the first floor and went up to the second, the group realized there were a lot of nooks and crannies in this building for people to hide.  Numerous fights ensued, and several prisoners were found chained throughout the place.  Ashakti found her armor.  Echococo put on a cursed tiara.  The group found a bag of holding, and their various cuts and scrapes were repaired as best as possible by Senjae.  Eventually it was time to start ascending the towers and clearing them, but which one first?&lt;br /&gt;
&lt;br /&gt;
The group chose one of the outer towers and found a couple of bards making themselves at home there.  The bards had no interest in fighting, since they were only visiting the temple, which they did frequently for payment for their musical services. They noted to the group that the temple was currently being contested by adherents of the [[Dead_Dreamer|Dead Dreamer]] who believed their dead god might be hiding in the lake of the crater.  The followers of [[The_Harpinger|The Harpinger]] were trying to fend them off, with limited success.  One of the church officials, a brute, lived in the floor above the bards and came down at night to proposition them before moving on to church business.  The group decided they would rest first and then go kill him...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49708</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49708"/>
		<updated>2020-11-29T03:34:20Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 13 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]]. So once again, they moved.  This time they wandered as far as [[The Seven Cities]] to the west, but once again they did not find peace there because they were caught up in the hostilities brewing between [[The Seven Cities]], [[Brekon]], and [[Kurathene|The Kurathene Empire]] remnants. So, they traveled east again, all the way.  The found themselves in [[The Wastelands]], and they thought that maybe since it was such a terrible place, no one would bother them there.  They were right.  Unfortunately by that time, most of the drangonari had died off, and slowly the town took on more wandering residents of other races who were dimwitted, dull, and aimless from wherever else they came.  So, the drangonari elf, who was the last of his kind in the village now, taught them his language and how to survive out there. &lt;br /&gt;
&lt;br /&gt;
The feast ended without any other hitch and the party retired.&lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary to stay at Bridgetown another two days to wait.  Meanwhile, Senjae busied himself with spell research and managed to further modify his magic missile spell into a positive missile spell. He tested it on their resident ghost, Terpen, to see if it hurt undead.  It did.  Then he tested it on Torvald to see if it made the old man feel better.  It did, but it did not cure his illness. &lt;br /&gt;
&lt;br /&gt;
Torvald decided to show Senjae and Bearclaw some things before he died.  He announced that he was leaving the wagon to the group when he passed, so it was time to reveal all its secrets. Underneath his bed was a hatch which led to a lower floor.  Now, the wagon itself was already enchanted.  The door of the wagon to the outside had a Reduce/Enlarge spell on it, so the inside of the wagon was very large.... but really, that was because the people would shrink when they went through the door.  Torvald, as a powerful Artificer could do this. The basement floor, however, was different.  It was an extradimensional space. No portable holes or bags of holding allowed!&lt;br /&gt;
&lt;br /&gt;
Torvald led the two men through the area and their jaws dropped.  There was another library, better than the one up top.  There was a complete artificer's station with the old models of stig suits.  There was an area where coffins of past group members were kept.  There was a summoning room, where Torvald tried to summon celestials to cure his illness but failed.  Then finally, there was another room for necromantic activities that housed a big magical cage.&lt;br /&gt;
&lt;br /&gt;
Inside the cage was a unique undead creature... a ghostly female elf who looked like she was perpetually underwater.  She called to Senjae and Bearclaw with a sweet voice, but Torvald shooed her away. He said no one must ever open that cage.  She was a powerful undead, and the daughter of the being under the lake. Mother and daughter did not get along, however.  Torvald surmised that the mother was trying to collect worshipers so she could ascend to godhood.  According to the daughter, the mother was trapped under the lake by the daughter. They really did not like each other.  The two of them did share the ability, however, to possess living beings, but only elves. &lt;br /&gt;
&lt;br /&gt;
Senjae pledged to study this creature and a method of curing Torvald.  Unfortunately, Torvald was certain he would die anyway, and when he did, he planned to trap his soul in the summoning room of the wagon.&lt;br /&gt;
&lt;br /&gt;
It occurred to the group that the lady under the lake was probably one of the Nine Lords of The Wastelands. Katar looked in the book The Further Prophecies of Myrtle, and thought that she might be the one known as &amp;quot;The Black&amp;quot;, but it wasn't clear.  It could also be &amp;quot;The Unascended&amp;quot; or &amp;quot;Malafoge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Torvald then came clean with everyone.  [[The Wastelands]] has serious problems, namely that when people die there, their souls do not depart.  The souls stay around.  Sometimes, the souls try to return to their original body and are partially successful.  That creates a feral humanoid version of the former person.  Other times, the souls just wander and continue to blight the land.  Granted, there are other mysterious forces that harm beings from walking around there, a mysterious radiation.  Whether those two things have anything to do with one another is unclear. &lt;br /&gt;
&lt;br /&gt;
The Nine Lords of The Wastelands all deal with the soul issue differently.  Each thinks their way is the best way. They can't let the souls wander around, so they all have means of collecting them and using them.  Tzeentzch uses them to create living animal hybrids, like Drac and various other people the group has met.  Tzeentch is wrong, but that's how he deals with the souls in his area.  The Forgemaster does it differently.  He collects the souls and puts them into metal bodies.  That's what Stephus is.  The Forgemaster thinks that if the soul is in a metal body, it won't blight the land and it can be repaired indefinitely.  His way is also wrong.  Each of the Nine Lords has a method, and it is good to be careful of not falling prey to it.  If this lady under the lake is one of these Nine Lords, she probably has some method too.&lt;br /&gt;
&lt;br /&gt;
After relaying this information to the rest of the party, the new cartographer showed up.  He is an aasimar named M'Nemmeth, and he is Torvald's son.  He had no idea his father was sick, and he was crushed to hear it.  Since he was a sorcerer, he would not be able to see Torvald without getting sick, so they talked through the walls in the wagon.  &lt;br /&gt;
&lt;br /&gt;
==Chapter 11==&lt;br /&gt;
With M'Nemmeth doing the mapping as they go, the group continued to trace its way around the crater lake. They encountered several villages with unique inhabitants as they went.  As they approached a larger village, they noticed a steeple from a temple of [[Dru'El]] toward the center of the town.  Drac and Katar wished to stop and pay their respects to their deity, and to find out the nature of a temple in such an unexpected place. Inside, they met another Avenger, a drangonari elf named Djaginkwaith Eauck'niiss. He told them he was on a holy mission to eliminate the enemies toward the east.  His descriptions were vague.  He saw them as undead but also referenced mechanical people like Stephus.  His quest from [[Dru'El]] was unclear, but all he knew was he had to kill something and that was enough for him.&lt;br /&gt;
&lt;br /&gt;
Drac and Katar took this lonely Avenger into their care at the local bar and explained to him how death works in [[The Wastelands]].  They explained that killing his enemies wouldn't rid the world of them, not here anyway. This shattered Jaquen'quath's resolve and he became depressed for not being able to fulfill his mission.  His Avenger brothers suggested he come along with them on their mapping mission, and perhaps along the way they would find out more about the possibilities of what [[Dru'El]] wants for him.  He agreed and joined the crew.&lt;br /&gt;
&lt;br /&gt;
Back at the temple, Senjae also bartered with the priest for a piece of the temple relic:  the dirt that once laid at the bottom of Dru'El's cell when he was a prisoner of the [[Negerai]]. Senjae believed that there could be some healing properties in it that could help Torvald.&lt;br /&gt;
&lt;br /&gt;
As Senjae joined the Avengers at the local bar afterward, he noticed the inhabitants of the bar were strange: it turned out they were all changelings!  Slowly as they began to expose themselves, the gathering became a fiesta of form exchange, which Senjae was told was a common way his kind would gather and have fun. Senjae indulged by showing off a few of his forms he had picked up along the way.&lt;br /&gt;
&lt;br /&gt;
==Chapter 12==&lt;br /&gt;
As the group continued its journey around the lake, Senjae had time to taunt the creature in the cell at the bottom of the wagon.  The undead creature was the daughter of a being that lives at the bottom of the crater lake.  This being desires to become a god and gain power, but she is kept prisoner there, apparently by an even larger, more evil being. Aside from these clues, Senjae could not pull anything more of the of the creature, other than cryptic phrases.&lt;br /&gt;
&lt;br /&gt;
As the wagon came to its next stop, there was an abandoned camp. Upon exploration of the camp, insectoid creatures rose out of the ground and attacked.  The halfling Bearclaw was advised to shoot at them from the top of the wagon, but he instead opted to remain on the ground and fire from there.  There was a brutal battle with these insects known as &amp;quot;ravagers&amp;quot;, and Bearclaw died. &lt;br /&gt;
&lt;br /&gt;
The group retreated into the wagon and pulled away in time.&lt;br /&gt;
&lt;br /&gt;
==Chapter 13==&lt;br /&gt;
Continuing on around the lake, the group next came to a large fortified temple to [[The_Harpinger|The Harpinger]].  The structure was like a castle, with three towers around the outer walls and a central tower rising out of a two-story main building. Sensing evil, the Avengers in the group advocated attacking the temple immediately.  Others in the group, like Echococo and Senjae wondered about the wisdom of attacking a temple for no reason when it wasn't bothering anyone. That's when the Jechranian noblewoman traveling in the wagon spoke up.  La'Naya told the group that she thinks this building could be the hub of a new trade route to the north and south, and she was prepared to pay the group extra money to take it over. Torvald agreed and offered to foot some of the payment.  The sense of purpose for the mission converted Senjae over to the idea, but Echococo was still hesitant. &lt;br /&gt;
&lt;br /&gt;
The group created a plan, which essentially consisted of barging in through the front door in broad daylight and taking them on.  They figured the temple would probably be more active at night, so it was the best option.&lt;br /&gt;
&lt;br /&gt;
As they commenced their attack through the front door, Senjae wiped out the first group of clerics with a fireball, and the attacking party immediately forced its way inside.  To their horror they found clerics of [[The_Harpinger|The Harpinger]] as well as clerics of the [[Dead_Dreamer|Dead Dreamer]] in there, along with a human-looking woman bound up on the altar.  No one was sure of what to make of it, so they pressed the attack.&lt;br /&gt;
&lt;br /&gt;
While the fight progressed, and the inhabitants of the first floor were wiped out, the group freed the bound woman who introduced herself as Ashakti, paladin of [[Gorethar]]. She was imprisoned there as a sacrifice, along with others, and she was determined to visit retribution on this temple. So the fight continued...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49707</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49707"/>
		<updated>2020-11-29T03:32:43Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 13 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]]. So once again, they moved.  This time they wandered as far as [[The Seven Cities]] to the west, but once again they did not find peace there because they were caught up in the hostilities brewing between [[The Seven Cities]], [[Brekon]], and [[Kurathene|The Kurathene Empire]] remnants. So, they traveled east again, all the way.  The found themselves in [[The Wastelands]], and they thought that maybe since it was such a terrible place, no one would bother them there.  They were right.  Unfortunately by that time, most of the drangonari had died off, and slowly the town took on more wandering residents of other races who were dimwitted, dull, and aimless from wherever else they came.  So, the drangonari elf, who was the last of his kind in the village now, taught them his language and how to survive out there. &lt;br /&gt;
&lt;br /&gt;
The feast ended without any other hitch and the party retired.&lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary to stay at Bridgetown another two days to wait.  Meanwhile, Senjae busied himself with spell research and managed to further modify his magic missile spell into a positive missile spell. He tested it on their resident ghost, Terpen, to see if it hurt undead.  It did.  Then he tested it on Torvald to see if it made the old man feel better.  It did, but it did not cure his illness. &lt;br /&gt;
&lt;br /&gt;
Torvald decided to show Senjae and Bearclaw some things before he died.  He announced that he was leaving the wagon to the group when he passed, so it was time to reveal all its secrets. Underneath his bed was a hatch which led to a lower floor.  Now, the wagon itself was already enchanted.  The door of the wagon to the outside had a Reduce/Enlarge spell on it, so the inside of the wagon was very large.... but really, that was because the people would shrink when they went through the door.  Torvald, as a powerful Artificer could do this. The basement floor, however, was different.  It was an extradimensional space. No portable holes or bags of holding allowed!&lt;br /&gt;
&lt;br /&gt;
Torvald led the two men through the area and their jaws dropped.  There was another library, better than the one up top.  There was a complete artificer's station with the old models of stig suits.  There was an area where coffins of past group members were kept.  There was a summoning room, where Torvald tried to summon celestials to cure his illness but failed.  Then finally, there was another room for necromantic activities that housed a big magical cage.&lt;br /&gt;
&lt;br /&gt;
Inside the cage was a unique undead creature... a ghostly female elf who looked like she was perpetually underwater.  She called to Senjae and Bearclaw with a sweet voice, but Torvald shooed her away. He said no one must ever open that cage.  She was a powerful undead, and the daughter of the being under the lake. Mother and daughter did not get along, however.  Torvald surmised that the mother was trying to collect worshipers so she could ascend to godhood.  According to the daughter, the mother was trapped under the lake by the daughter. They really did not like each other.  The two of them did share the ability, however, to possess living beings, but only elves. &lt;br /&gt;
&lt;br /&gt;
Senjae pledged to study this creature and a method of curing Torvald.  Unfortunately, Torvald was certain he would die anyway, and when he did, he planned to trap his soul in the summoning room of the wagon.&lt;br /&gt;
&lt;br /&gt;
It occurred to the group that the lady under the lake was probably one of the Nine Lords of The Wastelands. Katar looked in the book The Further Prophecies of Myrtle, and thought that she might be the one known as &amp;quot;The Black&amp;quot;, but it wasn't clear.  It could also be &amp;quot;The Unascended&amp;quot; or &amp;quot;Malafoge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Torvald then came clean with everyone.  [[The Wastelands]] has serious problems, namely that when people die there, their souls do not depart.  The souls stay around.  Sometimes, the souls try to return to their original body and are partially successful.  That creates a feral humanoid version of the former person.  Other times, the souls just wander and continue to blight the land.  Granted, there are other mysterious forces that harm beings from walking around there, a mysterious radiation.  Whether those two things have anything to do with one another is unclear. &lt;br /&gt;
&lt;br /&gt;
The Nine Lords of The Wastelands all deal with the soul issue differently.  Each thinks their way is the best way. They can't let the souls wander around, so they all have means of collecting them and using them.  Tzeentzch uses them to create living animal hybrids, like Drac and various other people the group has met.  Tzeentch is wrong, but that's how he deals with the souls in his area.  The Forgemaster does it differently.  He collects the souls and puts them into metal bodies.  That's what Stephus is.  The Forgemaster thinks that if the soul is in a metal body, it won't blight the land and it can be repaired indefinitely.  His way is also wrong.  Each of the Nine Lords has a method, and it is good to be careful of not falling prey to it.  If this lady under the lake is one of these Nine Lords, she probably has some method too.&lt;br /&gt;
&lt;br /&gt;
After relaying this information to the rest of the party, the new cartographer showed up.  He is an aasimar named M'Nemmeth, and he is Torvald's son.  He had no idea his father was sick, and he was crushed to hear it.  Since he was a sorcerer, he would not be able to see Torvald without getting sick, so they talked through the walls in the wagon.  &lt;br /&gt;
&lt;br /&gt;
==Chapter 11==&lt;br /&gt;
With M'Nemmeth doing the mapping as they go, the group continued to trace its way around the crater lake. They encountered several villages with unique inhabitants as they went.  As they approached a larger village, they noticed a steeple from a temple of [[Dru'El]] toward the center of the town.  Drac and Katar wished to stop and pay their respects to their deity, and to find out the nature of a temple in such an unexpected place. Inside, they met another Avenger, a drangonari elf named Djaginkwaith Eauck'niiss. He told them he was on a holy mission to eliminate the enemies toward the east.  His descriptions were vague.  He saw them as undead but also referenced mechanical people like Stephus.  His quest from [[Dru'El]] was unclear, but all he knew was he had to kill something and that was enough for him.&lt;br /&gt;
&lt;br /&gt;
Drac and Katar took this lonely Avenger into their care at the local bar and explained to him how death works in [[The Wastelands]].  They explained that killing his enemies wouldn't rid the world of them, not here anyway. This shattered Jaquen'quath's resolve and he became depressed for not being able to fulfill his mission.  His Avenger brothers suggested he come along with them on their mapping mission, and perhaps along the way they would find out more about the possibilities of what [[Dru'El]] wants for him.  He agreed and joined the crew.&lt;br /&gt;
&lt;br /&gt;
Back at the temple, Senjae also bartered with the priest for a piece of the temple relic:  the dirt that once laid at the bottom of Dru'El's cell when he was a prisoner of the [[Negerai]]. Senjae believed that there could be some healing properties in it that could help Torvald.&lt;br /&gt;
&lt;br /&gt;
As Senjae joined the Avengers at the local bar afterward, he noticed the inhabitants of the bar were strange: it turned out they were all changelings!  Slowly as they began to expose themselves, the gathering became a fiesta of form exchange, which Senjae was told was a common way his kind would gather and have fun. Senjae indulged by showing off a few of his forms he had picked up along the way.&lt;br /&gt;
&lt;br /&gt;
==Chapter 12==&lt;br /&gt;
As the group continued its journey around the lake, Senjae had time to taunt the creature in the cell at the bottom of the wagon.  The undead creature was the daughter of a being that lives at the bottom of the crater lake.  This being desires to become a god and gain power, but she is kept prisoner there, apparently by an even larger, more evil being. Aside from these clues, Senjae could not pull anything more of the of the creature, other than cryptic phrases.&lt;br /&gt;
&lt;br /&gt;
As the wagon came to its next stop, there was an abandoned camp. Upon exploration of the camp, insectoid creatures rose out of the ground and attacked.  The halfling Bearclaw was advised to shoot at them from the top of the wagon, but he instead opted to remain on the ground and fire from there.  There was a brutal battle with these insects known as &amp;quot;ravagers&amp;quot;, and Bearclaw died. &lt;br /&gt;
&lt;br /&gt;
The group retreated into the wagon and pulled away in time.&lt;br /&gt;
&lt;br /&gt;
==Chapter 13==&lt;br /&gt;
Continuing on around the lake, the group next came to a large fortified temple to [[The_Harpinger]].  The structure was like a castle, with three towers around the outer walls and a central tower rising out of a two-story main building. Sensing evil, the Avengers in the group advocated attacking the temple immediately.  Others in the group, like Echococo and Senjae wondered about the wisdom of attacking a temple for no reason when it wasn't bothering anyone. That's when the Jechranian noblewoman traveling in the wagon spoke up.  La'Naya told the group that she thinks this building could be the hub of a new trade route to the north and south, and she was prepared to pay the group extra money to take it over. Torvald agreed and offered to foot some of the payment.  The sense of purpose for the mission converted Senjae over to the idea, but Echococo was still hesitant. &lt;br /&gt;
&lt;br /&gt;
The group created a plan, which essentially consisted of barging in through the front door in broad daylight and taking them on.  They figured the temple would probably be more active at night, so it was the best option.&lt;br /&gt;
&lt;br /&gt;
As they commenced their attack through the front door, Senjae wiped out the first group of clerics with a fireball, and the attacking party immediately forced its way inside.  To their horror they found clerics of [[The_Harpinger|The Harpinger]] as well as clerics of the [[Dead_Dreamer|Dead Dreamer]] in there, along with a human-looking woman bound up on the altar.  No one was sure of what to make of it, so they pressed the attack.&lt;br /&gt;
&lt;br /&gt;
While the fight progressed, and the inhabitants of the first floor were wiped out, the group freed the bound woman who introduced herself as Ashakti, paladin of [[Gorethar]]. She was imprisoned there as a sacrifice, along with others, and she was determined to visit retribution on this temple. So the fight continued...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49706</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49706"/>
		<updated>2020-11-29T03:32:17Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]]. So once again, they moved.  This time they wandered as far as [[The Seven Cities]] to the west, but once again they did not find peace there because they were caught up in the hostilities brewing between [[The Seven Cities]], [[Brekon]], and [[Kurathene|The Kurathene Empire]] remnants. So, they traveled east again, all the way.  The found themselves in [[The Wastelands]], and they thought that maybe since it was such a terrible place, no one would bother them there.  They were right.  Unfortunately by that time, most of the drangonari had died off, and slowly the town took on more wandering residents of other races who were dimwitted, dull, and aimless from wherever else they came.  So, the drangonari elf, who was the last of his kind in the village now, taught them his language and how to survive out there. &lt;br /&gt;
&lt;br /&gt;
The feast ended without any other hitch and the party retired.&lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary to stay at Bridgetown another two days to wait.  Meanwhile, Senjae busied himself with spell research and managed to further modify his magic missile spell into a positive missile spell. He tested it on their resident ghost, Terpen, to see if it hurt undead.  It did.  Then he tested it on Torvald to see if it made the old man feel better.  It did, but it did not cure his illness. &lt;br /&gt;
&lt;br /&gt;
Torvald decided to show Senjae and Bearclaw some things before he died.  He announced that he was leaving the wagon to the group when he passed, so it was time to reveal all its secrets. Underneath his bed was a hatch which led to a lower floor.  Now, the wagon itself was already enchanted.  The door of the wagon to the outside had a Reduce/Enlarge spell on it, so the inside of the wagon was very large.... but really, that was because the people would shrink when they went through the door.  Torvald, as a powerful Artificer could do this. The basement floor, however, was different.  It was an extradimensional space. No portable holes or bags of holding allowed!&lt;br /&gt;
&lt;br /&gt;
Torvald led the two men through the area and their jaws dropped.  There was another library, better than the one up top.  There was a complete artificer's station with the old models of stig suits.  There was an area where coffins of past group members were kept.  There was a summoning room, where Torvald tried to summon celestials to cure his illness but failed.  Then finally, there was another room for necromantic activities that housed a big magical cage.&lt;br /&gt;
&lt;br /&gt;
Inside the cage was a unique undead creature... a ghostly female elf who looked like she was perpetually underwater.  She called to Senjae and Bearclaw with a sweet voice, but Torvald shooed her away. He said no one must ever open that cage.  She was a powerful undead, and the daughter of the being under the lake. Mother and daughter did not get along, however.  Torvald surmised that the mother was trying to collect worshipers so she could ascend to godhood.  According to the daughter, the mother was trapped under the lake by the daughter. They really did not like each other.  The two of them did share the ability, however, to possess living beings, but only elves. &lt;br /&gt;
&lt;br /&gt;
Senjae pledged to study this creature and a method of curing Torvald.  Unfortunately, Torvald was certain he would die anyway, and when he did, he planned to trap his soul in the summoning room of the wagon.&lt;br /&gt;
&lt;br /&gt;
It occurred to the group that the lady under the lake was probably one of the Nine Lords of The Wastelands. Katar looked in the book The Further Prophecies of Myrtle, and thought that she might be the one known as &amp;quot;The Black&amp;quot;, but it wasn't clear.  It could also be &amp;quot;The Unascended&amp;quot; or &amp;quot;Malafoge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Torvald then came clean with everyone.  [[The Wastelands]] has serious problems, namely that when people die there, their souls do not depart.  The souls stay around.  Sometimes, the souls try to return to their original body and are partially successful.  That creates a feral humanoid version of the former person.  Other times, the souls just wander and continue to blight the land.  Granted, there are other mysterious forces that harm beings from walking around there, a mysterious radiation.  Whether those two things have anything to do with one another is unclear. &lt;br /&gt;
&lt;br /&gt;
The Nine Lords of The Wastelands all deal with the soul issue differently.  Each thinks their way is the best way. They can't let the souls wander around, so they all have means of collecting them and using them.  Tzeentzch uses them to create living animal hybrids, like Drac and various other people the group has met.  Tzeentch is wrong, but that's how he deals with the souls in his area.  The Forgemaster does it differently.  He collects the souls and puts them into metal bodies.  That's what Stephus is.  The Forgemaster thinks that if the soul is in a metal body, it won't blight the land and it can be repaired indefinitely.  His way is also wrong.  Each of the Nine Lords has a method, and it is good to be careful of not falling prey to it.  If this lady under the lake is one of these Nine Lords, she probably has some method too.&lt;br /&gt;
&lt;br /&gt;
After relaying this information to the rest of the party, the new cartographer showed up.  He is an aasimar named M'Nemmeth, and he is Torvald's son.  He had no idea his father was sick, and he was crushed to hear it.  Since he was a sorcerer, he would not be able to see Torvald without getting sick, so they talked through the walls in the wagon.  &lt;br /&gt;
&lt;br /&gt;
==Chapter 11==&lt;br /&gt;
With M'Nemmeth doing the mapping as they go, the group continued to trace its way around the crater lake. They encountered several villages with unique inhabitants as they went.  As they approached a larger village, they noticed a steeple from a temple of [[Dru'El]] toward the center of the town.  Drac and Katar wished to stop and pay their respects to their deity, and to find out the nature of a temple in such an unexpected place. Inside, they met another Avenger, a drangonari elf named Djaginkwaith Eauck'niiss. He told them he was on a holy mission to eliminate the enemies toward the east.  His descriptions were vague.  He saw them as undead but also referenced mechanical people like Stephus.  His quest from [[Dru'El]] was unclear, but all he knew was he had to kill something and that was enough for him.&lt;br /&gt;
&lt;br /&gt;
Drac and Katar took this lonely Avenger into their care at the local bar and explained to him how death works in [[The Wastelands]].  They explained that killing his enemies wouldn't rid the world of them, not here anyway. This shattered Jaquen'quath's resolve and he became depressed for not being able to fulfill his mission.  His Avenger brothers suggested he come along with them on their mapping mission, and perhaps along the way they would find out more about the possibilities of what [[Dru'El]] wants for him.  He agreed and joined the crew.&lt;br /&gt;
&lt;br /&gt;
Back at the temple, Senjae also bartered with the priest for a piece of the temple relic:  the dirt that once laid at the bottom of Dru'El's cell when he was a prisoner of the [[Negerai]]. Senjae believed that there could be some healing properties in it that could help Torvald.&lt;br /&gt;
&lt;br /&gt;
As Senjae joined the Avengers at the local bar afterward, he noticed the inhabitants of the bar were strange: it turned out they were all changelings!  Slowly as they began to expose themselves, the gathering became a fiesta of form exchange, which Senjae was told was a common way his kind would gather and have fun. Senjae indulged by showing off a few of his forms he had picked up along the way.&lt;br /&gt;
&lt;br /&gt;
==Chapter 12==&lt;br /&gt;
As the group continued its journey around the lake, Senjae had time to taunt the creature in the cell at the bottom of the wagon.  The undead creature was the daughter of a being that lives at the bottom of the crater lake.  This being desires to become a god and gain power, but she is kept prisoner there, apparently by an even larger, more evil being. Aside from these clues, Senjae could not pull anything more of the of the creature, other than cryptic phrases.&lt;br /&gt;
&lt;br /&gt;
As the wagon came to its next stop, there was an abandoned camp. Upon exploration of the camp, insectoid creatures rose out of the ground and attacked.  The halfling Bearclaw was advised to shoot at them from the top of the wagon, but he instead opted to remain on the ground and fire from there.  There was a brutal battle with these insects known as &amp;quot;ravagers&amp;quot;, and Bearclaw died. &lt;br /&gt;
&lt;br /&gt;
The group retreated into the wagon and pulled away in time.&lt;br /&gt;
&lt;br /&gt;
==Chapter 13==&lt;br /&gt;
Continuing on around the lake, the group next came to a large fortified temple to [[The_Harpinger]].  The structure was like a castle, with three towers around the outer walls and a central tower rising out of a two-story main building. Sensing evil, the Avengers in the group advocated attacking the temple immediately.  Others in the group, like Echococo and Senjae wondered about the wisdom of attacking a temple for no reason when it wasn't bothering anyone. That's when the Jechranian noblewoman traveling in the wagon spoke up.  La'Naya told the group that she thinks this building could be the hub of a new trade route to the north and south, and she was prepared to pay the group extra money to take it over. Torvald agreed and offered to foot some of the payment.  The sense of purpose for the mission converted Senjae over to the idea, but Echococo was still hesitant. &lt;br /&gt;
&lt;br /&gt;
The group created a plan, which essentially consisted of barging in through the front door in broad daylight and taking them on.  They figured the temple would probably be more active at night, so it was the best option.&lt;br /&gt;
&lt;br /&gt;
As they commenced their attack through the front door, Senjae wiped out the first group of clerics with a fireball, and the attacking party immediately forced its way inside.  To their horror they found clerics of [[The_Harpinger]] as well as clerics of the [[Dead_Dreamer]] in there, along with a human-looking woman bound up on the altar.  No one was sure of what to make of it, so they pressed the attack.&lt;br /&gt;
&lt;br /&gt;
While the fight progressed, and the inhabitants of the first floor were wiped out, the group freed the bound woman who introduced herself as Ashakti, paladin of [[Gorethar]]. She was imprisoned there as a sacrifice, along with others, and she was determined to visit retribution on this temple. So the fight continued...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49705</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49705"/>
		<updated>2020-11-29T03:18:05Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]]. So once again, they moved.  This time they wandered as far as [[The Seven Cities]] to the west, but once again they did not find peace there because they were caught up in the hostilities brewing between [[The Seven Cities]], [[Brekon]], and [[Kurathene|The Kurathene Empire]] remnants. So, they traveled east again, all the way.  The found themselves in [[The Wastelands]], and they thought that maybe since it was such a terrible place, no one would bother them there.  They were right.  Unfortunately by that time, most of the drangonari had died off, and slowly the town took on more wandering residents of other races who were dimwitted, dull, and aimless from wherever else they came.  So, the drangonari elf, who was the last of his kind in the village now, taught them his language and how to survive out there. &lt;br /&gt;
&lt;br /&gt;
The feast ended without any other hitch and the party retired.&lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary to stay at Bridgetown another two days to wait.  Meanwhile, Senjae busied himself with spell research and managed to further modify his magic missile spell into a positive missile spell. He tested it on their resident ghost, Terpen, to see if it hurt undead.  It did.  Then he tested it on Torvald to see if it made the old man feel better.  It did, but it did not cure his illness. &lt;br /&gt;
&lt;br /&gt;
Torvald decided to show Senjae and Bearclaw some things before he died.  He announced that he was leaving the wagon to the group when he passed, so it was time to reveal all its secrets. Underneath his bed was a hatch which led to a lower floor.  Now, the wagon itself was already enchanted.  The door of the wagon to the outside had a Reduce/Enlarge spell on it, so the inside of the wagon was very large.... but really, that was because the people would shrink when they went through the door.  Torvald, as a powerful Artificer could do this. The basement floor, however, was different.  It was an extradimensional space. No portable holes or bags of holding allowed!&lt;br /&gt;
&lt;br /&gt;
Torvald led the two men through the area and their jaws dropped.  There was another library, better than the one up top.  There was a complete artificer's station with the old models of stig suits.  There was an area where coffins of past group members were kept.  There was a summoning room, where Torvald tried to summon celestials to cure his illness but failed.  Then finally, there was another room for necromantic activities that housed a big magical cage.&lt;br /&gt;
&lt;br /&gt;
Inside the cage was a unique undead creature... a ghostly female elf who looked like she was perpetually underwater.  She called to Senjae and Bearclaw with a sweet voice, but Torvald shooed her away. He said no one must ever open that cage.  She was a powerful undead, and the daughter of the being under the lake. Mother and daughter did not get along, however.  Torvald surmised that the mother was trying to collect worshipers so she could ascend to godhood.  According to the daughter, the mother was trapped under the lake by the daughter. They really did not like each other.  The two of them did share the ability, however, to possess living beings, but only elves. &lt;br /&gt;
&lt;br /&gt;
Senjae pledged to study this creature and a method of curing Torvald.  Unfortunately, Torvald was certain he would die anyway, and when he did, he planned to trap his soul in the summoning room of the wagon.&lt;br /&gt;
&lt;br /&gt;
It occurred to the group that the lady under the lake was probably one of the Nine Lords of The Wastelands. Katar looked in the book The Further Prophecies of Myrtle, and thought that she might be the one known as &amp;quot;The Black&amp;quot;, but it wasn't clear.  It could also be &amp;quot;The Unascended&amp;quot; or &amp;quot;Malafoge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Torvald then came clean with everyone.  [[The Wastelands]] has serious problems, namely that when people die there, their souls do not depart.  The souls stay around.  Sometimes, the souls try to return to their original body and are partially successful.  That creates a feral humanoid version of the former person.  Other times, the souls just wander and continue to blight the land.  Granted, there are other mysterious forces that harm beings from walking around there, a mysterious radiation.  Whether those two things have anything to do with one another is unclear. &lt;br /&gt;
&lt;br /&gt;
The Nine Lords of The Wastelands all deal with the soul issue differently.  Each thinks their way is the best way. They can't let the souls wander around, so they all have means of collecting them and using them.  Tzeentzch uses them to create living animal hybrids, like Drac and various other people the group has met.  Tzeentch is wrong, but that's how he deals with the souls in his area.  The Forgemaster does it differently.  He collects the souls and puts them into metal bodies.  That's what Stephus is.  The Forgemaster thinks that if the soul is in a metal body, it won't blight the land and it can be repaired indefinitely.  His way is also wrong.  Each of the Nine Lords has a method, and it is good to be careful of not falling prey to it.  If this lady under the lake is one of these Nine Lords, she probably has some method too.&lt;br /&gt;
&lt;br /&gt;
After relaying this information to the rest of the party, the new cartographer showed up.  He is an aasimar named M'Nemmeth, and he is Torvald's son.  He had no idea his father was sick, and he was crushed to hear it.  Since he was a sorcerer, he would not be able to see Torvald without getting sick, so they talked through the walls in the wagon.  &lt;br /&gt;
&lt;br /&gt;
==Chapter 11==&lt;br /&gt;
With M'Nemmeth doing the mapping as they go, the group continued to trace its way around the crater lake. They encountered several villages with unique inhabitants as they went.  As they approached a larger village, they noticed a steeple from a temple of [[Dru'El]] toward the center of the town.  Drac and Katar wished to stop and pay their respects to their deity, and to find out the nature of a temple in such an unexpected place. Inside, they met another Avenger, a drangonari elf named Jaquen'quath. He told them he was on a holy mission to eliminate the enemies toward the east.  His descriptions were vague.  He saw them as undead but also referenced mechanical people like Stephus.  His quest from [[Dru'El]] was unclear, but all he knew was he had to kill something and that was enough for him.&lt;br /&gt;
&lt;br /&gt;
Drac and Katar took this lonely Avenger into their care at the local bar and explained to him how death works in [[The Wastelands]].  They explained that killing his enemies wouldn't rid the world of them, not here anyway. This shattered Jaquen'quath's resolve and he became depressed for not being able to fulfill his mission.  His Avenger brothers suggested he come along with them on their mapping mission, and perhaps along the way they would find out more about the possibilities of what [[Dru'El]] wants for him.  He agreed and joined the crew.&lt;br /&gt;
&lt;br /&gt;
Back at the temple, Senjae also bartered with the priest for a piece of the temple relic:  the dirt that once laid at the bottom of Dru'El's cell when he was a prisoner of the [[Negerai]]. Senjae believed that there could be some healing properties in it that could help Torvald.&lt;br /&gt;
&lt;br /&gt;
As Senjae joined the Avengers at the local bar afterward, he noticed the inhabitants of the bar were strange: it turned out they were all changelings!  Slowly as they began to expose themselves, the gathering became a fiesta of form exchange, which Senjae was told was a common way his kind would gather and have fun. Senjae indulged by showing off a few of his forms he had picked up along the way.&lt;br /&gt;
&lt;br /&gt;
==Chapter 12==&lt;br /&gt;
As the group continued its journey around the lake, Senjae had time to taunt the creature in the cell at the bottom of the wagon.  The undead creature was the daughter of a being that lives at the bottom of the crater lake.  This being desires to become a god and gain power, but she is kept prisoner there, apparently by an even larger, more evil being. Aside from these clues, Senjae could not pull anything more of the of the creature, other than cryptic phrases.&lt;br /&gt;
&lt;br /&gt;
As the wagon came to its next stop, there was an abandoned camp. Upon exploration of the camp, insectoid creatures rose out of the ground and attacked.  The halfling Bearclaw was advised to shoot at them from the top of the wagon, but he instead opted to remain on the ground and fire from there.  There was a brutal battle with these insects known as &amp;quot;ravagers&amp;quot;, and Bearclaw died. &lt;br /&gt;
&lt;br /&gt;
The group retreated into the wagon and pulled away in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49699</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49699"/>
		<updated>2020-11-19T23:08:37Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]]. So once again, they moved.  This time they wandered as far as [[The Seven Cities]] to the west, but once again they did not find peace there because they were caught up in the hostilities brewing between [[The Seven Cities]], [[Brekon]], and [[Kurathene|The Kurathene Empire]] remnants. So, they traveled east again, all the way.  The found themselves in [[The Wastelands]], and they thought that maybe since it was such a terrible place, no one would bother them there.  They were right.  Unfortunately by that time, most of the drangonari had died off, and slowly the town took on more wandering residents of other races who were dimwitted, dull, and aimless from wherever else they came.  So, the drangonari elf, who was the last of his kind in the village now, taught them his language and how to survive out there. &lt;br /&gt;
&lt;br /&gt;
The feast ended without any other hitch and the party retired.&lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary to stay at Bridgetown another two days to wait.  Meanwhile, Senjae busied himself with spell research and managed to further modify his magic missile spell into a positive missile spell. He tested it on their resident ghost, Terpen, to see if it hurt undead.  It did.  Then he tested it on Torvald to see if it made the old man feel better.  It did, but it did not cure his illness. &lt;br /&gt;
&lt;br /&gt;
Torvald decided to show Senjae and Bearclaw some things before he died.  He announced that he was leaving the wagon to the group when he passed, so it was time to reveal all its secrets. Underneath his bed was a hatch which led to a lower floor.  Now, the wagon itself was already enchanted.  The door of the wagon to the outside had a Reduce/Enlarge spell on it, so the inside of the wagon was very large.... but really, that was because the people would shrink when they went through the door.  Torvald, as a powerful Artificer could do this. The basement floor, however, was different.  It was an extradimensional space. No portable holes or bags of holding allowed!&lt;br /&gt;
&lt;br /&gt;
Torvald led the two men through the area and their jaws dropped.  There was another library, better than the one up top.  There was a complete artificer's station with the old models of stig suits.  There was an area where coffins of past group members were kept.  There was a summoning room, where Torvald tried to summon celestials to cure his illness but failed.  Then finally, there was another room for necromantic activities that housed a big magical cage.&lt;br /&gt;
&lt;br /&gt;
Inside the cage was a unique undead creature... a ghostly female elf who looked like she was perpetually underwater.  She called to Senjae and Bearclaw with a sweet voice, but Torvald shooed her away. He said no one must ever open that cage.  She was a powerful undead, and the daughter of the being under the lake. Mother and daughter did not get along, however.  Torvald surmised that the mother was trying to collect worshipers so she could ascend to godhood.  According to the daughter, the mother was trapped under the lake by the daughter. They really did not like each other.  The two of them did share the ability, however, to possess living beings, but only elves. &lt;br /&gt;
&lt;br /&gt;
Senjae pledged to study this creature and a method of curing Torvald.  Unfortunately, Torvald was certain he would die anyway, and when he did, he planned to trap his soul in the summoning room of the wagon.&lt;br /&gt;
&lt;br /&gt;
It occurred to the group that the lady under the lake was probably one of the Nine Lords of The Wastelands. Katar looked in the book The Further Prophecies of Myrtle, and thought that she might be the one known as &amp;quot;The Black&amp;quot;, but it wasn't clear.  It could also be &amp;quot;The Unascended&amp;quot; or &amp;quot;Malafoge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Torvald then came clean with everyone.  [[The Wastelands]] has serious problems, namely that when people die there, their souls do not depart.  The souls stay around.  Sometimes, the souls try to return to their original body and are partially successful.  That creates a feral humanoid version of the former person.  Other times, the souls just wander and continue to blight the land.  Granted, there are other mysterious forces that harm beings from walking around there, a mysterious radiation.  Whether those two things have anything to do with one another is unclear. &lt;br /&gt;
&lt;br /&gt;
The Nine Lords of The Wastelands all deal with the soul issue differently.  Each thinks their way is the best way. They can't let the souls wander around, so they all have means of collecting them and using them.  Tzeentzch uses them to create living animal hybrids, like Drac and various other people the group has met.  Tzeentch is wrong, but that's how he deals with the souls in his area.  The Forgemaster does it differently.  He collects the souls and puts them into metal bodies.  That's what Stephus is.  The Forgemaster thinks that if the soul is in a metal body, it won't blight the land and it can be repaired indefinitely.  His way is also wrong.  Each of the Nine Lords has a method, and it is good to be careful of not falling prey to it.  If this lady under the lake is one of these Nine Lords, she probably has some method too.&lt;br /&gt;
&lt;br /&gt;
After relaying this information to the rest of the party, the new cartographer showed up.  He is an aasimar named M'Nemmeth, and he is Torvald's son.  He had no idea his father was sick, and he was crushed to hear it.  Since he was a sorcerer, he would not be able to see Torvald without getting sick, so they talked through the walls in the wagon.  &lt;br /&gt;
&lt;br /&gt;
==Chapter 11==&lt;br /&gt;
With M'Nemmeth doing the mapping as they go, the group continued to trace its way around the crater lake. They encountered several villages with unique inhabitants as they went.  As they approached a larger village, they noticed a steeple from a temple of [[Dru'El]] toward the center of the town.  Drac and Katar wished to stop and pay their respects to their deity, and to find out the nature of a temple in such an unexpected place. Inside, they met another Avenger, a drangonari elf named Jaquen'quath. He told them he was on a holy mission to eliminate the enemies toward the east.  His descriptions were vague.  He saw them as undead but also referenced mechanical people like Stephus.  His quest from [[Dru'El]] was unclear, but all he knew was he had to kill something and that was enough for him.&lt;br /&gt;
&lt;br /&gt;
Drac and Katar took this lonely Avenger into their care at the local bar and explained to him how death works in [[The Wastelands]].  They explained that killing his enemies wouldn't rid the world of them, not here anyway. This shattered Jaquen'quath's resolve and he became depressed for not being able to fulfill his mission.  His Avenger brothers suggested he come along with them on their mapping mission, and perhaps along the way they would find out more about the possibilities of what [[Dru'El]] wants for him.  He agreed and joined the crew.&lt;br /&gt;
&lt;br /&gt;
Back at the temple, Senjae also bartered with the priest for a piece of the temple relic:  the dirt that once laid at the bottom of Dru'El's cell when he was a prisoner of the [[Negerai]]. Senjae believed that there could be some healing properties in it that could help Torvald.&lt;br /&gt;
&lt;br /&gt;
As Senjae joined the Avengers at the local bar afterward, he noticed the inhabitants of the bar were strange: it turned out they were all changelings!  Slowly as they began to expose themselves, the gathering became a fiesta of form exchange, which Senjae was told was a common way his kind would gather and have fun. Senjae indulged by showing off a few of his forms he had picked up along the way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=The_Wastelands&amp;diff=49647</id>
		<title>The Wastelands</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=The_Wastelands&amp;diff=49647"/>
		<updated>2020-09-15T00:26:18Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = &lt;br /&gt;
|NationIcon = [[Image:Wastelands.jpg|right|thumb|300px|]] &lt;br /&gt;
|NationIconCaption = Map of The Wastelands&lt;br /&gt;
|NationName = The Wastelands&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = N/A&lt;br /&gt;
|NationCapital = N/A&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Eastern [[Negaria]]&lt;br /&gt;
|NationRuler = N/A&lt;br /&gt;
|NationGovt = N/A&lt;br /&gt;
|NationMilitary = N/A&lt;br /&gt;
|NationRaces = [[Changeling]]s &amp;gt;70%, ~30% Other&lt;br /&gt;
|NationLang = N/A&lt;br /&gt;
|NationReligion = [[Forian]] (primary)&lt;br /&gt;
|NationImports = N/A&lt;br /&gt;
|NationExports = N/A&lt;br /&gt;
|NationTrade = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once part of the great orcish empire of Dobrekan, the '''Wastelands''' became part of southern Jechran after the Great War. Around the year 1000 O.D. a cataclysmic event rendered much of southern Jechran uninhabitable and saturing the blasted remains of the land in a strange magical energy. Since then few mortal races have ventuered into the wastes, though [[Changeling|changelings]] have shown an immunity to the magical residue found there.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
One of [[Valok]]'s main enemies in life was a dwarf warrior named Durethar. The two of them adventured together, but they were always in competition.  Eventually a hatred developed between them and [[Valok]] parted on bad terms with someone he saw as a less intelligent companion.&lt;br /&gt;
&lt;br /&gt;
Eventually, [[Valok]] was captured by The [[Negerai Prime]] and disappeared.  Durethar, however, never forgot his hatred and jealousy and tried endlessly to find out if his former companion ever did well for himself, and if he did, how he could take it away from [[Valok]].  The truth was [[Valok]] caused much embarrassment for Durethar, on many occasions, and Durethar wanted revenge.  He was determined, but largely unsuccessful in fulfilling his vengeance at that point.  Knowing that elves like [[Valok]] can live a long time, Durethar (a dwarf) prolonged his lifespan in an effort to continue his search.&lt;br /&gt;
&lt;br /&gt;
One day, Durethar got a break.  He managed to track down another elven companion of [[Valok]]'s who happened to be present the day [[Valok]] was apprehended.  Though it was nearly 1,000 years before, the elf described The [[Negerai Prime]] that took [[Valok]] and the Spelljamming vessel in which the extraplanar monstrosity rode.  Rejuvenated by his find, Durethar rushed to find out more. In his high hopes, he wanted to find a body or grave site to spit on for some closure.  Alternatively, a shriveled and helpless elf he could kill would be fine.  Immediately after that conversation with [[Valok]]'s other former companion, Durethar took to the stars.&lt;br /&gt;
&lt;br /&gt;
For years he searched the spheres, never finding another lead.  Then by happenstance he encountered a vessel coming out of a realm called [[Avlis]].  Talking to the crew, he was astounded to find out that not only was [[Valok]] alive and well, but he was also one of the major gods on that world! This news infuriated Durethar and crushed him.  There was now no way to bring any meaningful discredit to his hated frenemy.&lt;br /&gt;
&lt;br /&gt;
Distraught, Durethar decided to quietly set down on Avlis in order to figure out what to do next.  He landed in an interesting area near the eastern coast of one of the larger continents.  The region was populated by four major races.  To the south was a treacherous race of lizard men.  Northward was a mixed population of human and elven women.  Westward was a vast population of industrious dwarves who craved the resources in the area, and worshiped a god named [[Fegall]].  Indigenous to the area was another strange race he never saw before.  The referred to themselves as changelings, and they lived generally solitary lifestyles.  Complicating the area, the lizard men were using it for slave resources and they were constantly at war with the female warriors from the north.  The dwarves were being taken slaves as well on occasion, but Durethar noticed that they were too disorganized to deal with it properly, unlike the native women to the north.  This is where Durethar saw his chance.&lt;br /&gt;
&lt;br /&gt;
Durethar was a stickler for discipline and organization.  Being a dwarf, he knew what it was to work hard, but he noticed that many dwarves were too soft in their sense of order.  This warrior [[Fegall]] was a bad influence on them.  Weeding out the weak and enforcing strict discipline was the only way, in his mind, to achieve greatness and power.  He saw his way to get at [[Valok]] through the use of these dwarves.  A plan was slowly forming in his mind.  He did not yet know how he would achieve his goal, but now he at least had a way to get some power under him.&lt;br /&gt;
&lt;br /&gt;
The plan was to organize the dwarven settlement in the area to retaliate against all the invaders actively.  It was slow going from the moment he first revealed himself to the outpost.  However, after several missions of proving himself, and a long and drawn out campaign to oust the leader of the area, Durethar found himself in control of the establishment.  This was a good beginning for him, and the outpost flourished into a city.  The city became larger and larger until it controlled the entire area and more cities were founded as the mostly dwarven population grew and fanned out.  &lt;br /&gt;
&lt;br /&gt;
Financially the place also flourished.  The resources in the area became useful to the entire newly forming nation of [[Deglos]] immediately to the west.  Moreover, the area controlled by Durethar was independent and acted as a buffer between the shaahesk to the south and the women of [[Jechran]] to the north.  As Durethar's nation got stronger, it invaded and conquered land away from both the shaahesk and the Jechranians.  &lt;br /&gt;
&lt;br /&gt;
As time went on, the dwarves in the area now known as [[Durathoin]] began to look to Durethar above their former hero, [[Fegall]].  He was their new hero and gained power accordingly to his plan.  However, it was not enough to take on [[Valok]], and his inspiration began to stagnate once more.&lt;br /&gt;
&lt;br /&gt;
Just as he was about to become destitute, a new breakthrough occurred.  On the verge of becoming a demigod, he knew that he did not have long to exist on that plane, but this was of no consequence because he found a way to challenge [[Valok]].  A sage described an artifact of immense power supposedly residing at the center of the world.  It was called The [[Eternal Spark]].  With this item, he could become [[Valok]]'s equal once more, and then finally supplant him.  &lt;br /&gt;
&lt;br /&gt;
Durethar ordered his minions to start digging...&lt;br /&gt;
&lt;br /&gt;
Finding and touching The [[Eternal Spark]] was only a piece of Durethar's plan.  In order to defeat [[Valok]], he would need to get to his enemy in full energetic form so they could fight with their full essences and not their avatars.  This would require a portal capable of taking his full Greater God essence to The Nine Hells where [[Valok]] dwelt, and those types of portals were special.  Finally, all of this needed to be complete by the time he ascended to Demigod status on his own, at which point [[Mikon]] would come to collect him from the plane and his chance at becoming strong enough to defeat [[Valok]] would be forever gone.&lt;br /&gt;
&lt;br /&gt;
As his minions dug beneath the ground, aided by magical explosives he taught them to construct, Durethar worked with his sages to create a fortress to the north that would house the portal.  He used the dirt and rock pulled up from the digging of the giant hole to the center of the world in order to construct this building.&lt;br /&gt;
&lt;br /&gt;
Everything was going according to plan until an errant group of adventurers sabotaged the portal and upset his digging efforts, causing an almost insurmountable delay.  Infuriated, Durethar put all his concentration into thwarting the adventurers who dared oppose him, but then everything happened at once: &lt;br /&gt;
&lt;br /&gt;
Durethar ran out of time.&lt;br /&gt;
&lt;br /&gt;
Just as his body completed its transformation from Immortal to Demigod status, two beings showed up: [[Mikon]] in his true energetic form and [[Valok]] as an avatar.&lt;br /&gt;
&lt;br /&gt;
[[Mikon]] ordered him to be escorted to his new home, but Durethar refused.&lt;br /&gt;
&lt;br /&gt;
[[Valok]] laughed.&lt;br /&gt;
&lt;br /&gt;
Durethar started to fight.&lt;br /&gt;
&lt;br /&gt;
[[Mikon]] sighed and destroyed Durethar instantly, but this had two unforeseen effects:  the expenditure of power by [[Mikon]] set off ALL of the remaining magical explosives that were in storage to dig the rest of the hole to the center of the planet, and the residual energies from the sabotaged portal interacted with [[Mikon]]'s power and the explosives to increase their yield exponentially.&lt;br /&gt;
&lt;br /&gt;
The intrepid adventurers that saved [[Valok]] were killed in the blast, as was the avatar of [[Valok]] which was of no consequence.  [[Mikon]] was unscathed but the land around the area known as Durathoin was forever scarred.  It would never grow regular vegetation or support regular life again.  All that was left was a wasteland. &lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
[[Image:Wastelands-Architect's Laboratory.JPG|right|thumb|300px|]]&lt;br /&gt;
Recent explorations of the area have begun under the supervision of Lorewarden [[Torvald]]. (See [[Avlis_Campaign_7]].) Though little is known about the deep regions, it is suspected that there are political structures and civilizations in there that have suffered from years of mutation and corruption.  In fact, it is suspected that The Wastelands may currently be divided into nine smaller regions roughly controlled by the denizens within.  Beyond that, there is little information.&lt;br /&gt;
&lt;br /&gt;
===The Architect's Laboratory===&lt;br /&gt;
The first region of The Wastelands to undergo even rudimentary mapping is located in the upper northwestern corner of the area, near the intersection of The Wastelands, [[Deglos]], and [[Jechran]]. Locals call this region &amp;quot;The Architect's Laboratory&amp;quot;, after its lich ruler, [[Tzeenzch]] The Architect. Most of the inhabitants of this region make their living directly or indirectly through raiding the caravans that pass between [[Deglos]] and [[Jechran]]. They use hit-and-run tactics to overwhelm the dwarven and Jechrani traders before fading back into The Wastelands where they make camp.  Due to the raiders long periods of time spent within the corrupting energies of The Wastelands, they take on strange mutated forms and become dependent on the energies there.  It is thought that these raiders cannot stay outside of The Wastelands for too long before becoming sick and dying, so they have double the need for quick-hit raids.&lt;br /&gt;
&lt;br /&gt;
===The Crator===&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Wastelands]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49637</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49637"/>
		<updated>2020-09-09T02:56:33Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]]. So once again, they moved.  This time they wandered as far as [[The Seven Cities]] to the west, but once again they did not find peace there because they were caught up in the hostilities brewing between [[The Seven Cities]], [[Brekon]], and [[Kurathene|The Kurathene Empire]] remnants. So, they traveled east again, all the way.  The found themselves in [[The Wastelands]], and they thought that maybe since it was such a terrible place, no one would bother them there.  They were right.  Unfortunately by that time, most of the drangonari had died off, and slowly the town took on more wandering residents of other races who were dimwitted, dull, and aimless from wherever else they came.  So, the drangonari elf, who was the last of his kind in the village now, taught them his language and how to survive out there. &lt;br /&gt;
&lt;br /&gt;
The feast ended without any other hitch and the party retired.&lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary to stay at Bridgetown another two days to wait.  Meanwhile, Senjae busied himself with spell research and managed to further modify his magic missile spell into a positive missile spell. He tested it on their resident ghost, Terpen, to see if it hurt undead.  It did.  Then he tested it on Torvald to see if it made the old man feel better.  It did, but it did not cure his illness. &lt;br /&gt;
&lt;br /&gt;
Torvald decided to show Senjae and Bearclaw some things before he died.  He announced that he was leaving the wagon to the group when he passed, so it was time to reveal all its secrets. Underneath his bed was a hatch which led to a lower floor.  Now, the wagon itself was already enchanted.  The door of the wagon to the outside had a Reduce/Enlarge spell on it, so the inside of the wagon was very large.... but really, that was because the people would shrink when they went through the door.  Torvald, as a powerful Artificer could do this. The basement floor, however, was different.  It was an extradimensional space. No portable holes or bags of holding allowed!&lt;br /&gt;
&lt;br /&gt;
Torvald led the two men through the area and their jaws dropped.  There was another library, better than the one up top.  There was a complete artificer's station with the old models of stig suits.  There was an area where coffins of past group members were kept.  There was a summoning room, where Torvald tried to summon celestials to cure his illness but failed.  Then finally, there was another room for necromantic activities that housed a big magical cage.&lt;br /&gt;
&lt;br /&gt;
Inside the cage was a unique undead creature... a ghostly female elf who looked like she was perpetually underwater.  She called to Senjae and Bearclaw with a sweet voice, but Torvald shooed her away. He said no one must ever open that cage.  She was a powerful undead, and the daughter of the being under the lake. Mother and daughter did not get along, however.  Torvald surmised that the mother was trying to collect worshipers so she could ascend to godhood.  According to the daughter, the mother was trapped under the lake by the daughter. They really did not like each other.  The two of them did share the ability, however, to possess living beings, but only elves. &lt;br /&gt;
&lt;br /&gt;
Senjae pledged to study this creature and a method of curing Torvald.  Unfortunately, Torvald was certain he would die anyway, and when he did, he planned to trap his soul in the summoning room of the wagon.&lt;br /&gt;
&lt;br /&gt;
It occurred to the group that the lady under the lake was probably one of the Nine Lords of The Wastelands. Katar looked in the book The Further Prophecies of Myrtle, and thought that she might be the one known as &amp;quot;The Black&amp;quot;, but it wasn't clear.  It could also be &amp;quot;The Unascended&amp;quot; or &amp;quot;Malafoge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Torvald then came clean with everyone.  [[The Wastelands]] has serious problems, namely that when people die there, their souls do not depart.  The souls stay around.  Sometimes, the souls try to return to their original body and are partially successful.  That creates a feral humanoid version of the former person.  Other times, the souls just wander and continue to blight the land.  Granted, there are other mysterious forces that harm beings from walking around there, a mysterious radiation.  Whether those two things have anything to do with one another is unclear. &lt;br /&gt;
&lt;br /&gt;
The Nine Lords of The Wastelands all deal with the soul issue differently.  Each thinks their way is the best way. They can't let the souls wander around, so they all have means of collecting them and using them.  Tzeentzch uses them to create living animal hybrids, like Drac and various other people the group has met.  Tzeentch is wrong, but that's how he deals with the souls in his area.  The Forgemaster does it differently.  He collects the souls and puts them into metal bodies.  That's what Stephus is.  The Forgemaster thinks that if the soul is in a metal body, it won't blight the land and it can be repaired indefinitely.  His way is also wrong.  Each of the Nine Lords has a method, and it is good to be careful of not falling prey to it.  If this lady under the lake is one of these Nine Lords, she probably has some method too.&lt;br /&gt;
&lt;br /&gt;
After relaying this information to the rest of the party, the new cartographer showed up.  He is an aasimar named M'Nemmeth, and he is Torvald's son.  He had no idea his father was sick, and he was crushed to hear it.  Since he was a sorcerer, he would not be able to see Torvald without getting sick, so they talked through the walls in the wagon.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49636</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49636"/>
		<updated>2020-09-09T02:45:52Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]]. So once again, they moved.  This time they wandered as far as [[The Seven Cities]] to the west, but once again they did not find peace there because they were caught up in the hostilities brewing between [[The Seven Cities]], [[Brekon]], and [[Kurathene|The Kurathene Empire]] remnants. So, they traveled east again, all the way.  The found themselves in [[The Wastelands]], and they thought that maybe since it was such a terrible place, no one would bother them there.  They were right.  Unfortunately by that time, most of the drangonari had died off, and slowly the town took on more wandering residents of other races who were dimwitted, dull, and aimless from wherever else they came.  So, the drangonari elf, who was the last of his kind in the village now, taught them his language and how to survive out there. &lt;br /&gt;
&lt;br /&gt;
The feast ended without any other hitch and the party retired.&lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary to stay at Bridgetown another two days to wait.  Meanwhile, Senjae busied himself with spell research and managed to further modify his magic missile spell into a positive missile spell. He tested it on their resident ghost, Terpen, to see if it hurt undead.  It did.  Then he tested it on Torvald to see if it made the old man feel better.  It did, but it did not cure his illness. &lt;br /&gt;
&lt;br /&gt;
Torvald decided to show Senjae and Bearclaw some things before he died.  He announced that he was leaving the wagon to the group when he passed, so it was time to reveal all its secrets. Underneath his bed was a hatch which led to a lower floor.  Now, the wagon itself was already enchanted.  The door of the wagon to the outside had a Reduce/Enlarge spell on it, so the inside of the wagon was very large.... but really, that was because the people would shrink when they went through the door.  Torvald, as a powerful Artificer could do this. The basement floor, however, was different.  It was an extradimensional space. No portable holes or bags of holding allowed!&lt;br /&gt;
&lt;br /&gt;
Torvald led the two men through the area and their jaws dropped.  There was another library, better than the one up top.  There was a complete artificer's station with the old models of stig suits.  There was an area where coffins of past group members were kept.  There was a summoning room, where Torvald tried to summon celestials to cure his illness but failed.  Then finally, there was another room for necromantic activities that housed a big magical cage.&lt;br /&gt;
&lt;br /&gt;
Inside the cage was a unique undead creature... a ghostly female elf who looked like she was perpetually underwater.  She called to Senjae and Bearclaw with a sweet voice, but Torvald shooed her away. He said no one must ever open that cage.  She was a powerful undead, and the daughter of the being under the lake. Mother and daughter did not get along, however.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49635</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49635"/>
		<updated>2020-09-09T02:36:26Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]]. So once again, they moved.  This time they wandered as far as [[The Seven Cities]] to the west, but once again they did not find peace there because they were caught up in the hostilities brewing between [[The Seven Cities]], [[Brekan]], and [[Kurathene|The Kurathene Empire]] remnants. &lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49634</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49634"/>
		<updated>2020-09-09T02:33:54Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%27Chek]] and [[T%27Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the [[M%27Chek-T%27Nanshi_War|M'Check T'Nanshi War]].  &lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49633</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49633"/>
		<updated>2020-09-09T02:33:02Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
Not long after the bandit tower, the group found another small town, even more peculiar than the one filled with half-giants. The guards at the main gate spoke no Common, though they looked human or half-elven. Eventually, a male drangonari elf stepped out and spoke to the group in Common.  He said they called the town Bridgetown, and the inhabitants, which were variously human, elven, dwarven, and even a few shaahesk, all spoke drangonari elven. Beyond that, they were all pretty dimwitted, except for the drangonari elf, who decided to let them stay at the local tavern while the town prepared a feast for their visitors.&lt;br /&gt;
&lt;br /&gt;
At the feast, the drangonari elf told them the story of the town of Bridgetown. His band of drangonari was caught in a crossfire long ago between [[Grantir]] and [[Drotid]], so it moved to the border between [[M%Chek]] and [[T%Nanshi]].... where it was once again caught in a crossfire during the Human-Elven War, also known as the M'Check T'Nanshi War.  &lt;br /&gt;
&lt;br /&gt;
Back inside the wagon, Torvald's illness was getting worse.  The group had a discussion about who would do the mapping if he passed.  None of them had the ability to do it.  They were all just there to protect Torvald while he mapped. Torvald suggested that one of his old apprentices could do it.... though he was not too sure, because this particular apprentice always disappointed him. In fact, Torvald said he had decided a couple days back to do a Sending to fetch that apprentice to the wagon to replace him.  The new apprentice would arrive in a couple days.... if the wagon would stop moving.&lt;br /&gt;
&lt;br /&gt;
It became necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49632</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49632"/>
		<updated>2020-09-09T02:26:48Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
==Chapter 7==&lt;br /&gt;
&lt;br /&gt;
Back at the library of [[Clearsepeak]], Senjae and Torvald encountered a librarian administrator who was convinced by his [[Guild:BlueOrder|Blue Order]] credentials to let him into the locked portion of the building.  There, Senjae was able to create what he hoped would be a magical scroll that operated much like a Healing Word spell, but an arcane version.  He decided he needed to test it, and the best place to do that would be in the wretched maze which he resented as an unnecessary danger. So, he went back to his party and told them he would join them in The Hunt.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, during another day of exploration, the other members of the group found out that this year's Hunt was not going so well, even before it started. Traditionally, the Hunt is run each year and sponsored by the akhvates (tribes of Southern [[Jechran]]), but this year a large contingent of northern houses from [[Jechran]] decided to enter.  A little digging revealed that the northern houses thought The Hunt was a barbaric practice and vowed to end it.  Their entrance into the games represented an effort to do so. Already, minor fights were breaking out between members of northern houses and southern akhvates.  Rumors were spreading that hunters from the northern houses were going to go into the maze to kill akhvate contestants, rather than play the game correctly.&lt;br /&gt;
&lt;br /&gt;
Several akvates and houses had entered groups into The Hunt this year:&lt;br /&gt;
&lt;br /&gt;
* The Mistress (organizer) was Ka'Na'Yeh Shim Foa, of the Grey Falcon Akhvate.&lt;br /&gt;
* Matron Yaniel Nuralene, head of House Nuralene.&lt;br /&gt;
* Jana Hondquist, member of the House Guard of House Mutembre&lt;br /&gt;
* Jakhva Na'Turess Norito Murasham, heir-apparent of the Musharam Akhvate&lt;br /&gt;
* Jahkva Que-Turess Tranesta III, head of the Tranesta Akhvate, the only [[Eshala]] akhvate represented in the games this year.&lt;br /&gt;
* Mistress La'naya Tru'vere, daughter of Magrian Tru'Vere who is head of House Tru'vere&lt;br /&gt;
* Jakhva Nuress Taili-Shalan, member of the Blood Wings Akhvate&lt;br /&gt;
&lt;br /&gt;
The group also spent some time going over the rules for The Hunt:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) The Hunted (called Prey hereafter) are not allowed to kill the hunters. Incapacitation is acceptable, but not banishing them to another plane. &lt;br /&gt;
&lt;br /&gt;
Some prey are freemen that are looking to make a reputation. They are to be incapicitated if at all possible. They will be marked with a red bandana.&lt;br /&gt;
&lt;br /&gt;
Some prey are slaves that have outgrown their usefulness. They are to be slain. They will be marked with a black bandana. &lt;br /&gt;
&lt;br /&gt;
Some prey are prisoners. They are attempting to free themselves. If they survive the great manhunt, they will be free men, but exiled from Jechran. They will be marked with a white bandana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) If a Hunter captures a slave or prisoner alive, that person is theirs to do with as they will. If they capture a freeman, they can require a boon from that free man. The free man MUST do their best to perform the quest. If they resist, the request may be brought before the arbiter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Anyone that captures one of the banners, tomes, or favors from inside the area of the hunt, may bring these before any of the matrons to ask a boon of them. This boon can be a writ, a title, or a single wondrous item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) The doors to the hunting grounds will be opened as soon as night falls. There will be people at the exit at the same time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) The Hunt area will be clearly marked and all items of favor will be placed into the hunting grounds beforehand. Leaving the hunt area by any means other than through the exit portal is against the rules and any who perform this action will be slain by the riders placed around the perimeter of the hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) If the Prey capture a Hunter they have the following options, plus they will take her favor and she will signal that she is out of the competition. &lt;br /&gt;
&lt;br /&gt;
They can ask a boon of the hunter regarding the hunting ground.&lt;br /&gt;
&lt;br /&gt;
They may take one weapon from the hunter.&lt;br /&gt;
&lt;br /&gt;
They may request a personal token that all the hunters must carry. It allows you to request a favor at a later date. &lt;br /&gt;
&lt;br /&gt;
Any survivors that do not make it out of the western gate by sunrise may leave on their own, but no boons will be given and no favors accepted. &lt;br /&gt;
&lt;br /&gt;
==Chapter 8==&lt;br /&gt;
&lt;br /&gt;
Eventually it was time to enter the maze, and the group came up with a strategy: Meet up with Berkthgar and his band of 13.  Find a spot where they could fortify their position and remain there until nearly dawn.  Then, break out of there and race for the exit when it opens.  Clean up any garbage of wounded people along the way and grab tokens.&lt;br /&gt;
&lt;br /&gt;
Things immediately did not go as planned.  Berkthgar was found quickly but all of his 13 were killed by the time the group was admitted to the maze.  So, they adapted and fortified a position anyway, and after fending off a group very successfully, they decided to take one of the towers at the southeast corner of the maze.  This was no trouble, and eventually they settled into long hours of watching and waiting.  Right when they decided to break out, near dawn, they were assaulted by an akhvate group.  The fight did not go well.  The warriors of the akhvate managed to scatter the group and prevent them from implementing any strategy.  Eventually, after multiple near death experiences, the members of the group, beginning with Senjae, decided this was not worth it and they surrendered. &lt;br /&gt;
&lt;br /&gt;
After they had time to go back to the wagon and decompress, and they found Lorewarden Torvald to be very ill. He told them he had a plague that only affected sorcerers, and that he would be dying within days.  This upset the crew and they asked if they should cancel the mapping mission.  Torvald revealed that House Tru'vere and the southern guilds of [[Deglos]] were actually his sponsors for this mapping mission.  They were paying him 5,000 gp for the task, and he wanted the group to continue the task and accept the money.  The wagon would also belong to them too. This made the group extremely sad.&lt;br /&gt;
&lt;br /&gt;
They then came out to the festivities and realized that the mood was somber.  The mistress of the hunt told them that the northern houses had booby trapped the exit, and when people tried to rush the exit at the last hour, many were killed.  Only a single adventuring group other than theirs made it out, and many akhvas died too.  The northerners were smug about the whole thing, so the mistress of the hunt had Lady Tru'vere arrested and charged with murder.&lt;br /&gt;
&lt;br /&gt;
This gave Senjae an idea: he proposed to the Mistress of The Hunt that his group take Lady Tru'vere off their hands, to the south, never to return to her lands.  Effectively, it would be exile and it would save them a trial and it would prevent any anger from the northern houses for ultimately killing her for her crimes. The mistress accepted, and La'naya Tru'vere became part of the group, which speedily loaded up the wagon and left. She was actually enthusiastic about participating in the mapping project her house had commissioned from Torvald.&lt;br /&gt;
&lt;br /&gt;
==Chapter 9==&lt;br /&gt;
&lt;br /&gt;
The group, under Torvald's guidance, decided to press southward to continue to find a passage to [[Drotid]]. They figured [[Clearsepeak]] would make a decent stopover in a future trade route. Quite soon after departing, they left the area of [[The Wastelands]] known as The Architect's Laboratory. In this new area, the group had no sense of which of the Nine Lords of The Wastelands ruled there.&lt;br /&gt;
&lt;br /&gt;
After about a day's travel, they arrived at another town with much higher walls that were still intact, and seemingly much newer than the dilapidated walls from [[Dobrekan]] times. Cautiously, they approached the town and noted two guards standing outside the main gate.  They were humanoid, but quite tall, at least seven and a half feet. It was difficult to place their features in any particular race.  The group hailed the guards from the wagon and mentioned that they had trade goods to display.  This got the guards quite excited, as if they had not seen any such thing in a long time. &lt;br /&gt;
&lt;br /&gt;
Soon, a commotion rang throughout the town, for which it soon became apparent was populated by beings at least seven feet tall and as much as eleven feet tall. The group was ushered to a central square in the town, and they got to work bringing out some meats and extra bits of loot they gathered on their adventures that they did not need. They requested the giant humanoids bring them maps in return, if they had them.  Sure enough, they did.  A ten-foot tall being brought out a chest full of them and dropped it happily on the ground at his feet.  40 lbs of potatoes and some meat got them the whole contents of the chest.&lt;br /&gt;
&lt;br /&gt;
The grizzled old priest of the bunch explained that they were half-giants, and had lived there for some time.  He believed there were other giant-like beings throughout the wastelands but most others were not like them.  One particular kind he encountered were made of metal and crystal, and he pointed to Torvald's metal companion, Stepus to indicate that they looked just like him, but bigger. &lt;br /&gt;
&lt;br /&gt;
A slightly autistic half-giant also befriended the group and began to divulge everything he knew of the area's layout, including dangerous features and what to avoid.  Nearby was a crater that had filled in with water to form a lake.  The inhabitants of the town were positive that the lake housed an extremely powerful being, whom the towns around the lake liked to worship. He didn't know much else about the lake being except that it sometimes required sacrifices and it controlled many dangerous creatures that lived in the lake with it. Pointedly, he said that if the group wanted to map the lake, they would need to ford a river and then cross past a bandit tower.&lt;br /&gt;
&lt;br /&gt;
The next day, the group bid their new half-giant friends farewell and promised more trade traffic in the future.  Soon, their wagon came to the river mentioned by the half-giant kid, and the group devised a plan to use Stephus to fetch an abandoned ferry barge from the opposite bank and then bring it over so they could begin moving themselves and the wagon to the other side. &lt;br /&gt;
&lt;br /&gt;
The plan went well until the second crossing. Bearclaw, Senjae, and Katar were riding across in the barge when they were suddenly pelted with arrows from bandits on the other side.  Luckily, they were quickly dispatched with a brand new fireball from Senjae.  The rest of the crossing went well, and soon after that, as it began to get dark, the group spotted the bandit tower in the distance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49631</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49631"/>
		<updated>2020-09-09T02:24:25Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
Upon sighting the tower, the group new they could be in trouble.  If they waited until full night, the bandits would probably come out and attack.  If they made it through the night, the bandits would probably attack in the day. Either way, they were probably going to see violence. They resolved to sending Katar alone on horseback to scout ahead of the wagon.  He kept about 500 to 600 feet in front of the wagon while it lagged behind.  &lt;br /&gt;
&lt;br /&gt;
Soon Katar was accosted by hidden bandits in the underbrush.  He managed some deft talk to convince them that he and his buddies had nothing of value, and the bandits allowed the group to pass for a mere silver and copper. Crisis averted!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:AvlisCampaigns&amp;diff=49630</id>
		<title>Template:AvlisCampaigns</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:AvlisCampaigns&amp;diff=49630"/>
		<updated>2020-09-09T02:19:12Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; align=right&lt;br /&gt;
|-&lt;br /&gt;
! Campaign&lt;br /&gt;
! Title&lt;br /&gt;
! Part&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 1, Part 1|Avlis Campaign 1]]&lt;br /&gt;
| The &amp;quot;Jade&amp;quot; Campaign&lt;br /&gt;
| Part [[Avlis Campaign 1, Part 1|1]], [[Avlis Campaign 1, Part 2|2]], [[Avlis Campaign 1, Part 3|3]], [[Avlis Campaign 1, Part 4|4]], [[Avlis Campaign 1, Part 5|5]], [[Avlis Campaign 1, Part 6|6]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 2, Part 1|Avlis Campaign 2]]&lt;br /&gt;
| The West End of Time&lt;br /&gt;
| Part [[Avlis Campaign 2, Part 1|1]], [[Avlis Campaign 2, Part 2|2]], [[Avlis Campaign 2, Part 3|3]], [[Avlis Campaign 2, Part 4|4]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 3|Avlis Campaign 3]]&lt;br /&gt;
| Vanoviel and The Godslayer&lt;br /&gt;
| Part [[Avlis Campaign 3|1]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 4, Part 1|Avlis Campaign 4]]&lt;br /&gt;
| Rune Quest&lt;br /&gt;
| Part [[Avlis Campaign 4, Part 1|1]], [[Avlis Campaign 4, Part 2|2]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 5, Part 1|Avlis Campaign 5]]&lt;br /&gt;
| The Western Underdark&lt;br /&gt;
| Part [[Avlis Campaign 5, Part 1|1]], [[Avlis Campaign 5, Part 2|2]], [[Avlis Campaign 5, Part 3|3]], [[Avlis Campaign 5, Part 4|4]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 6]]&lt;br /&gt;
| Daggerspace&lt;br /&gt;
| Part [[Avlis Campaign 6|1]], [[Avlis Campaign 6, Part 2|2]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 7]]&lt;br /&gt;
| Into The Wastes&lt;br /&gt;
| Part [[Avlis Campaign 7|1]], [[Avlis Campaign 7, Part 2|2]], [[Avlis Campaign 7, Part 3|3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:AvlisCampaigns&amp;diff=49629</id>
		<title>Template:AvlisCampaigns</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:AvlisCampaigns&amp;diff=49629"/>
		<updated>2020-09-09T02:18:53Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; align=right&lt;br /&gt;
|-&lt;br /&gt;
! Campaign&lt;br /&gt;
! Title&lt;br /&gt;
! Part&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 1, Part 1|Avlis Campaign 1]]&lt;br /&gt;
| The &amp;quot;Jade&amp;quot; Campaign&lt;br /&gt;
| Part [[Avlis Campaign 1, Part 1|1]], [[Avlis Campaign 1, Part 2|2]], [[Avlis Campaign 1, Part 3|3]], [[Avlis Campaign 1, Part 4|4]], [[Avlis Campaign 1, Part 5|5]], [[Avlis Campaign 1, Part 6|6]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 2, Part 1|Avlis Campaign 2]]&lt;br /&gt;
| The West End of Time&lt;br /&gt;
| Part [[Avlis Campaign 2, Part 1|1]], [[Avlis Campaign 2, Part 2|2]], [[Avlis Campaign 2, Part 3|3]], [[Avlis Campaign 2, Part 4|4]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 3|Avlis Campaign 3]]&lt;br /&gt;
| Vanoviel and The Godslayer&lt;br /&gt;
| Part [[Avlis Campaign 3|1]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 4, Part 1|Avlis Campaign 4]]&lt;br /&gt;
| Rune Quest&lt;br /&gt;
| Part [[Avlis Campaign 4, Part 1|1]], [[Avlis Campaign 4, Part 2|2]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 5, Part 1|Avlis Campaign 5]]&lt;br /&gt;
| The Western Underdark&lt;br /&gt;
| Part [[Avlis Campaign 5, Part 1|1]], [[Avlis Campaign 5, Part 2|2]], [[Avlis Campaign 5, Part 3|3]], [[Avlis Campaign 5, Part 4|4]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 6]]&lt;br /&gt;
| Daggerspace&lt;br /&gt;
| Part [[Avlis Campaign 6|1]], [[Avlis Campaign 6, Part 2|2]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avlis Campaign 7]]&lt;br /&gt;
| Into The Wastes&lt;br /&gt;
| Part [[Avlis Campaign 7|1]], [[Avlis Campaign 7, Part 2|2], [[Avlis Campaign 7, Part 3|3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49628</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 3</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_3&amp;diff=49628"/>
		<updated>2020-09-09T02:18:09Z</updated>

		<summary type="html">&lt;p&gt;Orleron: Created page with &amp;quot;{{Template:AvlisCanon}} {{Template:AvlisCampaigns}}    ==Chapter 10==      7&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49627</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49627"/>
		<updated>2020-09-09T02:17:19Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
==Chapter 7==&lt;br /&gt;
&lt;br /&gt;
Back at the library of [[Clearsepeak]], Senjae and Torvald encountered a librarian administrator who was convinced by his [[Guild:BlueOrder|Blue Order]] credentials to let him into the locked portion of the building.  There, Senjae was able to create what he hoped would be a magical scroll that operated much like a Healing Word spell, but an arcane version.  He decided he needed to test it, and the best place to do that would be in the wretched maze which he resented as an unnecessary danger. So, he went back to his party and told them he would join them in The Hunt.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, during another day of exploration, the other members of the group found out that this year's Hunt was not going so well, even before it started. Traditionally, the Hunt is run each year and sponsored by the akhvates (tribes of Southern [[Jechran]]), but this year a large contingent of northern houses from [[Jechran]] decided to enter.  A little digging revealed that the northern houses thought The Hunt was a barbaric practice and vowed to end it.  Their entrance into the games represented an effort to do so. Already, minor fights were breaking out between members of northern houses and southern akhvates.  Rumors were spreading that hunters from the northern houses were going to go into the maze to kill akhvate contestants, rather than play the game correctly.&lt;br /&gt;
&lt;br /&gt;
Several akvates and houses had entered groups into The Hunt this year:&lt;br /&gt;
&lt;br /&gt;
* The Mistress (organizer) was Ka'Na'Yeh Shim Foa, of the Grey Falcon Akhvate.&lt;br /&gt;
* Matron Yaniel Nuralene, head of House Nuralene.&lt;br /&gt;
* Jana Hondquist, member of the House Guard of House Mutembre&lt;br /&gt;
* Jakhva Na'Turess Norito Murasham, heir-apparent of the Musharam Akhvate&lt;br /&gt;
* Jahkva Que-Turess Tranesta III, head of the Tranesta Akhvate, the only [[Eshala]] akhvate represented in the games this year.&lt;br /&gt;
* Mistress La'naya Tru'vere, daughter of Magrian Tru'Vere who is head of House Tru'vere&lt;br /&gt;
* Jakhva Nuress Taili-Shalan, member of the Blood Wings Akhvate&lt;br /&gt;
&lt;br /&gt;
The group also spent some time going over the rules for The Hunt:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) The Hunted (called Prey hereafter) are not allowed to kill the hunters. Incapacitation is acceptable, but not banishing them to another plane. &lt;br /&gt;
&lt;br /&gt;
Some prey are freemen that are looking to make a reputation. They are to be incapicitated if at all possible. They will be marked with a red bandana.&lt;br /&gt;
&lt;br /&gt;
Some prey are slaves that have outgrown their usefulness. They are to be slain. They will be marked with a black bandana. &lt;br /&gt;
&lt;br /&gt;
Some prey are prisoners. They are attempting to free themselves. If they survive the great manhunt, they will be free men, but exiled from Jechran. They will be marked with a white bandana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) If a Hunter captures a slave or prisoner alive, that person is theirs to do with as they will. If they capture a freeman, they can require a boon from that free man. The free man MUST do their best to perform the quest. If they resist, the request may be brought before the arbiter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Anyone that captures one of the banners, tomes, or favors from inside the area of the hunt, may bring these before any of the matrons to ask a boon of them. This boon can be a writ, a title, or a single wondrous item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) The doors to the hunting grounds will be opened as soon as night falls. There will be people at the exit at the same time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) The Hunt area will be clearly marked and all items of favor will be placed into the hunting grounds beforehand. Leaving the hunt area by any means other than through the exit portal is against the rules and any who perform this action will be slain by the riders placed around the perimeter of the hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) If the Prey capture a Hunter they have the following options, plus they will take her favor and she will signal that she is out of the competition. &lt;br /&gt;
&lt;br /&gt;
They can ask a boon of the hunter regarding the hunting ground.&lt;br /&gt;
&lt;br /&gt;
They may take one weapon from the hunter.&lt;br /&gt;
&lt;br /&gt;
They may request a personal token that all the hunters must carry. It allows you to request a favor at a later date. &lt;br /&gt;
&lt;br /&gt;
Any survivors that do not make it out of the western gate by sunrise may leave on their own, but no boons will be given and no favors accepted. &lt;br /&gt;
&lt;br /&gt;
==Chapter 8==&lt;br /&gt;
&lt;br /&gt;
Eventually it was time to enter the maze, and the group came up with a strategy: Meet up with Berkthgar and his band of 13.  Find a spot where they could fortify their position and remain there until nearly dawn.  Then, break out of there and race for the exit when it opens.  Clean up any garbage of wounded people along the way and grab tokens.&lt;br /&gt;
&lt;br /&gt;
Things immediately did not go as planned.  Berkthgar was found quickly but all of his 13 were killed by the time the group was admitted to the maze.  So, they adapted and fortified a position anyway, and after fending off a group very successfully, they decided to take one of the towers at the southeast corner of the maze.  This was no trouble, and eventually they settled into long hours of watching and waiting.  Right when they decided to break out, near dawn, they were assaulted by an akhvate group.  The fight did not go well.  The warriors of the akhvate managed to scatter the group and prevent them from implementing any strategy.  Eventually, after multiple near death experiences, the members of the group, beginning with Senjae, decided this was not worth it and they surrendered. &lt;br /&gt;
&lt;br /&gt;
After they had time to go back to the wagon and decompress, and they found Lorewarden Torvald to be very ill. He told them he had a plague that only affected sorcerers, and that he would be dying within days.  This upset the crew and they asked if they should cancel the mapping mission.  Torvald revealed that House Tru'vere and the southern guilds of [[Deglos]] were actually his sponsors for this mapping mission.  They were paying him 5,000 gp for the task, and he wanted the group to continue the task and accept the money.  The wagon would also belong to them too. This made the group extremely sad.&lt;br /&gt;
&lt;br /&gt;
They then came out to the festivities and realized that the mood was somber.  The mistress of the hunt told them that the northern houses had booby trapped the exit, and when people tried to rush the exit at the last hour, many were killed.  Only a single adventuring group other than theirs made it out, and many akhvas died too.  The northerners were smug about the whole thing, so the mistress of the hunt had Lady Tru'vere arrested and charged with murder.&lt;br /&gt;
&lt;br /&gt;
This gave Senjae an idea: he proposed to the Mistress of The Hunt that his group take Lady Tru'vere off their hands, to the south, never to return to her lands.  Effectively, it would be exile and it would save them a trial and it would prevent any anger from the northern houses for ultimately killing her for her crimes. The mistress accepted, and La'naya Tru'vere became part of the group, which speedily loaded up the wagon and left.&lt;br /&gt;
&lt;br /&gt;
==Chapter 9==&lt;br /&gt;
&lt;br /&gt;
The group, under Torvald's guidance, decided to press southward to continue to find a passage to [[Drotid]]. They figured [[Clearsepeak]] would make a decent stopover in a future trade route. Quite soon after departing, they left the area of [[The Wastelands]] known as The Architect's Laboratory. In this new area, the group had no sense of which of the Nine Lords of The Wastelands ruled there.&lt;br /&gt;
&lt;br /&gt;
After about a day's travel, they arrived at another town with much higher walls that were still intact, and seemingly much newer than the dilapidated walls from [[Dobrekan]] times. Cautiously, they approached the town and noted two guards standing outside the main gate.  They were humanoid, but quite tall, at least seven and a half feet. It was difficult to place their features in any particular race.  The group hailed the guards from the wagon and mentioned that they had trade goods to display.  This got the guards quite excited, as if they had not seen any such thing in a long time. &lt;br /&gt;
&lt;br /&gt;
Soon, a commotion rang throughout the town, for which it soon became apparent was populated by beings at least seven feet tall and as much as eleven feet tall. The group was ushered to a central square in the town, and they got to work bringing out some meats and extra bits of loot they gathered on their adventures that they did not need. They requested the giant humanoids bring them maps in return, if they had them.  Sure enough, they did.  A ten-foot tall being brought out a chest full of them and dropped it happily on the ground at his feet.  40 lbs of potatoes and some meat got them the whole contents of the chest.&lt;br /&gt;
&lt;br /&gt;
The grizzled old priest of the bunch explained that they were half-giants, and had lived there for some time.  He believed there were other giant-like beings throughout the wastelands but most others were not like them.  One particular kind he encountered were made of metal and crystal, and he pointed to Torvald's metal companion, Stepus to indicate that they looked just like him, but bigger. &lt;br /&gt;
&lt;br /&gt;
A slightly autistic half-giant also befriended the group and began to divulge everything he knew of the area's layout, including dangerous features and what to avoid.  Nearby was a crater that had filled in with water to form a lake.  The inhabitants of the town were positive that the lake housed an extremely powerful being, whom the towns around the lake liked to worship. He didn't know much else about the lake being except that it sometimes required sacrifices and it controlled many dangerous creatures that lived in the lake with it. Pointedly, he said that if the group wanted to map the lake, they would need to ford a river and then cross past a bandit tower.&lt;br /&gt;
&lt;br /&gt;
The next day, the group bid their new half-giant friends farewell and promised more trade traffic in the future.  Soon, their wagon came to the river mentioned by the half-giant kid, and the group devised a plan to use Stephus to fetch an abandoned ferry barge from the opposite bank and then bring it over so they could begin moving themselves and the wagon to the other side. &lt;br /&gt;
&lt;br /&gt;
The plan went well until the second crossing. Bearclaw, Senjae, and Katar were riding across in the barge when they were suddenly pelted with arrows from bandits on the other side.  Luckily, they were quickly dispatched with a brand new fireball from Senjae.  The rest of the crossing went well, and soon after that, as it began to get dark, the group spotted the bandit tower in the distance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49626</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49626"/>
		<updated>2020-09-09T02:13:35Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
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==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
==Chapter 7==&lt;br /&gt;
&lt;br /&gt;
Back at the library of [[Clearsepeak]], Senjae and Torvald encountered a librarian administrator who was convinced by his [[Guild:BlueOrder|Blue Order]] credentials to let him into the locked portion of the building.  There, Senjae was able to create what he hoped would be a magical scroll that operated much like a Healing Word spell, but an arcane version.  He decided he needed to test it, and the best place to do that would be in the wretched maze which he resented as an unnecessary danger. So, he went back to his party and told them he would join them in The Hunt.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, during another day of exploration, the other members of the group found out that this year's Hunt was not going so well, even before it started. Traditionally, the Hunt is run each year and sponsored by the akhvates (tribes of Southern [[Jechran]]), but this year a large contingent of northern houses from [[Jechran]] decided to enter.  A little digging revealed that the northern houses thought The Hunt was a barbaric practice and vowed to end it.  Their entrance into the games represented an effort to do so. Already, minor fights were breaking out between members of northern houses and southern akhvates.  Rumors were spreading that hunters from the northern houses were going to go into the maze to kill akhvate contestants, rather than play the game correctly.&lt;br /&gt;
&lt;br /&gt;
Several akvates and houses had entered groups into The Hunt this year:&lt;br /&gt;
&lt;br /&gt;
* The Mistress (organizer) was Ka'Na'Yeh Shim Foa, of the Grey Falcon Akhvate.&lt;br /&gt;
* Matron Yaniel Nuralene, head of House Nuralene.&lt;br /&gt;
* Jana Hondquist, member of the House Guard of House Mutembre&lt;br /&gt;
* Jakhva Na'Turess Norito Murasham, heir-apparent of the Musharam Akhvate&lt;br /&gt;
* Jahkva Que-Turess Tranesta III, head of the Tranesta Akhvate, the only [[Eshala]] akhvate represented in the games this year.&lt;br /&gt;
* Mistress La'naya Tru'vere, daughter of Magrian Tru'Vere who is head of House Tru'vere&lt;br /&gt;
* Jakhva Nuress Taili-Shalan, member of the Blood Wings Akhvate&lt;br /&gt;
&lt;br /&gt;
The group also spent some time going over the rules for The Hunt:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) The Hunted (called Prey hereafter) are not allowed to kill the hunters. Incapacitation is acceptable, but not banishing them to another plane. &lt;br /&gt;
&lt;br /&gt;
Some prey are freemen that are looking to make a reputation. They are to be incapicitated if at all possible. They will be marked with a red bandana.&lt;br /&gt;
&lt;br /&gt;
Some prey are slaves that have outgrown their usefulness. They are to be slain. They will be marked with a black bandana. &lt;br /&gt;
&lt;br /&gt;
Some prey are prisoners. They are attempting to free themselves. If they survive the great manhunt, they will be free men, but exiled from Jechran. They will be marked with a white bandana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) If a Hunter captures a slave or prisoner alive, that person is theirs to do with as they will. If they capture a freeman, they can require a boon from that free man. The free man MUST do their best to perform the quest. If they resist, the request may be brought before the arbiter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Anyone that captures one of the banners, tomes, or favors from inside the area of the hunt, may bring these before any of the matrons to ask a boon of them. This boon can be a writ, a title, or a single wondrous item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) The doors to the hunting grounds will be opened as soon as night falls. There will be people at the exit at the same time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) The Hunt area will be clearly marked and all items of favor will be placed into the hunting grounds beforehand. Leaving the hunt area by any means other than through the exit portal is against the rules and any who perform this action will be slain by the riders placed around the perimeter of the hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) If the Prey capture a Hunter they have the following options, plus they will take her favor and she will signal that she is out of the competition. &lt;br /&gt;
&lt;br /&gt;
They can ask a boon of the hunter regarding the hunting ground.&lt;br /&gt;
&lt;br /&gt;
They may take one weapon from the hunter.&lt;br /&gt;
&lt;br /&gt;
They may request a personal token that all the hunters must carry. It allows you to request a favor at a later date. &lt;br /&gt;
&lt;br /&gt;
Any survivors that do not make it out of the western gate by sunrise may leave on their own, but no boons will be given and no favors accepted. &lt;br /&gt;
&lt;br /&gt;
==Chapter 8==&lt;br /&gt;
&lt;br /&gt;
Eventually it was time to enter the maze, and the group came up with a strategy: Meet up with Berkthgar and his band of 13.  Find a spot where they could fortify their position and remain there until nearly dawn.  Then, break out of there and race for the exit when it opens.  Clean up any garbage of wounded people along the way and grab tokens.&lt;br /&gt;
&lt;br /&gt;
Things immediately did not go as planned.  Berkthgar was found quickly but all of his 13 were killed by the time the group was admitted to the maze.  So, they adapted and fortified a position anyway, and after fending off a group very successfully, they decided to take one of the towers at the southeast corner of the maze.  This was no trouble, and eventually they settled into long hours of watching and waiting.  Right when they decided to break out, near dawn, they were assaulted by an akhvate group.  The fight did not go well.  The warriors of the akhvate managed to scatter the group and prevent them from implementing any strategy.  Eventually, after multiple near death experiences, the members of the group, beginning with Senjae, decided this was not worth it and they surrendered. &lt;br /&gt;
&lt;br /&gt;
After they had time to go back to the wagon and decompress, and they found Lorewarden Torvald to be very ill. He told them he had a plague that only affected sorcerers, and that he would be dying within days.  This upset the crew and they asked if they should cancel the mapping mission.  Torvald revealed that House Tru'vere and the southern guilds of [[Deglos]] were actually his sponsors for this mapping mission.  They were paying him 5,000 gp for the task, and he wanted the group to continue the task and accept the money.  The wagon would also belong to them too. This made the group extremely sad.&lt;br /&gt;
&lt;br /&gt;
They then came out to the festivities and realized that the mood was somber.  The mistress of the hunt told them that the northern houses had booby trapped the exit, and when people tried to rush the exit at the last hour, many were killed.  Only a single adventuring group other than theirs made it out, and many akhvas died too.  The northerners were smug about the whole thing, so the mistress of the hunt had Lady Tru'vere arrested and charged with murder.&lt;br /&gt;
&lt;br /&gt;
This gave Senjae an idea: he proposed to the Mistress of The Hunt that his group take Lady Tru'vere off their hands, to the south, never to return to her lands.  Effectively, it would be exile and it would save them a trial and it would prevent any anger from the northern houses for ultimately killing her for her crimes. The mistress accepted, and La'naya Tru'vere became part of the group, which speedily loaded up the wagon and left.&lt;br /&gt;
&lt;br /&gt;
==Chapter 9==&lt;br /&gt;
&lt;br /&gt;
The group, under Torvald's guidance, decided to press southward to continue to find a passage to [[Drotid]]. They figured [[Clearsepeak]] would make a decent stopover in a future trade route. Quite soon after departing, they left the area of [[The Wastelands]] known as The Architect's Laboratory. In this new area, the group had no sense of which of the Nine Lords of The Wastelands ruled there.&lt;br /&gt;
&lt;br /&gt;
After about a day's travel, they arrived at another town with much higher walls that were still intact, and seemingly much newer than the dilapidated walls from [[Dobrekan]] times. Cautiously, they approached the town and noted two guards standing outside the main gate.  They were humanoid, but quite tall, at least seven and a half feet. It was difficult to place their features in any particular race.  The group hailed the guards from the wagon and mentioned that they had trade goods to display.  This got the guards quite excited, as if they had not seen any such thing in a long time. &lt;br /&gt;
&lt;br /&gt;
Soon, a commotion rang throughout the town, for which it soon became apparent was populated by beings at least seven feet tall and as much as eleven feet tall. The group was ushered to a central square in the town, and they got to work bringing out some meats and extra bits of loot they gathered on their adventures that they did not need. They requested the giant humanoids bring them maps in return, if they had them.  Sure enough, they did.  A ten-foot tall being brought out a chest full of them and dropped it happily on the ground at his feet.  40 lbs of potatoes and some meat got them the whole contents of the chest.&lt;br /&gt;
&lt;br /&gt;
The grizzled old priest of the bunch explained that they were half-giants, and had lived there for some time.  He believed there were other giant-like beings throughout the wastelands but most others were not like them.  One particular kind he encountered were made of metal and crystal, and he pointed to Torvald's metal companion, Stepus to indicate that they looked just like him, but bigger. &lt;br /&gt;
&lt;br /&gt;
A slightly autistic half-giant also befriended the group and began to divulge everything he knew of the area's layout, including dangerous features and what to avoid.  Nearby was a crater that had filled in with water to form a lake.  The inhabitants of the town were positive that the lake housed an extremely powerful being, whom the towns around the lake liked to worship. He didn't know much else about the lake being except that it sometimes required sacrifices and it controlled many dangerous creatures that lived in the lake with it. &lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49625</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49625"/>
		<updated>2020-09-07T17:12:34Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
==Chapter 7==&lt;br /&gt;
&lt;br /&gt;
Back at the library of [[Clearsepeak]], Senjae and Torvald encountered a librarian administrator who was convinced by his [[Guild:BlueOrder|Blue Order]] credentials to let him into the locked portion of the building.  There, Senjae was able to create what he hoped would be a magical scroll that operated much like a Healing Word spell, but an arcane version.  He decided he needed to test it, and the best place to do that would be in the wretched maze which he resented as an unnecessary danger. So, he went back to his party and told them he would join them in The Hunt.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, during another day of exploration, the other members of the group found out that this year's Hunt was not going so well, even before it started. Traditionally, the Hunt is run each year and sponsored by the akhvates (tribes of Southern [[Jechran]]), but this year a large contingent of northern houses from [[Jechran]] decided to enter.  A little digging revealed that the northern houses thought The Hunt was a barbaric practice and vowed to end it.  Their entrance into the games represented an effort to do so. Already, minor fights were breaking out between members of northern houses and southern akhvates.  Rumors were spreading that hunters from the northern houses were going to go into the maze to kill akhvate contestants, rather than play the game correctly.&lt;br /&gt;
&lt;br /&gt;
Several akvates and houses had entered groups into The Hunt this year:&lt;br /&gt;
&lt;br /&gt;
* The Mistress (organizer) was Ka'Na'Yeh Shim Foa, of the Grey Falcon Akhvate.&lt;br /&gt;
* Matron Yaniel Nuralene, head of House Nuralene.&lt;br /&gt;
* Jana Hondquist, member of the House Guard of House Mutembre&lt;br /&gt;
* Jakhva Na'Turess Norito Murasham, heir-apparent of the Musharam Akhvate&lt;br /&gt;
* Jahkva Que-Turess Tranesta III, head of the Tranesta Akhvate, the only [[Eshala]] akhvate represented in the games this year.&lt;br /&gt;
* Mistress La'naya Tru'vere, daughter of Magrian Tru'Vere who is head of House Tru'vere&lt;br /&gt;
* Jakhva Nuress Taili-Shalan, member of the Blood Wings Akhvate&lt;br /&gt;
&lt;br /&gt;
The group also spent some time going over the rules for The Hunt:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) The Hunted (called Prey hereafter) are not allowed to kill the hunters. Incapacitation is acceptable, but not banishing them to another plane. &lt;br /&gt;
&lt;br /&gt;
Some prey are freemen that are looking to make a reputation. They are to be incapicitated if at all possible. They will be marked with a red bandana.&lt;br /&gt;
&lt;br /&gt;
Some prey are slaves that have outgrown their usefulness. They are to be slain. They will be marked with a black bandana. &lt;br /&gt;
&lt;br /&gt;
Some prey are prisoners. They are attempting to free themselves. If they survive the great manhunt, they will be free men, but exiled from Jechran. They will be marked with a white bandana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) If a Hunter captures a slave or prisoner alive, that person is theirs to do with as they will. If they capture a freeman, they can require a boon from that free man. The free man MUST do their best to perform the quest. If they resist, the request may be brought before the arbiter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Anyone that captures one of the banners, tomes, or favors from inside the area of the hunt, may bring these before any of the matrons to ask a boon of them. This boon can be a writ, a title, or a single wondrous item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) The doors to the hunting grounds will be opened as soon as night falls. There will be people at the exit at the same time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) The Hunt area will be clearly marked and all items of favor will be placed into the hunting grounds beforehand. Leaving the hunt area by any means other than through the exit portal is against the rules and any who perform this action will be slain by the riders placed around the perimeter of the hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) If the Prey capture a Hunter they have the following options, plus they will take her favor and she will signal that she is out of the competition. &lt;br /&gt;
&lt;br /&gt;
They can ask a boon of the hunter regarding the hunting ground.&lt;br /&gt;
&lt;br /&gt;
They may take one weapon from the hunter.&lt;br /&gt;
&lt;br /&gt;
They may request a personal token that all the hunters must carry. It allows you to request a favor at a later date. &lt;br /&gt;
&lt;br /&gt;
Any survivors that do not make it out of the western gate by sunrise may leave on their own, but no boons will be given and no favors accepted. &lt;br /&gt;
&lt;br /&gt;
==Chapter 8==&lt;br /&gt;
&lt;br /&gt;
Eventually it was time to enter the maze, and the group came up with a strategy: Meet up with Berkthgar and his band of 13.  Find a spot where they could fortify their position and remain there until nearly dawn.  Then, break out of there and race for the exit when it opens.  Clean up any garbage of wounded people along the way and grab tokens.&lt;br /&gt;
&lt;br /&gt;
Things immediately did not go as planned.  Berkthgar was found quickly but all of his 13 were killed by the time the group was admitted to the maze.  So, they adapted and fortified a position anyway, and after fending off a group very successfully, they decided to take one of the towers at the southeast corner of the maze.  This was no trouble, and eventually they settled into long hours of watching and waiting.  Right when they decided to break out, near dawn, they were assaulted by an akhvate group.  The fight did not go well.  The warriors of the akhvate managed to scatter the group and prevent them from implementing any strategy.  Eventually, after multiple near death experiences, the members of the group, beginning with Senjae, decided this was not worth it and they surrendered. &lt;br /&gt;
&lt;br /&gt;
After they had time to go back to the wagon and decompress, and they found Lorewarden Torvald to be very ill. He told them he had a plague that only affected sorcerers, and that he would be dying within days.  This upset the crew and they asked if they should cancel the mapping mission.  Torvald revealed that House Tru'vere and the southern guilds of [[Deglos]] were actually his sponsors for this mapping mission.  They were paying him 5,000 gp for the task, and he wanted the group to continue the task and accept the money.  The wagon would also belong to them too. This made the group extremely sad.&lt;br /&gt;
&lt;br /&gt;
They then came out to the festivities and realized that the mood was somber.  The mistress of the hunt told them that the northern houses had booby trapped the exit, and when people tried to rush the exit at the last hour, many were killed.  Only a single adventuring group other than theirs made it out, and many akhvas died too.  The northerners were smug about the whole thing, so the mistress of the hunt had Lady Tru'vere arrested and charged with murder.&lt;br /&gt;
&lt;br /&gt;
This gave Senjae an idea: he proposed to the Mistress of The Hunt that his group take Lady Tru'vere off their hands, to the south, never to return to her lands.  Effectively, it would be exile and it would save them a trial and it would prevent any anger from the northern houses for ultimately killing her for her crimes. The mistress accepted, and La'naya Tru'vere became part of the group, which speedily loaded up the wagon and left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49624</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49624"/>
		<updated>2020-09-07T17:01:49Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
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&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
==Chapter 7==&lt;br /&gt;
&lt;br /&gt;
Back at the library of [[Clearsepeak]], Senjae and Torvald encountered a librarian administrator who was convinced by his [[Guild:BlueOrder|Blue Order]] credentials to let him into the locked portion of the building.  There, Senjae was able to create what he hoped would be a magical scroll that operated much like a Healing Word spell, but an arcane version.  He decided he needed to test it, and the best place to do that would be in the wretched maze which he resented as an unnecessary danger. So, he went back to his party and told them he would join them in The Hunt.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, during another day of exploration, the other members of the group found out that this year's Hunt was not going so well, even before it started. Traditionally, the Hunt is run each year and sponsored by the akhvates (tribes of Southern [[Jechran]]), but this year a large contingent of northern houses from [[Jechran]] decided to enter.  A little digging revealed that the northern houses thought The Hunt was a barbaric practice and vowed to end it.  Their entrance into the games represented an effort to do so. Already, minor fights were breaking out between members of northern houses and southern akhvates.  Rumors were spreading that hunters from the northern houses were going to go into the maze to kill akhvate contestants, rather than play the game correctly.&lt;br /&gt;
&lt;br /&gt;
Several akvates and houses had entered groups into The Hunt this year:&lt;br /&gt;
&lt;br /&gt;
* The Mistress (organizer) was Ka'Na'Yeh Shim Foa, of the Grey Falcon Akhvate.&lt;br /&gt;
* Matron Yaniel Nuralene, head of House Nuralene.&lt;br /&gt;
* Jana Hondquist, member of the House Guard of House Mutembre&lt;br /&gt;
* Jakhva Na'Turess Norito Murasham, heir-apparent of the Musharam Akhvate&lt;br /&gt;
* Jahkva Que-Turess Tranesta III, head of the Tranesta Akhvate, the only [[Eshala]] akhvate represented in the games this year.&lt;br /&gt;
* Mistress La'naya Tru'vere, daughter of Magrian Tru'Vere who is head of House Tru'vere&lt;br /&gt;
* Jakhva Nuress Taili-Shalan, member of the Blood Wings Akhvate&lt;br /&gt;
&lt;br /&gt;
The group also spent some time going over the rules for The Hunt:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) The Hunted (called Prey hereafter) are not allowed to kill the hunters. Incapacitation is acceptable, but not banishing them to another plane. &lt;br /&gt;
&lt;br /&gt;
Some prey are freemen that are looking to make a reputation. They are to be incapicitated if at all possible. They will be marked with a red bandana.&lt;br /&gt;
&lt;br /&gt;
Some prey are slaves that have outgrown their usefulness. They are to be slain. They will be marked with a black bandana. &lt;br /&gt;
&lt;br /&gt;
Some prey are prisoners. They are attempting to free themselves. If they survive the great manhunt, they will be free men, but exiled from Jechran. They will be marked with a white bandana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) If a Hunter captures a slave or prisoner alive, that person is theirs to do with as they will. If they capture a freeman, they can require a boon from that free man. The free man MUST do their best to perform the quest. If they resist, the request may be brought before the arbiter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Anyone that captures one of the banners, tomes, or favors from inside the area of the hunt, may bring these before any of the matrons to ask a boon of them. This boon can be a writ, a title, or a single wondrous item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) The doors to the hunting grounds will be opened as soon as night falls. There will be people at the exit at the same time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) The Hunt area will be clearly marked and all items of favor will be placed into the hunting grounds beforehand. Leaving the hunt area by any means other than through the exit portal is against the rules and any who perform this action will be slain by the riders placed around the perimeter of the hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) If the Prey capture a Hunter they have the following options, plus they will take her favor and she will signal that she is out of the competition. &lt;br /&gt;
&lt;br /&gt;
They can ask a boon of the hunter regarding the hunting ground.&lt;br /&gt;
&lt;br /&gt;
They may take one weapon from the hunter.&lt;br /&gt;
&lt;br /&gt;
They may request a personal token that all the hunters must carry. It allows you to request a favor at a later date. &lt;br /&gt;
&lt;br /&gt;
Any survivors that do not make it out of the western gate by sunrise may leave on their own, but no boons will be given and no favors accepted. &lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49623</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49623"/>
		<updated>2020-09-07T16:59:08Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
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&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
==Chapter 7==&lt;br /&gt;
&lt;br /&gt;
Back at the library of [[Clearsepeak]], Senjae and Torvald encountered a librarian administrator who was convinced by his [Guild:BlueOrder|Blue Order] credentials to let him into the locked portion of the building.  There, Senjae was able to create what he hoped would be a magical scroll that operated much like a Healing Word spell, but an arcane version.  He decided he needed to test it, and the best place to do that would be in the wretched maze which he resented as an unnecessary danger. So, he went back to his party and told them he would join them in The Hunt.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, during another day of exploration, the other members of the group found out that this year's Hunt was not going so well, even before it started. Traditionally, the Hunt is run each year and sponsored by the akhvates (tribes of Southern [[Jechran]]), but this year a large contingent of northern houses from [[Jechran]] decided to enter.  A little digging revealed that the northern houses thought The Hunt was a barbaric practice and vowed to end it.  Their entrance into the games represented an effort to do so. Already, minor fights were breaking out between members of northern houses and southern akhvates.  Rumors were spreading that hunters from the northern houses were going to go into the maze to kill akhvate contestants, rather than play the game correctly.&lt;br /&gt;
&lt;br /&gt;
Several akvates and houses had entered groups into The Hunt this year:&lt;br /&gt;
&lt;br /&gt;
* The Mistress (organizer) was Ka'Na'Yeh Shim Foa, of the Grey Falcon Akhvate.&lt;br /&gt;
* Matron Yaniel Nuralene, head of House Nuralene.&lt;br /&gt;
* Jana Hondquist, member of the House Guard of House Mutembre&lt;br /&gt;
* Jakhva Na'Turess Norito Murasham, heir-apparent of the Musharam Akhvate&lt;br /&gt;
* Jahkva Que-Turess Tranesta III, head of the Tranesta Akhvate, the only [[Eshala]] akhvate represented in the games this year.&lt;br /&gt;
* Mistress La'naya Tru'vere, daughter of Magrian Tru'Vere who is head of House Tru'vere&lt;br /&gt;
* Jakhva Nuress Taili-Shalan, member of the Blood Wings Akhvate&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49622</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49622"/>
		<updated>2020-09-07T16:57:39Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
==Chapter 7==&lt;br /&gt;
&lt;br /&gt;
Back at the library of [[Clearsepeak]], Senjae and Torvald encountered a librarian administrator who was convinced by his [Guild:BlueOrder|Blue Order] credentials to let him into the locked portion of the building.  There, Senjae was able to create what he hoped would be a magical scroll that operated much like a Healing Word spell, but an arcane version.  He decided he needed to test it, and the best place to do that would be in the wretched maze which he resented as an unnecessary danger. So, he went back to his party and told them he would join them in The Hunt.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, during another day of exploration, the other members of the group found out that this year's Hunt was not going so well, even before it started. Traditionally, the Hunt is run each year and sponsored by the akhvates (tribes of Southern [[Jechran]]), but this year a large contingent of northern houses from [[Jechran]] decided to enter.  A little digging revealed that the northern houses thought The Hunt was a barbaric practice and vowed to end it.  Their entrance into the games represented an effort to do so. Already, minor fights were breaking out between members of northern houses and southern akhvates.  Rumors were spreading that hunters from the northern houses were going to go into the maze to kill akhvate contestants, rather than play the game correctly.&lt;br /&gt;
&lt;br /&gt;
Several akvates and houses had entered groups into The Hunt this year:&lt;br /&gt;
&lt;br /&gt;
The Mistress (organizer) was Ka'Na'Yeh Shim Foa, of the Grey Falcon Akhvate.&lt;br /&gt;
&lt;br /&gt;
Matron Yaniel Nuralene, head of House Nuralene.&lt;br /&gt;
Jana Hondquist, member of the House Guard of House Mutembre&lt;br /&gt;
Jakhva Na'Turess Norito Murasham, heir-apparent of the Musharam Akhvate&lt;br /&gt;
Jahkva Que-Turess Tranesta III, head of the Tranesta Akhvate, the only [[Eshala]] akhvate represented in the games this year.&lt;br /&gt;
Mistress La'naya Tru'vere, daughter of Magrian Tru'Vere who is head of House Tru'vere&lt;br /&gt;
Jakhva Nuress Taili-Shalan, member of the Blood Wings Akhvate&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49621</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49621"/>
		<updated>2020-09-07T16:51:31Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
==Chapter 7==&lt;br /&gt;
&lt;br /&gt;
Back at the library of [[Clearsepeak]], Senjae and Torvald encountered a librarian administrator who was convinced by his [Guild:BlueOrder|Blue Order] credentials to let him into the locked portion of the building.  There, Senjae was able to create what he hoped would be a magical scroll that operated much like a Healing Word spell, but an arcane version.  He decided he needed to test it, and the best place to do that would be in the wretched maze which he resented as an unnecessary danger. So, he went back to his party and told them he would join them in The Hunt.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, during another day of exploration, the other members of the group found out that this year's Hunt was not going so well, even before it started. Traditionally, the Hunt is run each year and sponsored by the akhvates (tribes of Southern [[Jechran]]), but this year a large contingent of northern houses from [[Jechran]] decided to enter.  A little digging revealed that the northern houses thought The Hunt was a barbaric practice and vowed to end it.  Their entrance into the games represented an effort to do so. Already, minor fights were breaking out between members of northern houses and southern akhvates.  Rumors were spreading that hunters from the northern houses were going to go into the maze to kill akhvate contestants, rather than play the game correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49620</id>
		<title>Jechran</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49620"/>
		<updated>2020-09-07T15:50:02Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Tribes of Jechran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = [[Image:JechranIcon.JPG|right|thumb|300px]]&lt;br /&gt;
|NationIcon = [[Image:Jechran.png|right|thumb]]&lt;br /&gt;
|NationIconCaption = Map of Jechran&lt;br /&gt;
|NationName = Jechran&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = 1,172,000&lt;br /&gt;
|NationCapital = [[Myleah]]&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Eastern [[Negaria]]&lt;br /&gt;
|NationRuler = High Priestess Lestra Starsblood&lt;br /&gt;
|NationGovt = Trival Confederation&lt;br /&gt;
|NationMilitary = None&lt;br /&gt;
|NationRaces = [[Human]]s 35%, Elves 35%, Half-elves 25%, Other (aryehns and orcs) 5%&lt;br /&gt;
|NationLang = Elven, Jechrani Common&lt;br /&gt;
|NationReligion = [[Dre'Ana]], [[Yeraiah]]&lt;br /&gt;
|NationImports = Metal goods&lt;br /&gt;
|NationExports = Exotic crafts&lt;br /&gt;
|NationTrade = [[Deglos]] (minor trading partner), [[Tyedu]] (minor trading partner)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nation of '''Jechran''' is a conglomerate of small tribes that recognize a central leader and area as a focal point. This country borders [[Galdos]] on its western side and [[The Wastelands|the Wastelands]] to the south. Eastward is the great ocean. This arrangement has given the country a high degree of isolation, which accounts for its peculiar society.&lt;br /&gt;
&lt;br /&gt;
Jechran's western neighbor of Galdos is very mountainous, which causes a lot of rain to fall in the area. Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate, and slightly chilly climate. Moist air is lifted up high by the mountains of Galdos where it cools and loses its water as it sinks and passes over Jechran. This weather pattern is fueled further by the country's proximity to the sea. Thus Jechran can be quite rainy at times, and as a result, it is a lush and foggy land of forests, though not quite warm enough to support jungle life.&lt;br /&gt;
&lt;br /&gt;
Early on in his godhood, [[Mikon]] took on a wife named [[Yeraiah]]. Although she did not create a race for herself, Yeraiah took on some followers and helped them to survive in Jechran, the area they called home.&lt;br /&gt;
&lt;br /&gt;
Long before [[the Fairy War]], Jechran was part of the original Orcish nation of [[Dobrekan]]. During this time period, the major inhabitants were Orcs; however, they were largely at peace with the humans and elves of the surrounding nations. A brisk trade made all sides prosper, and huge communities of humans and elves sprang up in the forests of the Orcish nation with the complete permission of the Orcs.&lt;br /&gt;
&lt;br /&gt;
Dwelling in the forest were small populations of fairies as well, both of the [[O'Ma]] and Titanian variety. When the Fairy War started, there were quite a few small skirmishes fought on the soils of Dobrekan, though it was never as devastating as elsewhere on Avlis, such as in the forests of [[T'Nanshi]]. Still, as the old stories relate, the Orcs decided to capitalize on the Fairy War by attempting to wipe out both fairy races at once in an effort to shift the tides of good and evil on Avlis more towards their liking. Some however, will relate that the Orcs did not like the fairies fighting on their soil, and when the Fairy War grew too large and became harder to contain, the Orcs rallied to defend themselves by attempting to expel both fairy races from their land.&lt;br /&gt;
&lt;br /&gt;
Whichever side was correct the Orcish fray into the Fairy War was what started the Great War. When the nations began to attack Dobrekan, the Orcs immediately started persecuting the Elven and human settlers within their lands, even though the humans' home nation of M'Chek was not yet involved.&lt;br /&gt;
&lt;br /&gt;
[[The Great War]] was the most devastating event ever to befall the world to date. Human and Elven males living within the nation of Dobrekan rallied to defend their homes and their families by joining with the other nations attacking the Orcs. This was considered to be a very large reason why the Orcs were forced to flee from Dobrekan altogether.&lt;br /&gt;
&lt;br /&gt;
Halfway through the Great War, Dobrekan ceased to exist. The Orcs were driven from the east coast all the way to the west coast where they were split into two groups that eventually became the Orcish nations of [[Brekon]] and [[Dubunat]].&lt;br /&gt;
&lt;br /&gt;
The great carnage that went on throughout the Great War depleted the abandoned nation of both Orcs and males. Only the wives and mothers were left behind.... by the end of the war, they were mostly widows.&lt;br /&gt;
&lt;br /&gt;
Distraught, and living in an abandoned land with almost no guidance, the women were rallied by a young goddess who took pity on them. Her name was [[Dre'Ana]], daughter of [[O'Ma]]. Dre'Ana taught the women how to hunt and care for themselves and each other. She taught them the ways of the forest that she learned from her father. She taught them of bows and swords, and self-defense. She taught them of life and organization.&lt;br /&gt;
&lt;br /&gt;
The Human and Elven women developed their society into a system of tribes. The few men that were left helped out as best they could, though as the tribes slowly developed, their power waned as their numbers increased slightly. Males soon became irrelevant to survival among the tribes, now known collectively as Jechran.&lt;br /&gt;
&lt;br /&gt;
The name Jechran was taken from a lizard in the area known as a Jechira. They are small and fast in their early life, but soon become great and powerful as they age.&lt;br /&gt;
&lt;br /&gt;
The nation of Jechran largely keeps to its own. Tribes will manage their own affairs and sometimes fight among themselves. Many tribes have a lesser queen, or an elder council of women. It generally varies from place to place, though most tribes hold the interests of the many before the few.&lt;br /&gt;
&lt;br /&gt;
Each tribe recognizes two things that hold them together:&lt;br /&gt;
#Dre'Ana is the supreme leader of Jechran to whom they owe everything.&lt;br /&gt;
#The mortal center of Jechran where all tribes send their representation is in the settlement of [[Myleah]]. Dre'Ana's mortal agent presides their as the nominal leader of all the tribes of Jechran. Through independence, they remain unified.&lt;br /&gt;
===Males in Jechran===&lt;br /&gt;
Jechran is a nation of female dominance, and thus males are relegated to a lesser role in society. From an early age they are trained to be subservient and keep out of the way of women's affairs. This is done for the good of the tribe, for Dre'Ana taught them how to survive and their skills are important.&lt;br /&gt;
&lt;br /&gt;
Each tribe only keeps a limited number of males. The number varies by tribe, but most males are allowed to live in small communal man quarters somewhere in the village from age 15 to age 35 (humans) or age 70 to 200 (elves). After this age, the males are usually casted out into the Wilderness. Unfortunately, since their lives are mostly spent indoors or doing village labor, they never learn how to survive in the wild forests of Jechran and they often become food for big prey like lions or Jechera.&lt;br /&gt;
&lt;br /&gt;
Women who become pregnant are afforded care by the tribe. They have developed many different kinds of teas and ointments that supposedly increase the chances of female births. These remedies are employed during times when there are sufficient males in the tribes. If a woman gives birth to a male child after the tribal limit has been reached, the tribe will often take the baby and seek to trade it to another tribe who happens to be low on males at the moment. The baby is given to the new tribe in return for whatever other goods the tribe wishes to trade for... food, livestock, clothing. In rare cases, the baby will have to be abandoned if another tribe is not found, but this does not occur too often.&lt;br /&gt;
&lt;br /&gt;
A male baby spends its early life with its mother learning the ways of its tribe. It does this until it is old enough to stay with the other males in the tribe and do its duty of reproduction. There is no marriage in Jechran society. Women who are intent on having a child will choose a male of their liking and procreate.&lt;br /&gt;
&lt;br /&gt;
Almost no consideration is given to human and elven distinctions. There are tribes that are largely human, and tribes that are largely elven, however they all follow the same precepts of female dominance and faith in Dre'Ana, who is herself a half-elf. Human babies are often traded to elven tribes, and vice versa. Consequently, Jechran has the highest concentration of hybrid human-elves in the whole world. Many tribes consist totally of halfelven women who have slowly mixed their blood over the past two millennia. This is not considered a bad thing among the tribes, because the most important concept is survival, not race. Race generally does not matter among the tribes of Jechran.&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=13119 Source material]&lt;br /&gt;
&lt;br /&gt;
==Tribes of Jechran==&lt;br /&gt;
&lt;br /&gt;
From its early times as an abandoned population of war widows, Jechrani society has depended on women banding together and helping one another.  The earliest groups were no more than small bands of nomadic women looking for food. By the time Myleah was born and lived (300 A.O.D.), the whole country had organized into small independent tribes, such as Myleah's own Rentha tribe. The founding of the city of [[Myleah]] produced a profound impact on tribal development, and since the city was located in a northern location, its impact was greater on nearby tribes, but lesser on tribes to the south, and especially tribes which existed in the place which is now the [[The Wastelands]].  Today, tribal structure in Jechran varies from the northern to the southern portions of the country.  The southern portion has remained consistently more tribal and formed tribal groups known as &amp;quot;Akvates&amp;quot;. Even certain [[Eshala]] groups have banded together and adopted the akhvate structure, though not all of them do so. Meanwhile, the northern portion of the country has experienced moderate gentrification over the centuries. These tribes have formed themselves into &amp;quot;Houses' with nobility structures that oversee the more tribally-minded commoners. For both akvates and houses, there are no requirements for genetic inheritance of titles.  In most cases, a woman can earn noble title and even citizenship in an akvate or house. Daughters do not automatically inherit rank from their mothers, consequently, and they must earn their place.  It is therefore common in Jechrani society, both in the north and the south, for women from outside the tribe to gain citizenship and leapfrog their way to the top of the tribe through action.&lt;br /&gt;
&lt;br /&gt;
Despite some of these similar societal qualities, the tribal structures of akvates and houses produce significant tension within Jechran. Northern houses see the southern akvates as rash and barbaric, while those in the south see the north as an existential threat to the Jechrani way of life through adoption of &amp;quot;Nanshi&amp;quot; titles. &lt;br /&gt;
&lt;br /&gt;
For information on tribes of Jechran, see [http://wiki.avlis.org/Category:Jechran Category:Jechran].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Jechran]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49619</id>
		<title>Jechran</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49619"/>
		<updated>2020-09-07T15:49:46Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Tribes of Jechran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = [[Image:JechranIcon.JPG|right|thumb|300px]]&lt;br /&gt;
|NationIcon = [[Image:Jechran.png|right|thumb]]&lt;br /&gt;
|NationIconCaption = Map of Jechran&lt;br /&gt;
|NationName = Jechran&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = 1,172,000&lt;br /&gt;
|NationCapital = [[Myleah]]&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Eastern [[Negaria]]&lt;br /&gt;
|NationRuler = High Priestess Lestra Starsblood&lt;br /&gt;
|NationGovt = Trival Confederation&lt;br /&gt;
|NationMilitary = None&lt;br /&gt;
|NationRaces = [[Human]]s 35%, Elves 35%, Half-elves 25%, Other (aryehns and orcs) 5%&lt;br /&gt;
|NationLang = Elven, Jechrani Common&lt;br /&gt;
|NationReligion = [[Dre'Ana]], [[Yeraiah]]&lt;br /&gt;
|NationImports = Metal goods&lt;br /&gt;
|NationExports = Exotic crafts&lt;br /&gt;
|NationTrade = [[Deglos]] (minor trading partner), [[Tyedu]] (minor trading partner)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nation of '''Jechran''' is a conglomerate of small tribes that recognize a central leader and area as a focal point. This country borders [[Galdos]] on its western side and [[The Wastelands|the Wastelands]] to the south. Eastward is the great ocean. This arrangement has given the country a high degree of isolation, which accounts for its peculiar society.&lt;br /&gt;
&lt;br /&gt;
Jechran's western neighbor of Galdos is very mountainous, which causes a lot of rain to fall in the area. Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate, and slightly chilly climate. Moist air is lifted up high by the mountains of Galdos where it cools and loses its water as it sinks and passes over Jechran. This weather pattern is fueled further by the country's proximity to the sea. Thus Jechran can be quite rainy at times, and as a result, it is a lush and foggy land of forests, though not quite warm enough to support jungle life.&lt;br /&gt;
&lt;br /&gt;
Early on in his godhood, [[Mikon]] took on a wife named [[Yeraiah]]. Although she did not create a race for herself, Yeraiah took on some followers and helped them to survive in Jechran, the area they called home.&lt;br /&gt;
&lt;br /&gt;
Long before [[the Fairy War]], Jechran was part of the original Orcish nation of [[Dobrekan]]. During this time period, the major inhabitants were Orcs; however, they were largely at peace with the humans and elves of the surrounding nations. A brisk trade made all sides prosper, and huge communities of humans and elves sprang up in the forests of the Orcish nation with the complete permission of the Orcs.&lt;br /&gt;
&lt;br /&gt;
Dwelling in the forest were small populations of fairies as well, both of the [[O'Ma]] and Titanian variety. When the Fairy War started, there were quite a few small skirmishes fought on the soils of Dobrekan, though it was never as devastating as elsewhere on Avlis, such as in the forests of [[T'Nanshi]]. Still, as the old stories relate, the Orcs decided to capitalize on the Fairy War by attempting to wipe out both fairy races at once in an effort to shift the tides of good and evil on Avlis more towards their liking. Some however, will relate that the Orcs did not like the fairies fighting on their soil, and when the Fairy War grew too large and became harder to contain, the Orcs rallied to defend themselves by attempting to expel both fairy races from their land.&lt;br /&gt;
&lt;br /&gt;
Whichever side was correct the Orcish fray into the Fairy War was what started the Great War. When the nations began to attack Dobrekan, the Orcs immediately started persecuting the Elven and human settlers within their lands, even though the humans' home nation of M'Chek was not yet involved.&lt;br /&gt;
&lt;br /&gt;
[[The Great War]] was the most devastating event ever to befall the world to date. Human and Elven males living within the nation of Dobrekan rallied to defend their homes and their families by joining with the other nations attacking the Orcs. This was considered to be a very large reason why the Orcs were forced to flee from Dobrekan altogether.&lt;br /&gt;
&lt;br /&gt;
Halfway through the Great War, Dobrekan ceased to exist. The Orcs were driven from the east coast all the way to the west coast where they were split into two groups that eventually became the Orcish nations of [[Brekon]] and [[Dubunat]].&lt;br /&gt;
&lt;br /&gt;
The great carnage that went on throughout the Great War depleted the abandoned nation of both Orcs and males. Only the wives and mothers were left behind.... by the end of the war, they were mostly widows.&lt;br /&gt;
&lt;br /&gt;
Distraught, and living in an abandoned land with almost no guidance, the women were rallied by a young goddess who took pity on them. Her name was [[Dre'Ana]], daughter of [[O'Ma]]. Dre'Ana taught the women how to hunt and care for themselves and each other. She taught them the ways of the forest that she learned from her father. She taught them of bows and swords, and self-defense. She taught them of life and organization.&lt;br /&gt;
&lt;br /&gt;
The Human and Elven women developed their society into a system of tribes. The few men that were left helped out as best they could, though as the tribes slowly developed, their power waned as their numbers increased slightly. Males soon became irrelevant to survival among the tribes, now known collectively as Jechran.&lt;br /&gt;
&lt;br /&gt;
The name Jechran was taken from a lizard in the area known as a Jechira. They are small and fast in their early life, but soon become great and powerful as they age.&lt;br /&gt;
&lt;br /&gt;
The nation of Jechran largely keeps to its own. Tribes will manage their own affairs and sometimes fight among themselves. Many tribes have a lesser queen, or an elder council of women. It generally varies from place to place, though most tribes hold the interests of the many before the few.&lt;br /&gt;
&lt;br /&gt;
Each tribe recognizes two things that hold them together:&lt;br /&gt;
#Dre'Ana is the supreme leader of Jechran to whom they owe everything.&lt;br /&gt;
#The mortal center of Jechran where all tribes send their representation is in the settlement of [[Myleah]]. Dre'Ana's mortal agent presides their as the nominal leader of all the tribes of Jechran. Through independence, they remain unified.&lt;br /&gt;
===Males in Jechran===&lt;br /&gt;
Jechran is a nation of female dominance, and thus males are relegated to a lesser role in society. From an early age they are trained to be subservient and keep out of the way of women's affairs. This is done for the good of the tribe, for Dre'Ana taught them how to survive and their skills are important.&lt;br /&gt;
&lt;br /&gt;
Each tribe only keeps a limited number of males. The number varies by tribe, but most males are allowed to live in small communal man quarters somewhere in the village from age 15 to age 35 (humans) or age 70 to 200 (elves). After this age, the males are usually casted out into the Wilderness. Unfortunately, since their lives are mostly spent indoors or doing village labor, they never learn how to survive in the wild forests of Jechran and they often become food for big prey like lions or Jechera.&lt;br /&gt;
&lt;br /&gt;
Women who become pregnant are afforded care by the tribe. They have developed many different kinds of teas and ointments that supposedly increase the chances of female births. These remedies are employed during times when there are sufficient males in the tribes. If a woman gives birth to a male child after the tribal limit has been reached, the tribe will often take the baby and seek to trade it to another tribe who happens to be low on males at the moment. The baby is given to the new tribe in return for whatever other goods the tribe wishes to trade for... food, livestock, clothing. In rare cases, the baby will have to be abandoned if another tribe is not found, but this does not occur too often.&lt;br /&gt;
&lt;br /&gt;
A male baby spends its early life with its mother learning the ways of its tribe. It does this until it is old enough to stay with the other males in the tribe and do its duty of reproduction. There is no marriage in Jechran society. Women who are intent on having a child will choose a male of their liking and procreate.&lt;br /&gt;
&lt;br /&gt;
Almost no consideration is given to human and elven distinctions. There are tribes that are largely human, and tribes that are largely elven, however they all follow the same precepts of female dominance and faith in Dre'Ana, who is herself a half-elf. Human babies are often traded to elven tribes, and vice versa. Consequently, Jechran has the highest concentration of hybrid human-elves in the whole world. Many tribes consist totally of halfelven women who have slowly mixed their blood over the past two millennia. This is not considered a bad thing among the tribes, because the most important concept is survival, not race. Race generally does not matter among the tribes of Jechran.&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=13119 Source material]&lt;br /&gt;
&lt;br /&gt;
==Tribes of Jechran==&lt;br /&gt;
&lt;br /&gt;
From its early times as an abandoned population of war widows, Jechrani society has depended on women banding together and helping one another.  The earliest groups were no more than small bands of nomadic women looking for food. By the time Myleah was born and lived (300 A.O.D.), the whole country had organized into small independent tribes, such as Myleah's own Rentha tribe. The founding of the city of [[[Myleah]]] produced a profound impact on tribal development, and since the city was located in a northern location, its impact was greater on nearby tribes, but lesser on tribes to the south, and especially tribes which existed in the place which is now the [[The Wastelands]].  Today, tribal structure in Jechran varies from the northern to the southern portions of the country.  The southern portion has remained consistently more tribal and formed tribal groups known as &amp;quot;Akvates&amp;quot;. Even certain [[Eshala]] groups have banded together and adopted the akhvate structure, though not all of them do so. Meanwhile, the northern portion of the country has experienced moderate gentrification over the centuries. These tribes have formed themselves into &amp;quot;Houses' with nobility structures that oversee the more tribally-minded commoners. For both akvates and houses, there are no requirements for genetic inheritance of titles.  In most cases, a woman can earn noble title and even citizenship in an akvate or house. Daughters do not automatically inherit rank from their mothers, consequently, and they must earn their place.  It is therefore common in Jechrani society, both in the north and the south, for women from outside the tribe to gain citizenship and leapfrog their way to the top of the tribe through action.&lt;br /&gt;
&lt;br /&gt;
Despite some of these similar societal qualities, the tribal structures of akvates and houses produce significant tension within Jechran. Northern houses see the southern akvates as rash and barbaric, while those in the south see the north as an existential threat to the Jechrani way of life through adoption of &amp;quot;Nanshi&amp;quot; titles. &lt;br /&gt;
&lt;br /&gt;
For information on tribes of Jechran, see [http://wiki.avlis.org/Category:Jechran Category:Jechran].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Jechran]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49618</id>
		<title>Jechran</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49618"/>
		<updated>2020-09-07T15:49:18Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Tribes of Jechran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = [[Image:JechranIcon.JPG|right|thumb|300px]]&lt;br /&gt;
|NationIcon = [[Image:Jechran.png|right|thumb]]&lt;br /&gt;
|NationIconCaption = Map of Jechran&lt;br /&gt;
|NationName = Jechran&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = 1,172,000&lt;br /&gt;
|NationCapital = [[Myleah]]&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Eastern [[Negaria]]&lt;br /&gt;
|NationRuler = High Priestess Lestra Starsblood&lt;br /&gt;
|NationGovt = Trival Confederation&lt;br /&gt;
|NationMilitary = None&lt;br /&gt;
|NationRaces = [[Human]]s 35%, Elves 35%, Half-elves 25%, Other (aryehns and orcs) 5%&lt;br /&gt;
|NationLang = Elven, Jechrani Common&lt;br /&gt;
|NationReligion = [[Dre'Ana]], [[Yeraiah]]&lt;br /&gt;
|NationImports = Metal goods&lt;br /&gt;
|NationExports = Exotic crafts&lt;br /&gt;
|NationTrade = [[Deglos]] (minor trading partner), [[Tyedu]] (minor trading partner)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nation of '''Jechran''' is a conglomerate of small tribes that recognize a central leader and area as a focal point. This country borders [[Galdos]] on its western side and [[The Wastelands|the Wastelands]] to the south. Eastward is the great ocean. This arrangement has given the country a high degree of isolation, which accounts for its peculiar society.&lt;br /&gt;
&lt;br /&gt;
Jechran's western neighbor of Galdos is very mountainous, which causes a lot of rain to fall in the area. Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate, and slightly chilly climate. Moist air is lifted up high by the mountains of Galdos where it cools and loses its water as it sinks and passes over Jechran. This weather pattern is fueled further by the country's proximity to the sea. Thus Jechran can be quite rainy at times, and as a result, it is a lush and foggy land of forests, though not quite warm enough to support jungle life.&lt;br /&gt;
&lt;br /&gt;
Early on in his godhood, [[Mikon]] took on a wife named [[Yeraiah]]. Although she did not create a race for herself, Yeraiah took on some followers and helped them to survive in Jechran, the area they called home.&lt;br /&gt;
&lt;br /&gt;
Long before [[the Fairy War]], Jechran was part of the original Orcish nation of [[Dobrekan]]. During this time period, the major inhabitants were Orcs; however, they were largely at peace with the humans and elves of the surrounding nations. A brisk trade made all sides prosper, and huge communities of humans and elves sprang up in the forests of the Orcish nation with the complete permission of the Orcs.&lt;br /&gt;
&lt;br /&gt;
Dwelling in the forest were small populations of fairies as well, both of the [[O'Ma]] and Titanian variety. When the Fairy War started, there were quite a few small skirmishes fought on the soils of Dobrekan, though it was never as devastating as elsewhere on Avlis, such as in the forests of [[T'Nanshi]]. Still, as the old stories relate, the Orcs decided to capitalize on the Fairy War by attempting to wipe out both fairy races at once in an effort to shift the tides of good and evil on Avlis more towards their liking. Some however, will relate that the Orcs did not like the fairies fighting on their soil, and when the Fairy War grew too large and became harder to contain, the Orcs rallied to defend themselves by attempting to expel both fairy races from their land.&lt;br /&gt;
&lt;br /&gt;
Whichever side was correct the Orcish fray into the Fairy War was what started the Great War. When the nations began to attack Dobrekan, the Orcs immediately started persecuting the Elven and human settlers within their lands, even though the humans' home nation of M'Chek was not yet involved.&lt;br /&gt;
&lt;br /&gt;
[[The Great War]] was the most devastating event ever to befall the world to date. Human and Elven males living within the nation of Dobrekan rallied to defend their homes and their families by joining with the other nations attacking the Orcs. This was considered to be a very large reason why the Orcs were forced to flee from Dobrekan altogether.&lt;br /&gt;
&lt;br /&gt;
Halfway through the Great War, Dobrekan ceased to exist. The Orcs were driven from the east coast all the way to the west coast where they were split into two groups that eventually became the Orcish nations of [[Brekon]] and [[Dubunat]].&lt;br /&gt;
&lt;br /&gt;
The great carnage that went on throughout the Great War depleted the abandoned nation of both Orcs and males. Only the wives and mothers were left behind.... by the end of the war, they were mostly widows.&lt;br /&gt;
&lt;br /&gt;
Distraught, and living in an abandoned land with almost no guidance, the women were rallied by a young goddess who took pity on them. Her name was [[Dre'Ana]], daughter of [[O'Ma]]. Dre'Ana taught the women how to hunt and care for themselves and each other. She taught them the ways of the forest that she learned from her father. She taught them of bows and swords, and self-defense. She taught them of life and organization.&lt;br /&gt;
&lt;br /&gt;
The Human and Elven women developed their society into a system of tribes. The few men that were left helped out as best they could, though as the tribes slowly developed, their power waned as their numbers increased slightly. Males soon became irrelevant to survival among the tribes, now known collectively as Jechran.&lt;br /&gt;
&lt;br /&gt;
The name Jechran was taken from a lizard in the area known as a Jechira. They are small and fast in their early life, but soon become great and powerful as they age.&lt;br /&gt;
&lt;br /&gt;
The nation of Jechran largely keeps to its own. Tribes will manage their own affairs and sometimes fight among themselves. Many tribes have a lesser queen, or an elder council of women. It generally varies from place to place, though most tribes hold the interests of the many before the few.&lt;br /&gt;
&lt;br /&gt;
Each tribe recognizes two things that hold them together:&lt;br /&gt;
#Dre'Ana is the supreme leader of Jechran to whom they owe everything.&lt;br /&gt;
#The mortal center of Jechran where all tribes send their representation is in the settlement of [[Myleah]]. Dre'Ana's mortal agent presides their as the nominal leader of all the tribes of Jechran. Through independence, they remain unified.&lt;br /&gt;
===Males in Jechran===&lt;br /&gt;
Jechran is a nation of female dominance, and thus males are relegated to a lesser role in society. From an early age they are trained to be subservient and keep out of the way of women's affairs. This is done for the good of the tribe, for Dre'Ana taught them how to survive and their skills are important.&lt;br /&gt;
&lt;br /&gt;
Each tribe only keeps a limited number of males. The number varies by tribe, but most males are allowed to live in small communal man quarters somewhere in the village from age 15 to age 35 (humans) or age 70 to 200 (elves). After this age, the males are usually casted out into the Wilderness. Unfortunately, since their lives are mostly spent indoors or doing village labor, they never learn how to survive in the wild forests of Jechran and they often become food for big prey like lions or Jechera.&lt;br /&gt;
&lt;br /&gt;
Women who become pregnant are afforded care by the tribe. They have developed many different kinds of teas and ointments that supposedly increase the chances of female births. These remedies are employed during times when there are sufficient males in the tribes. If a woman gives birth to a male child after the tribal limit has been reached, the tribe will often take the baby and seek to trade it to another tribe who happens to be low on males at the moment. The baby is given to the new tribe in return for whatever other goods the tribe wishes to trade for... food, livestock, clothing. In rare cases, the baby will have to be abandoned if another tribe is not found, but this does not occur too often.&lt;br /&gt;
&lt;br /&gt;
A male baby spends its early life with its mother learning the ways of its tribe. It does this until it is old enough to stay with the other males in the tribe and do its duty of reproduction. There is no marriage in Jechran society. Women who are intent on having a child will choose a male of their liking and procreate.&lt;br /&gt;
&lt;br /&gt;
Almost no consideration is given to human and elven distinctions. There are tribes that are largely human, and tribes that are largely elven, however they all follow the same precepts of female dominance and faith in Dre'Ana, who is herself a half-elf. Human babies are often traded to elven tribes, and vice versa. Consequently, Jechran has the highest concentration of hybrid human-elves in the whole world. Many tribes consist totally of halfelven women who have slowly mixed their blood over the past two millennia. This is not considered a bad thing among the tribes, because the most important concept is survival, not race. Race generally does not matter among the tribes of Jechran.&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=13119 Source material]&lt;br /&gt;
&lt;br /&gt;
==Tribes of Jechran==&lt;br /&gt;
&lt;br /&gt;
From its early times as an abandoned population of war widows, Jechrani society has depended on women banding together and helping one another.  The earliest groups were no more than small bands of nomadic women looking for food. By the time Myleah was born and lived (300 A.O.D.), the whole country had organized into small independent tribes, such as Myleah's own Rentha tribe. The founding of the city of [Myleah] produced a profound impact on tribal development, and since the city was located in a northern location, its impact was greater on nearby tribes, but lesser on tribes to the south, and especially tribes which existed in the place which is now the [[Wastelands]].  Today, tribal structure in Jechran varies from the northern to the southern portions of the country.  The southern portion has remained consistently more tribal and formed tribal groups known as &amp;quot;Akvates&amp;quot;. Even certain [Eshala] groups have banded together and adopted the akhvate structure, though not all of them do so. Meanwhile, the northern portion of the country has experienced moderate gentrification over the centuries. These tribes have formed themselves into &amp;quot;Houses' with nobility structures that oversee the more tribally-minded commoners. For both akvates and houses, there are no requirements for genetic inheritance of titles.  In most cases, a woman can earn noble title and even citizenship in an akvate or house. Daughters do not automatically inherit rank from their mothers, consequently, and they must earn their place.  It is therefore common in Jechrani society, both in the north and the south, for women from outside the tribe to gain citizenship and leapfrog their way to the top of the tribe through action.&lt;br /&gt;
&lt;br /&gt;
Despite some of these similar societal qualities, the tribal structures of akvates and houses produce significant tension within Jechran. Northern houses see the southern akvates as rash and barbaric, while those in the south see the north as an existential threat to the Jechrani way of life through adoption of &amp;quot;Nanshi&amp;quot; titles. &lt;br /&gt;
&lt;br /&gt;
For information on tribes of Jechran, see [http://wiki.avlis.org/Category:Jechran Category:Jechran].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Jechran]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49617</id>
		<title>Jechran</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49617"/>
		<updated>2020-09-07T15:44:25Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Tribes of Jechran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = [[Image:JechranIcon.JPG|right|thumb|300px]]&lt;br /&gt;
|NationIcon = [[Image:Jechran.png|right|thumb]]&lt;br /&gt;
|NationIconCaption = Map of Jechran&lt;br /&gt;
|NationName = Jechran&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = 1,172,000&lt;br /&gt;
|NationCapital = [[Myleah]]&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Eastern [[Negaria]]&lt;br /&gt;
|NationRuler = High Priestess Lestra Starsblood&lt;br /&gt;
|NationGovt = Trival Confederation&lt;br /&gt;
|NationMilitary = None&lt;br /&gt;
|NationRaces = [[Human]]s 35%, Elves 35%, Half-elves 25%, Other (aryehns and orcs) 5%&lt;br /&gt;
|NationLang = Elven, Jechrani Common&lt;br /&gt;
|NationReligion = [[Dre'Ana]], [[Yeraiah]]&lt;br /&gt;
|NationImports = Metal goods&lt;br /&gt;
|NationExports = Exotic crafts&lt;br /&gt;
|NationTrade = [[Deglos]] (minor trading partner), [[Tyedu]] (minor trading partner)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nation of '''Jechran''' is a conglomerate of small tribes that recognize a central leader and area as a focal point. This country borders [[Galdos]] on its western side and [[The Wastelands|the Wastelands]] to the south. Eastward is the great ocean. This arrangement has given the country a high degree of isolation, which accounts for its peculiar society.&lt;br /&gt;
&lt;br /&gt;
Jechran's western neighbor of Galdos is very mountainous, which causes a lot of rain to fall in the area. Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate, and slightly chilly climate. Moist air is lifted up high by the mountains of Galdos where it cools and loses its water as it sinks and passes over Jechran. This weather pattern is fueled further by the country's proximity to the sea. Thus Jechran can be quite rainy at times, and as a result, it is a lush and foggy land of forests, though not quite warm enough to support jungle life.&lt;br /&gt;
&lt;br /&gt;
Early on in his godhood, [[Mikon]] took on a wife named [[Yeraiah]]. Although she did not create a race for herself, Yeraiah took on some followers and helped them to survive in Jechran, the area they called home.&lt;br /&gt;
&lt;br /&gt;
Long before [[the Fairy War]], Jechran was part of the original Orcish nation of [[Dobrekan]]. During this time period, the major inhabitants were Orcs; however, they were largely at peace with the humans and elves of the surrounding nations. A brisk trade made all sides prosper, and huge communities of humans and elves sprang up in the forests of the Orcish nation with the complete permission of the Orcs.&lt;br /&gt;
&lt;br /&gt;
Dwelling in the forest were small populations of fairies as well, both of the [[O'Ma]] and Titanian variety. When the Fairy War started, there were quite a few small skirmishes fought on the soils of Dobrekan, though it was never as devastating as elsewhere on Avlis, such as in the forests of [[T'Nanshi]]. Still, as the old stories relate, the Orcs decided to capitalize on the Fairy War by attempting to wipe out both fairy races at once in an effort to shift the tides of good and evil on Avlis more towards their liking. Some however, will relate that the Orcs did not like the fairies fighting on their soil, and when the Fairy War grew too large and became harder to contain, the Orcs rallied to defend themselves by attempting to expel both fairy races from their land.&lt;br /&gt;
&lt;br /&gt;
Whichever side was correct the Orcish fray into the Fairy War was what started the Great War. When the nations began to attack Dobrekan, the Orcs immediately started persecuting the Elven and human settlers within their lands, even though the humans' home nation of M'Chek was not yet involved.&lt;br /&gt;
&lt;br /&gt;
[[The Great War]] was the most devastating event ever to befall the world to date. Human and Elven males living within the nation of Dobrekan rallied to defend their homes and their families by joining with the other nations attacking the Orcs. This was considered to be a very large reason why the Orcs were forced to flee from Dobrekan altogether.&lt;br /&gt;
&lt;br /&gt;
Halfway through the Great War, Dobrekan ceased to exist. The Orcs were driven from the east coast all the way to the west coast where they were split into two groups that eventually became the Orcish nations of [[Brekon]] and [[Dubunat]].&lt;br /&gt;
&lt;br /&gt;
The great carnage that went on throughout the Great War depleted the abandoned nation of both Orcs and males. Only the wives and mothers were left behind.... by the end of the war, they were mostly widows.&lt;br /&gt;
&lt;br /&gt;
Distraught, and living in an abandoned land with almost no guidance, the women were rallied by a young goddess who took pity on them. Her name was [[Dre'Ana]], daughter of [[O'Ma]]. Dre'Ana taught the women how to hunt and care for themselves and each other. She taught them the ways of the forest that she learned from her father. She taught them of bows and swords, and self-defense. She taught them of life and organization.&lt;br /&gt;
&lt;br /&gt;
The Human and Elven women developed their society into a system of tribes. The few men that were left helped out as best they could, though as the tribes slowly developed, their power waned as their numbers increased slightly. Males soon became irrelevant to survival among the tribes, now known collectively as Jechran.&lt;br /&gt;
&lt;br /&gt;
The name Jechran was taken from a lizard in the area known as a Jechira. They are small and fast in their early life, but soon become great and powerful as they age.&lt;br /&gt;
&lt;br /&gt;
The nation of Jechran largely keeps to its own. Tribes will manage their own affairs and sometimes fight among themselves. Many tribes have a lesser queen, or an elder council of women. It generally varies from place to place, though most tribes hold the interests of the many before the few.&lt;br /&gt;
&lt;br /&gt;
Each tribe recognizes two things that hold them together:&lt;br /&gt;
#Dre'Ana is the supreme leader of Jechran to whom they owe everything.&lt;br /&gt;
#The mortal center of Jechran where all tribes send their representation is in the settlement of [[Myleah]]. Dre'Ana's mortal agent presides their as the nominal leader of all the tribes of Jechran. Through independence, they remain unified.&lt;br /&gt;
===Males in Jechran===&lt;br /&gt;
Jechran is a nation of female dominance, and thus males are relegated to a lesser role in society. From an early age they are trained to be subservient and keep out of the way of women's affairs. This is done for the good of the tribe, for Dre'Ana taught them how to survive and their skills are important.&lt;br /&gt;
&lt;br /&gt;
Each tribe only keeps a limited number of males. The number varies by tribe, but most males are allowed to live in small communal man quarters somewhere in the village from age 15 to age 35 (humans) or age 70 to 200 (elves). After this age, the males are usually casted out into the Wilderness. Unfortunately, since their lives are mostly spent indoors or doing village labor, they never learn how to survive in the wild forests of Jechran and they often become food for big prey like lions or Jechera.&lt;br /&gt;
&lt;br /&gt;
Women who become pregnant are afforded care by the tribe. They have developed many different kinds of teas and ointments that supposedly increase the chances of female births. These remedies are employed during times when there are sufficient males in the tribes. If a woman gives birth to a male child after the tribal limit has been reached, the tribe will often take the baby and seek to trade it to another tribe who happens to be low on males at the moment. The baby is given to the new tribe in return for whatever other goods the tribe wishes to trade for... food, livestock, clothing. In rare cases, the baby will have to be abandoned if another tribe is not found, but this does not occur too often.&lt;br /&gt;
&lt;br /&gt;
A male baby spends its early life with its mother learning the ways of its tribe. It does this until it is old enough to stay with the other males in the tribe and do its duty of reproduction. There is no marriage in Jechran society. Women who are intent on having a child will choose a male of their liking and procreate.&lt;br /&gt;
&lt;br /&gt;
Almost no consideration is given to human and elven distinctions. There are tribes that are largely human, and tribes that are largely elven, however they all follow the same precepts of female dominance and faith in Dre'Ana, who is herself a half-elf. Human babies are often traded to elven tribes, and vice versa. Consequently, Jechran has the highest concentration of hybrid human-elves in the whole world. Many tribes consist totally of halfelven women who have slowly mixed their blood over the past two millennia. This is not considered a bad thing among the tribes, because the most important concept is survival, not race. Race generally does not matter among the tribes of Jechran.&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=13119 Source material]&lt;br /&gt;
&lt;br /&gt;
==Tribes of Jechran==&lt;br /&gt;
&lt;br /&gt;
Tribal structure in Jechran varies from the northern to the southern portions of the country.  The southern portion has remained consistently more tribal and formed tribal groups known as &amp;quot;Akvates&amp;quot;. Even certain [Eshala] groups have banded together and adopted the akhvate structure, though not all of them do so. Meanwhile, the northern portion of the country has experienced moderate gentrification over the centuries. These tribes have formed themselves into &amp;quot;Houses' with nobility structures that oversee the more tribally-minded commoners. For both akvates and houses, there are no requirements for genetic inheritance of titles.  In most cases, a woman can earn noble title and even citizenship in an akvate or house. Daughters do not automatically inherit rank from their mothers, consequently, and they must earn their place.  It is therefore common in Jechrani society, both in the north and the south, for women from outside the tribe to gain citizenship and leapfrog their way to the top of the tribe through action.&lt;br /&gt;
&lt;br /&gt;
Despite some of these similar societal qualities, the tribal structures of akvates and houses produce significant tension within Jechran. Northern houses see the southern akvates as rash and barbaric, while those in the south see the north as an existential threat to the Jechrani way of life through adoption of &amp;quot;Nanshi&amp;quot; titles. &lt;br /&gt;
&lt;br /&gt;
For information on tribes of Jechran, see [http://wiki.avlis.org/Category:Jechran Category:Jechran].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Jechran]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49616</id>
		<title>Jechran</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=49616"/>
		<updated>2020-09-07T15:44:12Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Tribes of Jechran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = [[Image:JechranIcon.JPG|right|thumb|300px]]&lt;br /&gt;
|NationIcon = [[Image:Jechran.png|right|thumb]]&lt;br /&gt;
|NationIconCaption = Map of Jechran&lt;br /&gt;
|NationName = Jechran&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = 1,172,000&lt;br /&gt;
|NationCapital = [[Myleah]]&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Eastern [[Negaria]]&lt;br /&gt;
|NationRuler = High Priestess Lestra Starsblood&lt;br /&gt;
|NationGovt = Trival Confederation&lt;br /&gt;
|NationMilitary = None&lt;br /&gt;
|NationRaces = [[Human]]s 35%, Elves 35%, Half-elves 25%, Other (aryehns and orcs) 5%&lt;br /&gt;
|NationLang = Elven, Jechrani Common&lt;br /&gt;
|NationReligion = [[Dre'Ana]], [[Yeraiah]]&lt;br /&gt;
|NationImports = Metal goods&lt;br /&gt;
|NationExports = Exotic crafts&lt;br /&gt;
|NationTrade = [[Deglos]] (minor trading partner), [[Tyedu]] (minor trading partner)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nation of '''Jechran''' is a conglomerate of small tribes that recognize a central leader and area as a focal point. This country borders [[Galdos]] on its western side and [[The Wastelands|the Wastelands]] to the south. Eastward is the great ocean. This arrangement has given the country a high degree of isolation, which accounts for its peculiar society.&lt;br /&gt;
&lt;br /&gt;
Jechran's western neighbor of Galdos is very mountainous, which causes a lot of rain to fall in the area. Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate, and slightly chilly climate. Moist air is lifted up high by the mountains of Galdos where it cools and loses its water as it sinks and passes over Jechran. This weather pattern is fueled further by the country's proximity to the sea. Thus Jechran can be quite rainy at times, and as a result, it is a lush and foggy land of forests, though not quite warm enough to support jungle life.&lt;br /&gt;
&lt;br /&gt;
Early on in his godhood, [[Mikon]] took on a wife named [[Yeraiah]]. Although she did not create a race for herself, Yeraiah took on some followers and helped them to survive in Jechran, the area they called home.&lt;br /&gt;
&lt;br /&gt;
Long before [[the Fairy War]], Jechran was part of the original Orcish nation of [[Dobrekan]]. During this time period, the major inhabitants were Orcs; however, they were largely at peace with the humans and elves of the surrounding nations. A brisk trade made all sides prosper, and huge communities of humans and elves sprang up in the forests of the Orcish nation with the complete permission of the Orcs.&lt;br /&gt;
&lt;br /&gt;
Dwelling in the forest were small populations of fairies as well, both of the [[O'Ma]] and Titanian variety. When the Fairy War started, there were quite a few small skirmishes fought on the soils of Dobrekan, though it was never as devastating as elsewhere on Avlis, such as in the forests of [[T'Nanshi]]. Still, as the old stories relate, the Orcs decided to capitalize on the Fairy War by attempting to wipe out both fairy races at once in an effort to shift the tides of good and evil on Avlis more towards their liking. Some however, will relate that the Orcs did not like the fairies fighting on their soil, and when the Fairy War grew too large and became harder to contain, the Orcs rallied to defend themselves by attempting to expel both fairy races from their land.&lt;br /&gt;
&lt;br /&gt;
Whichever side was correct the Orcish fray into the Fairy War was what started the Great War. When the nations began to attack Dobrekan, the Orcs immediately started persecuting the Elven and human settlers within their lands, even though the humans' home nation of M'Chek was not yet involved.&lt;br /&gt;
&lt;br /&gt;
[[The Great War]] was the most devastating event ever to befall the world to date. Human and Elven males living within the nation of Dobrekan rallied to defend their homes and their families by joining with the other nations attacking the Orcs. This was considered to be a very large reason why the Orcs were forced to flee from Dobrekan altogether.&lt;br /&gt;
&lt;br /&gt;
Halfway through the Great War, Dobrekan ceased to exist. The Orcs were driven from the east coast all the way to the west coast where they were split into two groups that eventually became the Orcish nations of [[Brekon]] and [[Dubunat]].&lt;br /&gt;
&lt;br /&gt;
The great carnage that went on throughout the Great War depleted the abandoned nation of both Orcs and males. Only the wives and mothers were left behind.... by the end of the war, they were mostly widows.&lt;br /&gt;
&lt;br /&gt;
Distraught, and living in an abandoned land with almost no guidance, the women were rallied by a young goddess who took pity on them. Her name was [[Dre'Ana]], daughter of [[O'Ma]]. Dre'Ana taught the women how to hunt and care for themselves and each other. She taught them the ways of the forest that she learned from her father. She taught them of bows and swords, and self-defense. She taught them of life and organization.&lt;br /&gt;
&lt;br /&gt;
The Human and Elven women developed their society into a system of tribes. The few men that were left helped out as best they could, though as the tribes slowly developed, their power waned as their numbers increased slightly. Males soon became irrelevant to survival among the tribes, now known collectively as Jechran.&lt;br /&gt;
&lt;br /&gt;
The name Jechran was taken from a lizard in the area known as a Jechira. They are small and fast in their early life, but soon become great and powerful as they age.&lt;br /&gt;
&lt;br /&gt;
The nation of Jechran largely keeps to its own. Tribes will manage their own affairs and sometimes fight among themselves. Many tribes have a lesser queen, or an elder council of women. It generally varies from place to place, though most tribes hold the interests of the many before the few.&lt;br /&gt;
&lt;br /&gt;
Each tribe recognizes two things that hold them together:&lt;br /&gt;
#Dre'Ana is the supreme leader of Jechran to whom they owe everything.&lt;br /&gt;
#The mortal center of Jechran where all tribes send their representation is in the settlement of [[Myleah]]. Dre'Ana's mortal agent presides their as the nominal leader of all the tribes of Jechran. Through independence, they remain unified.&lt;br /&gt;
===Males in Jechran===&lt;br /&gt;
Jechran is a nation of female dominance, and thus males are relegated to a lesser role in society. From an early age they are trained to be subservient and keep out of the way of women's affairs. This is done for the good of the tribe, for Dre'Ana taught them how to survive and their skills are important.&lt;br /&gt;
&lt;br /&gt;
Each tribe only keeps a limited number of males. The number varies by tribe, but most males are allowed to live in small communal man quarters somewhere in the village from age 15 to age 35 (humans) or age 70 to 200 (elves). After this age, the males are usually casted out into the Wilderness. Unfortunately, since their lives are mostly spent indoors or doing village labor, they never learn how to survive in the wild forests of Jechran and they often become food for big prey like lions or Jechera.&lt;br /&gt;
&lt;br /&gt;
Women who become pregnant are afforded care by the tribe. They have developed many different kinds of teas and ointments that supposedly increase the chances of female births. These remedies are employed during times when there are sufficient males in the tribes. If a woman gives birth to a male child after the tribal limit has been reached, the tribe will often take the baby and seek to trade it to another tribe who happens to be low on males at the moment. The baby is given to the new tribe in return for whatever other goods the tribe wishes to trade for... food, livestock, clothing. In rare cases, the baby will have to be abandoned if another tribe is not found, but this does not occur too often.&lt;br /&gt;
&lt;br /&gt;
A male baby spends its early life with its mother learning the ways of its tribe. It does this until it is old enough to stay with the other males in the tribe and do its duty of reproduction. There is no marriage in Jechran society. Women who are intent on having a child will choose a male of their liking and procreate.&lt;br /&gt;
&lt;br /&gt;
Almost no consideration is given to human and elven distinctions. There are tribes that are largely human, and tribes that are largely elven, however they all follow the same precepts of female dominance and faith in Dre'Ana, who is herself a half-elf. Human babies are often traded to elven tribes, and vice versa. Consequently, Jechran has the highest concentration of hybrid human-elves in the whole world. Many tribes consist totally of halfelven women who have slowly mixed their blood over the past two millennia. This is not considered a bad thing among the tribes, because the most important concept is survival, not race. Race generally does not matter among the tribes of Jechran.&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=13119 Source material]&lt;br /&gt;
&lt;br /&gt;
==Tribes of Jechran==&lt;br /&gt;
&lt;br /&gt;
Tribal structure in Jechran varies from the northern to the southern portions of the country.  The southern portion has remained consistently more tribal and formed tribal groups known as &amp;quot;Akvates&amp;quot;. Even certain [Eshala] groups have banded together and adopted the akhvate structure, though not all of them do so. Meanwhile, the northern portion of the country has experienced moderate gentrification over the centuries. These tribes have formed themselves into &amp;quot;Houses' with nobility structures that oversee the more tribally-minded commoners. For both akvates and houses, there are no requirements for genetic inheritance of titles.  In most cases, a woman can earn noble title and even citizenship in an akvate or house. Daughters do not automatically inherit rank from their mothers, consequently, and they must earn their place.  It is therefore common in Jechrani society, both in the north and the south, for women from outside the tribe to gain citizenship and leapfrog their way to the top of the tribe through action.&lt;br /&gt;
&lt;br /&gt;
Despite some of these similar societal qualities, the tribal structures of akvates and houses produce significant tension within Jechran. Northern houses see the southern akvates as rash and barbaric, while those in the south see the north as an existential threat to the Jechrani way of life through adoption of &amp;quot;elven&amp;quot; titles. &lt;br /&gt;
&lt;br /&gt;
For information on tribes of Jechran, see [http://wiki.avlis.org/Category:Jechran Category:Jechran].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Jechran]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49615</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49615"/>
		<updated>2020-09-07T15:26:35Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
==Chapter 7==&lt;br /&gt;
&lt;br /&gt;
Back at the library of Clearsepeak, Senjae and Torvald encountered a librarian administrator who was convinced by his [Guild:BlueOrder|Blue Order] credentials to let him into the locked portion of the building.  There, Senjae was able to create what he hoped would be a magical scroll that operated much like a Healing Word spell, but an arcane version.  He decided he needed to test it, and the best place to do that would be in the wretched maze which he resented as an unnecessary danger. So, he went back to his party and told them he would join them in The Hunt.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_2&amp;diff=49608</id>
		<title>SourceMaterial-Avlis Campaign 6, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_2&amp;diff=49608"/>
		<updated>2020-09-05T21:58:29Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Scene 14: The Panfish Inquisition Did Not Expect This */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
===The Daggerspace Campaign===&lt;br /&gt;
&lt;br /&gt;
=Scene 9: Village of the Mindless=&lt;br /&gt;
Town name - unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Party lands on [[Levena]], moon of Avlis&amp;lt;br&amp;gt;&lt;br /&gt;
Most buildings are empty, sometimes a catatonic person is found in a building, constantly bumping into a wall or banging head on table&amp;lt;br&amp;gt;&lt;br /&gt;
Tavern - The Space Pony - find a little girl in a daze, talks about “The Great Builder”, calls him a “mind bender”.&amp;lt;br&amp;gt;&lt;br /&gt;
Has no idea where everyone went.&amp;lt;br&amp;gt;&lt;br /&gt;
She thinks “Great Builder” lives west.&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn’t seem to be much help beyond that.&amp;lt;br&amp;gt;&lt;br /&gt;
Party ventures out of village to west, comes to a graveyard with mausoleum&amp;lt;br&amp;gt;&lt;br /&gt;
Find a secret passage at the back wall where there is a shrine to [[Saint Mariam]] that has a door opening up to a stairway down&amp;lt;br&amp;gt;&lt;br /&gt;
Find a vampire down there, symbol of [[Saint Mariam]] on his coffin&amp;lt;br&amp;gt;&lt;br /&gt;
Fight the vampire, he turns to gaseous form and flees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 10: Vampire on Board=&lt;br /&gt;
Party decides it was a vampire, not a mind flayer that destroyed the village&amp;lt;br&amp;gt;&lt;br /&gt;
Head back to ship to go tell the githzerai&amp;lt;br&amp;gt;&lt;br /&gt;
Crew members start disappearing after a few days&amp;lt;br&amp;gt;&lt;br /&gt;
Lathalsa (half-sylph) shows signs of becoming a thrall&amp;lt;br&amp;gt;&lt;br /&gt;
Party stations the orc slave with her to stop vampire from coming in while he’s coming in, but it doesn’t seem to work&amp;lt;br&amp;gt;&lt;br /&gt;
Party studies the dying body of Lathalsa, finds a holy symbol of [[Saint Mariam]] around her neck&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire appears, tells them Lathalsa looks just like [[Saint Mariam]] &amp;lt;br&amp;gt;&lt;br /&gt;
Vampire claims he was [[Saint Mariam]] lover, and he witnessed her ascension to godhood&amp;lt;br&amp;gt;&lt;br /&gt;
His protests and anguish over Mariam's pain made him curse at The Supreme, who he supposes changed him into a vampire&amp;lt;br&amp;gt;&lt;br /&gt;
He was unable to bear staying with [[Saint Mariam]] any longer, too painful.  She left for somewhere unknown.&amp;lt;br&amp;gt;&lt;br /&gt;
She gave him a censor and told him it was one of three keys he could use to find her again one day&amp;lt;br&amp;gt;&lt;br /&gt;
Vamp tells the party that a mind flayer is indeed killing everyone in that village&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire kills Lathalsa and leaves&amp;lt;br&amp;gt;&lt;br /&gt;
Party cuts Lathalsa's head off to try to prevent her from rising&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire gets angry, fights party&amp;lt;br&amp;gt;&lt;br /&gt;
Charms Conor and Thundershaft, bites them both, drains Conor until death&amp;lt;br&amp;gt;&lt;br /&gt;
Party &amp;quot;vaporizes&amp;quot; vamp but he comes back an hour later and tells them to retrieve the head of Lathalsa and put it back on&amp;lt;br&amp;gt;&lt;br /&gt;
Party complies and takes vamp and bodies of Lathalsa and Conor to githyanki asteroid, let's them go&amp;lt;br&amp;gt;&lt;br /&gt;
Dock official who gave party mission to scout the mind flayer on [[Levena]] berates them, tells them to try again&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Scene 11: If at first you don't succeed...=&lt;br /&gt;
&lt;br /&gt;
The party took some downtime on the githzerai asteroid to resupply and rest&amp;lt;br&amp;gt;&lt;br /&gt;
Met a githzerai wizard named Nirk who was assigned to them by the githzerai as a guide to do reconnaissance on the suspected mind flayer on Levena&amp;lt;br&amp;gt;&lt;br /&gt;
In the tavern where they met Nirk, they ran into a paladin of St. Mariam named Sir Worthur&amp;lt;br&amp;gt;&lt;br /&gt;
Worthur told them that he is part of the Order of the Panfish sent to capture or kill Leticia and Alhana as heretics for their beliefs in Literalism&amp;lt;br&amp;gt;&lt;br /&gt;
Worthur was secretly sympathetic to them due to his adventures in space.  He believes Mariam may have physically ascended and that it may not be just a metaphor.  He warns the group that a group of paladins of the Order of the Panfish are on the asteroid ready to grab them.&amp;lt;br&amp;gt;&lt;br /&gt;
Says there is a war going on back on Avlis between the Literalists and the orthodox church.  The Order of the Panfish is running an Inquisition against heretics/Literalists. &amp;lt;br&amp;gt;&lt;br /&gt;
He walks out of the bar.  Afterward, the PC's decide they need more crew and Nirk tells them to post an ad in the Town Hall.&amp;lt;br&amp;gt;&lt;br /&gt;
On the way to the Town Hall they get jumped by the paladins.  Leticia's spell kills several and the others, including Sir Worthur flee.&amp;lt;br&amp;gt;&lt;br /&gt;
After posting the ad, they relax and recoup some more.  Days later, 10 githzerai show up.  9 decide to join the crew within a couple days.&amp;lt;br&amp;gt;&lt;br /&gt;
Crew takes off for Levena, and almost instantly gets jumped by a paladin ship.&amp;lt;br&amp;gt;&lt;br /&gt;
Space battle ensues.  Shots traded.  The party uses Greek Fire to catch the paladin ship aflame and mows down most of the crew with the arquebi.&amp;lt;br&amp;gt;&lt;br /&gt;
They board the ship, almost completely empty now and find the mage who was driving, a member of the White Order of the Light.&amp;lt;br&amp;gt;&lt;br /&gt;
They complete their journey to Levena and find a crator with construction taking place, seemingly by thralls from the town they last left.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 12: The Big Dig=&lt;br /&gt;
&lt;br /&gt;
Upon closer inspection of the crator, the group found that it was being excavated by thralls which were people from the village.&amp;lt;br&amp;gt;&lt;br /&gt;
Nirk said it was the work of a potentially powerful mindflayer and the signs pointed to them attempting to establish a breeding base.&amp;lt;br&amp;gt;&lt;br /&gt;
After waking up several of the thrawls and gathering more evidence, the group returned to the ship and took off to bring the news back to the Githzerai.&amp;lt;br&amp;gt;&lt;br /&gt;
When they were close to port, another ship of Paladins jumped the group in a Galleon.  This time the group decided to fight them ship to ship and take their Galleon for their own.&amp;lt;br&amp;gt;&lt;br /&gt;
After a successful battle, the group found evidence that the Order of the Panfish is aware of the Three Keys of Faith which supposedly open a gate to St. Mariam.&amp;lt;br&amp;gt;&lt;br /&gt;
The group already possesses the Censor of Purity, and a new clue was found on the ship:  The Lantern of Truth lies within a dungeon below the Monastery of Faith on the Githzerai asteroid....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 13: The Dungeon of Faith=&lt;br /&gt;
&lt;br /&gt;
With the newfound information that one of the major artifacts of [[Saint Mariam]] may be located underneath the Monastery of Faith on the githzerai asteroid, the players immediately set out to find it.  Letitia, Indica, Namfoodle, Alhana, Grapthar, and a newly recruited crew member from the ship, Jaqdaris spent some time looking for the entrance around the base of the monastery.  Soon, with the help of some clues from a friendly githzerai monk, they found the entrance.&lt;br /&gt;
&lt;br /&gt;
The first floor of this dungeon gave every indication that it was abandoned for a while.  The group found some broken items, like a statue of a god none of them had heard of, [[Arsher]].  As they descended down the levels of the dungeon, it became more readily used and there were many signs of activity by the third floor. Soon they encountered goblinoid creatures: hobgoblins, goblins, bugbears, and the occasional gian-kin mixed into the bunch.  All of them seemed to be working and worshiping down there.  This [[Arsher]] turned out to be a goblinoid god of some sort.&lt;br /&gt;
&lt;br /&gt;
Deeper down, the PC's finally fought their way through many traps and resistant goblinoids to find the [[Lantern of Truth]], and Letitia immediately took possession of it.   The trip past the third floor became much easier once Jaqdaris revealed that he was a [[Changeling]] who could take the form of the bugbear captain they killed.  By using the captain's forceful personality and the locals' fear of him, Jaqdaris managed to chase away most of the potential resistance.&lt;br /&gt;
&lt;br /&gt;
After obtaining the lantern, the group did some exploring and found boxes of good alcoholic beverages: wines, whiskeys, some made of fermented purple mushroom. They also found the purple mushrooms in an unprocessed form, which seemed to have a mildly hallucinogenic affect. &lt;br /&gt;
&lt;br /&gt;
Taking their spoils to the surface, the group celebrated at the local githzerai tavern.  They were then approached by a githzerai named Ruul who told the group that the Order of the Panfish was looking for them, and the githzerai would appreciate it if they got rid of the Order of the Panfish and their disruptive behaviors. The group agreed to go check out the Panfish camp.&lt;br /&gt;
&lt;br /&gt;
=Scene 14: The Panfish Inquisition Did Not Expect This=&lt;br /&gt;
&lt;br /&gt;
As soon as they were able, the group decided to conduct surveillance on the Panfish camp from an overlooking ridge.  There, they noticed a scene unfolding.  A small &amp;quot;mosquito&amp;quot; spelljamming vessel had landed in the middle of the camp.  The pilot seemed to be an elf with no distinguishing features who was delivering a rescued paladin.  Another ship hovered just over the ground nearby, a large galleon.  These two objects dominated the camp which was comprised mainly of tents and campfires with paladins alternating between guard duty and time off. &lt;br /&gt;
&lt;br /&gt;
In the center of the camp, the pilot and the captain were talking, and the group was able to make out some things from the conversation.&lt;br /&gt;
&lt;br /&gt;
It seems that the Panfish was close to obtaining an artifact of St. Mariam, the Staff of Charity. But the ship was ambushed and crash landed on a moon around the gas giant, the moon of [[Erdan]]. Before crashing, the being in the mosquito saw them and tried to rescue a couple of the paladins to bring them here to the asteroid to ask for rescue.&lt;br /&gt;
&lt;br /&gt;
He says the people on the other galleon that crashed know where the Staff of Charity is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventurers withdrew and created a battle plan and commenced their attack on the camp the next day.  From the west, Jaq made himself invisible and began untying tent pegs while the others began sniping at the periphery.  Soon, a large battle started as the paladins began to wise up to what was going on.  Many tents were set aflame as they fell on their occupants, and the group eventually fought its way to the deck of the landed galleon where the ship's captain, an imposing female paladin of the Order of the Panfish, fought to her death.&lt;br /&gt;
&lt;br /&gt;
Searching the wreckage, the group found some useful items and some correspondence: &lt;br /&gt;
&lt;br /&gt;
The papers revealed the approximate location of the Panfish Galleon's crash on the moon of [[Erdan]]. They think it crashed on a chain of islands located off one of the continents.&lt;br /&gt;
&lt;br /&gt;
This continent is populated with lizard folk and yuan-ti.  When the ship crashed, they picked it clean and took the information to their compound.  The adventurers will need to go there to find it.&lt;br /&gt;
&lt;br /&gt;
Fighting through the compound, the adventurers found another scroll that tells a story of the staff's creation by St. Mariam along with the two other artifacts.  Her lover, the vampire, was entrusted with the censor, while she entrusted the other two to a friend of hers she met in space who was a native of [[Erdan]]. &lt;br /&gt;
&lt;br /&gt;
He thought it would be clever to hide the lantern with the goblins of [[Arsher]] under the githzerai monastery of faith, because he figured that was a relatively safe area that no one would try to invade. &lt;br /&gt;
&lt;br /&gt;
He hid the staff in a small asteroid cluster in an orbit 5 days out from the sun. The cluster was supposedly undiscovered by planetary civilizations but was home to some &amp;quot;interesting&amp;quot; creatures.  He found a wizard to create a system of portals between the asteroids and some dwarves to hollow them out.  Then he killed the dwarves and the wizard to protect the secret.&lt;br /&gt;
&lt;br /&gt;
=Scene 15: Off to Erdan=&lt;br /&gt;
&lt;br /&gt;
After a trip to Erdan, and a small scuffle with a necromancer sent by the evil lord the group pissed off when they destroyed his asteroid portal to the negative energy plane, the group started searching for the crashed Panfish ship. Soon enough they found it and began scouring the area.  The wreckage showed a nasty crash with bodies strewn about, but otherwise it was mostly picked clean of loot.  This was a mystery until the group found a wooden structure populated by yuan-ti not far away.&lt;br /&gt;
&lt;br /&gt;
As the group considered its options, it figured out that a frontal attack on foot would not do.  They decided to take a different tactic and bombard the dwelling by ship.  A long fight ensued as the group methodically seiged the building from the air and the yuan-ti sent out defenders to try to counter the seige, but eventually the building was razed and looted.  More documents were found:&lt;br /&gt;
&lt;br /&gt;
The higher members of the Order of the Panfish and the large religion they represent against the Literalists are determined to make sure that Saint Mariam *stays* a metaphor.  The true mission of the Order of The Panfish is to first find out if Saint Mariam really ascended.  If the story is true, the Order's instructions are to find a way to eliminate her for the heresy of taking on her own mantle of godship when the only one worthy of such a thing is The Supreme.&lt;br /&gt;
&lt;br /&gt;
The Order of The Panfish wants the artifacts because they know they will open a portal to The Seven Heavens where St. Mariam resides.  However, they know that if they don’t' get the artifacts, there are other ways to do planar travel, and they are working on that too.  One group working with the Brothers of Orlessa has already figured out how to open a portal to The Seven Heavens.  They now just need to find which one has Saint Mariam's domain.&lt;br /&gt;
&lt;br /&gt;
The group decided they needed to find that last artifact, either to destroy it or use it to warn St. Mariam.  So they began their journey to the asteroids specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|6]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_2&amp;diff=49607</id>
		<title>SourceMaterial-Avlis Campaign 6, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_2&amp;diff=49607"/>
		<updated>2020-09-05T21:58:10Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
===The Daggerspace Campaign===&lt;br /&gt;
&lt;br /&gt;
=Scene 9: Village of the Mindless=&lt;br /&gt;
Town name - unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Party lands on [[Levena]], moon of Avlis&amp;lt;br&amp;gt;&lt;br /&gt;
Most buildings are empty, sometimes a catatonic person is found in a building, constantly bumping into a wall or banging head on table&amp;lt;br&amp;gt;&lt;br /&gt;
Tavern - The Space Pony - find a little girl in a daze, talks about “The Great Builder”, calls him a “mind bender”.&amp;lt;br&amp;gt;&lt;br /&gt;
Has no idea where everyone went.&amp;lt;br&amp;gt;&lt;br /&gt;
She thinks “Great Builder” lives west.&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn’t seem to be much help beyond that.&amp;lt;br&amp;gt;&lt;br /&gt;
Party ventures out of village to west, comes to a graveyard with mausoleum&amp;lt;br&amp;gt;&lt;br /&gt;
Find a secret passage at the back wall where there is a shrine to [[Saint Mariam]] that has a door opening up to a stairway down&amp;lt;br&amp;gt;&lt;br /&gt;
Find a vampire down there, symbol of [[Saint Mariam]] on his coffin&amp;lt;br&amp;gt;&lt;br /&gt;
Fight the vampire, he turns to gaseous form and flees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 10: Vampire on Board=&lt;br /&gt;
Party decides it was a vampire, not a mind flayer that destroyed the village&amp;lt;br&amp;gt;&lt;br /&gt;
Head back to ship to go tell the githzerai&amp;lt;br&amp;gt;&lt;br /&gt;
Crew members start disappearing after a few days&amp;lt;br&amp;gt;&lt;br /&gt;
Lathalsa (half-sylph) shows signs of becoming a thrall&amp;lt;br&amp;gt;&lt;br /&gt;
Party stations the orc slave with her to stop vampire from coming in while he’s coming in, but it doesn’t seem to work&amp;lt;br&amp;gt;&lt;br /&gt;
Party studies the dying body of Lathalsa, finds a holy symbol of [[Saint Mariam]] around her neck&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire appears, tells them Lathalsa looks just like [[Saint Mariam]] &amp;lt;br&amp;gt;&lt;br /&gt;
Vampire claims he was [[Saint Mariam]] lover, and he witnessed her ascension to godhood&amp;lt;br&amp;gt;&lt;br /&gt;
His protests and anguish over Mariam's pain made him curse at The Supreme, who he supposes changed him into a vampire&amp;lt;br&amp;gt;&lt;br /&gt;
He was unable to bear staying with [[Saint Mariam]] any longer, too painful.  She left for somewhere unknown.&amp;lt;br&amp;gt;&lt;br /&gt;
She gave him a censor and told him it was one of three keys he could use to find her again one day&amp;lt;br&amp;gt;&lt;br /&gt;
Vamp tells the party that a mind flayer is indeed killing everyone in that village&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire kills Lathalsa and leaves&amp;lt;br&amp;gt;&lt;br /&gt;
Party cuts Lathalsa's head off to try to prevent her from rising&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire gets angry, fights party&amp;lt;br&amp;gt;&lt;br /&gt;
Charms Conor and Thundershaft, bites them both, drains Conor until death&amp;lt;br&amp;gt;&lt;br /&gt;
Party &amp;quot;vaporizes&amp;quot; vamp but he comes back an hour later and tells them to retrieve the head of Lathalsa and put it back on&amp;lt;br&amp;gt;&lt;br /&gt;
Party complies and takes vamp and bodies of Lathalsa and Conor to githyanki asteroid, let's them go&amp;lt;br&amp;gt;&lt;br /&gt;
Dock official who gave party mission to scout the mind flayer on [[Levena]] berates them, tells them to try again&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Scene 11: If at first you don't succeed...=&lt;br /&gt;
&lt;br /&gt;
The party took some downtime on the githzerai asteroid to resupply and rest&amp;lt;br&amp;gt;&lt;br /&gt;
Met a githzerai wizard named Nirk who was assigned to them by the githzerai as a guide to do reconnaissance on the suspected mind flayer on Levena&amp;lt;br&amp;gt;&lt;br /&gt;
In the tavern where they met Nirk, they ran into a paladin of St. Mariam named Sir Worthur&amp;lt;br&amp;gt;&lt;br /&gt;
Worthur told them that he is part of the Order of the Panfish sent to capture or kill Leticia and Alhana as heretics for their beliefs in Literalism&amp;lt;br&amp;gt;&lt;br /&gt;
Worthur was secretly sympathetic to them due to his adventures in space.  He believes Mariam may have physically ascended and that it may not be just a metaphor.  He warns the group that a group of paladins of the Order of the Panfish are on the asteroid ready to grab them.&amp;lt;br&amp;gt;&lt;br /&gt;
Says there is a war going on back on Avlis between the Literalists and the orthodox church.  The Order of the Panfish is running an Inquisition against heretics/Literalists. &amp;lt;br&amp;gt;&lt;br /&gt;
He walks out of the bar.  Afterward, the PC's decide they need more crew and Nirk tells them to post an ad in the Town Hall.&amp;lt;br&amp;gt;&lt;br /&gt;
On the way to the Town Hall they get jumped by the paladins.  Leticia's spell kills several and the others, including Sir Worthur flee.&amp;lt;br&amp;gt;&lt;br /&gt;
After posting the ad, they relax and recoup some more.  Days later, 10 githzerai show up.  9 decide to join the crew within a couple days.&amp;lt;br&amp;gt;&lt;br /&gt;
Crew takes off for Levena, and almost instantly gets jumped by a paladin ship.&amp;lt;br&amp;gt;&lt;br /&gt;
Space battle ensues.  Shots traded.  The party uses Greek Fire to catch the paladin ship aflame and mows down most of the crew with the arquebi.&amp;lt;br&amp;gt;&lt;br /&gt;
They board the ship, almost completely empty now and find the mage who was driving, a member of the White Order of the Light.&amp;lt;br&amp;gt;&lt;br /&gt;
They complete their journey to Levena and find a crator with construction taking place, seemingly by thralls from the town they last left.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 12: The Big Dig=&lt;br /&gt;
&lt;br /&gt;
Upon closer inspection of the crator, the group found that it was being excavated by thralls which were people from the village.&amp;lt;br&amp;gt;&lt;br /&gt;
Nirk said it was the work of a potentially powerful mindflayer and the signs pointed to them attempting to establish a breeding base.&amp;lt;br&amp;gt;&lt;br /&gt;
After waking up several of the thrawls and gathering more evidence, the group returned to the ship and took off to bring the news back to the Githzerai.&amp;lt;br&amp;gt;&lt;br /&gt;
When they were close to port, another ship of Paladins jumped the group in a Galleon.  This time the group decided to fight them ship to ship and take their Galleon for their own.&amp;lt;br&amp;gt;&lt;br /&gt;
After a successful battle, the group found evidence that the Order of the Panfish is aware of the Three Keys of Faith which supposedly open a gate to St. Mariam.&amp;lt;br&amp;gt;&lt;br /&gt;
The group already possesses the Censor of Purity, and a new clue was found on the ship:  The Lantern of Truth lies within a dungeon below the Monastery of Faith on the Githzerai asteroid....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 13: The Dungeon of Faith=&lt;br /&gt;
&lt;br /&gt;
With the newfound information that one of the major artifacts of [[Saint Mariam]] may be located underneath the Monastery of Faith on the githzerai asteroid, the players immediately set out to find it.  Letitia, Indica, Namfoodle, Alhana, Grapthar, and a newly recruited crew member from the ship, Jaqdaris spent some time looking for the entrance around the base of the monastery.  Soon, with the help of some clues from a friendly githzerai monk, they found the entrance.&lt;br /&gt;
&lt;br /&gt;
The first floor of this dungeon gave every indication that it was abandoned for a while.  The group found some broken items, like a statue of a god none of them had heard of, [[Arsher]].  As they descended down the levels of the dungeon, it became more readily used and there were many signs of activity by the third floor. Soon they encountered goblinoid creatures: hobgoblins, goblins, bugbears, and the occasional gian-kin mixed into the bunch.  All of them seemed to be working and worshiping down there.  This [[Arsher]] turned out to be a goblinoid god of some sort.&lt;br /&gt;
&lt;br /&gt;
Deeper down, the PC's finally fought their way through many traps and resistant goblinoids to find the [[Lantern of Truth]], and Letitia immediately took possession of it.   The trip past the third floor became much easier once Jaqdaris revealed that he was a [[Changeling]] who could take the form of the bugbear captain they killed.  By using the captain's forceful personality and the locals' fear of him, Jaqdaris managed to chase away most of the potential resistance.&lt;br /&gt;
&lt;br /&gt;
After obtaining the lantern, the group did some exploring and found boxes of good alcoholic beverages: wines, whiskeys, some made of fermented purple mushroom. They also found the purple mushrooms in an unprocessed form, which seemed to have a mildly hallucinogenic affect. &lt;br /&gt;
&lt;br /&gt;
Taking their spoils to the surface, the group celebrated at the local githzerai tavern.  They were then approached by a githzerai named Ruul who told the group that the Order of the Panfish was looking for them, and the githzerai would appreciate it if they got rid of the Order of the Panfish and their disruptive behaviors. The group agreed to go check out the Panfish camp.&lt;br /&gt;
&lt;br /&gt;
=Scene 14: The Panfish Inquisition Did Not Expect This=&lt;br /&gt;
&lt;br /&gt;
As soon as they were able, the group decided to conduct surveillance on the Panfish camp from an overlooking ridge.  There, they noticed a scene unfolding.  A small &amp;quot;mosquito&amp;quot; spelljamming vessel had landed in the middle of the camp.  The pilot seemed to be an elf with no distinguishing features who was delivering a rescued paladin.  Another ship hovered just over the ground nearby, a large galleon.  These two objects dominated the camp which was comprised mainly of tents and campfires with paladins alternating between guard duty and time off. &lt;br /&gt;
&lt;br /&gt;
In the center of the camp, the pilot and the captain were talking, and the group was able to make out some things from the conversation.&lt;br /&gt;
&lt;br /&gt;
It seems that the Panfish was close to obtaining an artifact of St. Mariam, the Staff of Charity. But the ship was ambushed and crash landed on a moon around the gas giant, the moon of [[Erdan]]. Before crashing, the being in the mosquito saw them and tried to rescue a couple of the paladins to bring them here to the asteroid to ask for rescue.&lt;br /&gt;
&lt;br /&gt;
He says the people on the other galleon that crashed know where the Staff of Charity is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventurers withdrew and created a battle plan and commenced their attack on the camp the next day.  From the west, Jaq made himself invisible and began untying tent pegs while the others began sniping at the periphery.  Soon, a large battle started as the paladins began to wise up to what was going on.  Many tents were set aflame as they fell on their occupants, and the group eventually fought its way to the deck of the landed galleon where the ship's captain, an imposing female paladin of the Order of the Panfish, fought to her death.&lt;br /&gt;
&lt;br /&gt;
Searching the wreckage, the group found some useful items and some correspondence: &lt;br /&gt;
&lt;br /&gt;
The papers revealed the approximate location of the Panfish Galleon's crash on the moon of [[Erdan]]. They think it crashed on a chain of islands located off one of the continents.&lt;br /&gt;
&lt;br /&gt;
This continent is populated with lizard folk and yuan-ti.  When the ship crashed, they picked it clean and took the information to their compound.  The adventurers will need to go there to find it.&lt;br /&gt;
&lt;br /&gt;
Fighting through the compound, the adventurers found another scroll that tells a story of the staff's creation by St. Mariam along with the two other artifacts.  Her lover, the vampire, was entrusted with the censor, while she entrusted the other two to a friend of hers she met in space who was a native of [[Erdan]]. &lt;br /&gt;
&lt;br /&gt;
He thought it would be clever to hide the lantern with the goblins of [[Arsher]] under the githzerai monastery of faith, because he figured that was a relatively safe area that no one would try to invade. &lt;br /&gt;
&lt;br /&gt;
He hid the staff in a small asteroid cluster in an orbit 5 days out from the sun. The cluster was supposedly undiscovered by planetary civilizations but was home to some &amp;quot;interesting&amp;quot; creatures.  He found a wizard to create a system of portals between the asteroids and some dwarves to hollow them out.  Then he killed the dwarves and the wizard to protect the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Scene 15: Off to Erdan=&lt;br /&gt;
&lt;br /&gt;
After a trip to Erdan, and a small scuffle with a necromancer sent by the evil lord the group pissed off when they destroyed his asteroid portal to the negative energy plane, the group started searching for the crashed Panfish ship. Soon enough they found it and began scouring the area.  The wreckage showed a nasty crash with bodies strewn about, but otherwise it was mostly picked clean of loot.  This was a mystery until the group found a wooden structure populated by yuan-ti not far away.&lt;br /&gt;
&lt;br /&gt;
As the group considered its options, it figured out that a frontal attack on foot would not do.  They decided to take a different tactic and bombard the dwelling by ship.  A long fight ensued as the group methodically seiged the building from the air and the yuan-ti sent out defenders to try to counter the seige, but eventually the building was razed and looted.  More documents were found:&lt;br /&gt;
&lt;br /&gt;
The higher members of the Order of the Panfish and the large religion they represent against the Literalists are determined to make sure that Saint Mariam *stays* a metaphor.  The true mission of the Order of The Panfish is to first find out if Saint Mariam really ascended.  If the story is true, the Order's instructions are to find a way to eliminate her for the heresy of taking on her own mantle of godship when the only one worthy of such a thing is The Supreme.&lt;br /&gt;
&lt;br /&gt;
The Order of The Panfish wants the artifacts because they know they will open a portal to The Seven Heavens where St. Mariam resides.  However, they know that if they don’t' get the artifacts, there are other ways to do planar travel, and they are working on that too.  One group working with the Brothers of Orlessa has already figured out how to open a portal to The Seven Heavens.  They now just need to find which one has Saint Mariam's domain.&lt;br /&gt;
&lt;br /&gt;
The group decided they needed to find that last artifact, either to destroy it or use it to warn St. Mariam.  So they began their journey to the asteroids specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|6]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_2&amp;diff=49606</id>
		<title>SourceMaterial-Avlis Campaign 6, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_2&amp;diff=49606"/>
		<updated>2020-09-05T21:52:11Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Scene 14: The Panfish Inquisition Did Not Expect This */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
===The Daggerspace Campaign===&lt;br /&gt;
&lt;br /&gt;
=Scene 9: Village of the Mindless=&lt;br /&gt;
Town name - unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Party lands on [[Levena]], moon of Avlis&amp;lt;br&amp;gt;&lt;br /&gt;
Most buildings are empty, sometimes a catatonic person is found in a building, constantly bumping into a wall or banging head on table&amp;lt;br&amp;gt;&lt;br /&gt;
Tavern - The Space Pony - find a little girl in a daze, talks about “The Great Builder”, calls him a “mind bender”.&amp;lt;br&amp;gt;&lt;br /&gt;
Has no idea where everyone went.&amp;lt;br&amp;gt;&lt;br /&gt;
She thinks “Great Builder” lives west.&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn’t seem to be much help beyond that.&amp;lt;br&amp;gt;&lt;br /&gt;
Party ventures out of village to west, comes to a graveyard with mausoleum&amp;lt;br&amp;gt;&lt;br /&gt;
Find a secret passage at the back wall where there is a shrine to [[Saint Mariam]] that has a door opening up to a stairway down&amp;lt;br&amp;gt;&lt;br /&gt;
Find a vampire down there, symbol of [[Saint Mariam]] on his coffin&amp;lt;br&amp;gt;&lt;br /&gt;
Fight the vampire, he turns to gaseous form and flees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 10: Vampire on Board=&lt;br /&gt;
Party decides it was a vampire, not a mind flayer that destroyed the village&amp;lt;br&amp;gt;&lt;br /&gt;
Head back to ship to go tell the githzerai&amp;lt;br&amp;gt;&lt;br /&gt;
Crew members start disappearing after a few days&amp;lt;br&amp;gt;&lt;br /&gt;
Lathalsa (half-sylph) shows signs of becoming a thrall&amp;lt;br&amp;gt;&lt;br /&gt;
Party stations the orc slave with her to stop vampire from coming in while he’s coming in, but it doesn’t seem to work&amp;lt;br&amp;gt;&lt;br /&gt;
Party studies the dying body of Lathalsa, finds a holy symbol of [[Saint Mariam]] around her neck&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire appears, tells them Lathalsa looks just like [[Saint Mariam]] &amp;lt;br&amp;gt;&lt;br /&gt;
Vampire claims he was [[Saint Mariam]] lover, and he witnessed her ascension to godhood&amp;lt;br&amp;gt;&lt;br /&gt;
His protests and anguish over Mariam's pain made him curse at The Supreme, who he supposes changed him into a vampire&amp;lt;br&amp;gt;&lt;br /&gt;
He was unable to bear staying with [[Saint Mariam]] any longer, too painful.  She left for somewhere unknown.&amp;lt;br&amp;gt;&lt;br /&gt;
She gave him a censor and told him it was one of three keys he could use to find her again one day&amp;lt;br&amp;gt;&lt;br /&gt;
Vamp tells the party that a mind flayer is indeed killing everyone in that village&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire kills Lathalsa and leaves&amp;lt;br&amp;gt;&lt;br /&gt;
Party cuts Lathalsa's head off to try to prevent her from rising&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire gets angry, fights party&amp;lt;br&amp;gt;&lt;br /&gt;
Charms Conor and Thundershaft, bites them both, drains Conor until death&amp;lt;br&amp;gt;&lt;br /&gt;
Party &amp;quot;vaporizes&amp;quot; vamp but he comes back an hour later and tells them to retrieve the head of Lathalsa and put it back on&amp;lt;br&amp;gt;&lt;br /&gt;
Party complies and takes vamp and bodies of Lathalsa and Conor to githyanki asteroid, let's them go&amp;lt;br&amp;gt;&lt;br /&gt;
Dock official who gave party mission to scout the mind flayer on [[Levena]] berates them, tells them to try again&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Scene 11: If at first you don't succeed...=&lt;br /&gt;
&lt;br /&gt;
The party took some downtime on the githzerai asteroid to resupply and rest&amp;lt;br&amp;gt;&lt;br /&gt;
Met a githzerai wizard named Nirk who was assigned to them by the githzerai as a guide to do reconnaissance on the suspected mind flayer on Levena&amp;lt;br&amp;gt;&lt;br /&gt;
In the tavern where they met Nirk, they ran into a paladin of St. Mariam named Sir Worthur&amp;lt;br&amp;gt;&lt;br /&gt;
Worthur told them that he is part of the Order of the Panfish sent to capture or kill Leticia and Alhana as heretics for their beliefs in Literalism&amp;lt;br&amp;gt;&lt;br /&gt;
Worthur was secretly sympathetic to them due to his adventures in space.  He believes Mariam may have physically ascended and that it may not be just a metaphor.  He warns the group that a group of paladins of the Order of the Panfish are on the asteroid ready to grab them.&amp;lt;br&amp;gt;&lt;br /&gt;
Says there is a war going on back on Avlis between the Literalists and the orthodox church.  The Order of the Panfish is running an Inquisition against heretics/Literalists. &amp;lt;br&amp;gt;&lt;br /&gt;
He walks out of the bar.  Afterward, the PC's decide they need more crew and Nirk tells them to post an ad in the Town Hall.&amp;lt;br&amp;gt;&lt;br /&gt;
On the way to the Town Hall they get jumped by the paladins.  Leticia's spell kills several and the others, including Sir Worthur flee.&amp;lt;br&amp;gt;&lt;br /&gt;
After posting the ad, they relax and recoup some more.  Days later, 10 githzerai show up.  9 decide to join the crew within a couple days.&amp;lt;br&amp;gt;&lt;br /&gt;
Crew takes off for Levena, and almost instantly gets jumped by a paladin ship.&amp;lt;br&amp;gt;&lt;br /&gt;
Space battle ensues.  Shots traded.  The party uses Greek Fire to catch the paladin ship aflame and mows down most of the crew with the arquebi.&amp;lt;br&amp;gt;&lt;br /&gt;
They board the ship, almost completely empty now and find the mage who was driving, a member of the White Order of the Light.&amp;lt;br&amp;gt;&lt;br /&gt;
They complete their journey to Levena and find a crator with construction taking place, seemingly by thralls from the town they last left.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 12: The Big Dig=&lt;br /&gt;
&lt;br /&gt;
Upon closer inspection of the crator, the group found that it was being excavated by thralls which were people from the village.&amp;lt;br&amp;gt;&lt;br /&gt;
Nirk said it was the work of a potentially powerful mindflayer and the signs pointed to them attempting to establish a breeding base.&amp;lt;br&amp;gt;&lt;br /&gt;
After waking up several of the thrawls and gathering more evidence, the group returned to the ship and took off to bring the news back to the Githzerai.&amp;lt;br&amp;gt;&lt;br /&gt;
When they were close to port, another ship of Paladins jumped the group in a Galleon.  This time the group decided to fight them ship to ship and take their Galleon for their own.&amp;lt;br&amp;gt;&lt;br /&gt;
After a successful battle, the group found evidence that the Order of the Panfish is aware of the Three Keys of Faith which supposedly open a gate to St. Mariam.&amp;lt;br&amp;gt;&lt;br /&gt;
The group already possesses the Censor of Purity, and a new clue was found on the ship:  The Lantern of Truth lies within a dungeon below the Monastery of Faith on the Githzerai asteroid....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 13: The Dungeon of Faith=&lt;br /&gt;
&lt;br /&gt;
With the newfound information that one of the major artifacts of [[Saint Mariam]] may be located underneath the Monastery of Faith on the githzerai asteroid, the players immediately set out to find it.  Letitia, Indica, Namfoodle, Alhana, Grapthar, and a newly recruited crew member from the ship, Jaqdaris spent some time looking for the entrance around the base of the monastery.  Soon, with the help of some clues from a friendly githzerai monk, they found the entrance.&lt;br /&gt;
&lt;br /&gt;
The first floor of this dungeon gave every indication that it was abandoned for a while.  The group found some broken items, like a statue of a god none of them had heard of, [[Arsher]].  As they descended down the levels of the dungeon, it became more readily used and there were many signs of activity by the third floor. Soon they encountered goblinoid creatures: hobgoblins, goblins, bugbears, and the occasional gian-kin mixed into the bunch.  All of them seemed to be working and worshiping down there.  This [[Arsher]] turned out to be a goblinoid god of some sort.&lt;br /&gt;
&lt;br /&gt;
Deeper down, the PC's finally fought their way through many traps and resistant goblinoids to find the [[Lantern of Truth]], and Letitia immediately took possession of it.   The trip past the third floor became much easier once Jaqdaris revealed that he was a [[Changeling]] who could take the form of the bugbear captain they killed.  By using the captain's forceful personality and the locals' fear of him, Jaqdaris managed to chase away most of the potential resistance.&lt;br /&gt;
&lt;br /&gt;
After obtaining the lantern, the group did some exploring and found boxes of good alcoholic beverages: wines, whiskeys, some made of fermented purple mushroom. They also found the purple mushrooms in an unprocessed form, which seemed to have a mildly hallucinogenic affect. &lt;br /&gt;
&lt;br /&gt;
Taking their spoils to the surface, the group celebrated at the local githzerai tavern.  They were then approached by a githzerai named Ruul who told the group that the Order of the Panfish was looking for them, and the githzerai would appreciate it if they got rid of the Order of the Panfish and their disruptive behaviors. The group agreed to go check out the Panfish camp.&lt;br /&gt;
&lt;br /&gt;
=Scene 14: The Panfish Inquisition Did Not Expect This=&lt;br /&gt;
&lt;br /&gt;
As soon as they were able, the group decided to conduct surveillance on the Panfish camp from an overlooking ridge.  There, they noticed a scene unfolding.  A small &amp;quot;mosquito&amp;quot; spelljamming vessel had landed in the middle of the camp.  The pilot seemed to be an elf with no distinguishing features who was delivering a rescued paladin.  Another ship hovered just over the ground nearby, a large galleon.  These two objects dominated the camp which was comprised mainly of tents and campfires with paladins alternating between guard duty and time off. &lt;br /&gt;
&lt;br /&gt;
In the center of the camp, the pilot and the captain were talking, and the group was able to make out some things from the conversation.&lt;br /&gt;
&lt;br /&gt;
It seems that the Panfish was close to obtaining an artifact of St. Mariam, the Staff of Charity. But the ship was ambushed and crash landed on a moon around the gas giant, the moon of [[Erdan]]. Before crashing, the being in the mosquito saw them and tried to rescue a couple of the paladins to bring them here to the asteroid to ask for rescue.&lt;br /&gt;
&lt;br /&gt;
He says the people on the other galleon that crashed know where the Staff of Charity is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The adventurers withdrew and created a battle plan and commenced their attack on the camp the next day.  From the west, Jaq made himself invisible and began untying tent pegs while the others began sniping at the periphery.  Soon, a large battle started as the paladins began to wise up to what was going on.  Many tents were set aflame as they fell on their occupants, and the group eventually fought its way to the deck of the landed galleon where the ship's captain, an imposing female paladin of the Order of the Panfish, fought to her death.&lt;br /&gt;
&lt;br /&gt;
Searching the wreckage, the group found some useful items and some correspondence: &lt;br /&gt;
&lt;br /&gt;
The papers revealed the approximate location of the Panfish Galleon's crash on the moon of [[Erdan]]. They think it crashed on a chain of islands located off one of the continents.&lt;br /&gt;
&lt;br /&gt;
This continent is populated with lizard folk and yuan-ti.  When the ship crashed, they picked it clean and took the information to their compound.  The adventurers will need to go there to find it.&lt;br /&gt;
&lt;br /&gt;
Fighting through the compound, the adventurers found another scroll that tells a story of the staff's creation by St. Mariam along with the two other artifacts.  Her lover, the vampire, was entrusted with the censor, while she entrusted the other two to a friend of hers she met in space who was a native of [[Erdan]]. &lt;br /&gt;
&lt;br /&gt;
He thought it would be clever to hide the lantern with the goblins of [[Arsher]] under the githzerai monastery of faith, because he figured that was a relatively safe area that no one would try to invade. &lt;br /&gt;
&lt;br /&gt;
He hid the staff in a small asteroid cluster in an orbit 5 days out from the sun. The cluster was supposedly undiscovered by planetary civilizations but was home to some &amp;quot;interesting&amp;quot; creatures.  He found a wizard to create a system of portals between the asteroids and some dwarves to hollow them out.  Then he killed the dwarves and the wizard to protect the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|6]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_2&amp;diff=49605</id>
		<title>SourceMaterial-Avlis Campaign 6, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_6,_Part_2&amp;diff=49605"/>
		<updated>2020-09-05T21:48:12Z</updated>

		<summary type="html">&lt;p&gt;Orleron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
===The Daggerspace Campaign===&lt;br /&gt;
&lt;br /&gt;
=Scene 9: Village of the Mindless=&lt;br /&gt;
Town name - unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Party lands on [[Levena]], moon of Avlis&amp;lt;br&amp;gt;&lt;br /&gt;
Most buildings are empty, sometimes a catatonic person is found in a building, constantly bumping into a wall or banging head on table&amp;lt;br&amp;gt;&lt;br /&gt;
Tavern - The Space Pony - find a little girl in a daze, talks about “The Great Builder”, calls him a “mind bender”.&amp;lt;br&amp;gt;&lt;br /&gt;
Has no idea where everyone went.&amp;lt;br&amp;gt;&lt;br /&gt;
She thinks “Great Builder” lives west.&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn’t seem to be much help beyond that.&amp;lt;br&amp;gt;&lt;br /&gt;
Party ventures out of village to west, comes to a graveyard with mausoleum&amp;lt;br&amp;gt;&lt;br /&gt;
Find a secret passage at the back wall where there is a shrine to [[Saint Mariam]] that has a door opening up to a stairway down&amp;lt;br&amp;gt;&lt;br /&gt;
Find a vampire down there, symbol of [[Saint Mariam]] on his coffin&amp;lt;br&amp;gt;&lt;br /&gt;
Fight the vampire, he turns to gaseous form and flees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 10: Vampire on Board=&lt;br /&gt;
Party decides it was a vampire, not a mind flayer that destroyed the village&amp;lt;br&amp;gt;&lt;br /&gt;
Head back to ship to go tell the githzerai&amp;lt;br&amp;gt;&lt;br /&gt;
Crew members start disappearing after a few days&amp;lt;br&amp;gt;&lt;br /&gt;
Lathalsa (half-sylph) shows signs of becoming a thrall&amp;lt;br&amp;gt;&lt;br /&gt;
Party stations the orc slave with her to stop vampire from coming in while he’s coming in, but it doesn’t seem to work&amp;lt;br&amp;gt;&lt;br /&gt;
Party studies the dying body of Lathalsa, finds a holy symbol of [[Saint Mariam]] around her neck&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire appears, tells them Lathalsa looks just like [[Saint Mariam]] &amp;lt;br&amp;gt;&lt;br /&gt;
Vampire claims he was [[Saint Mariam]] lover, and he witnessed her ascension to godhood&amp;lt;br&amp;gt;&lt;br /&gt;
His protests and anguish over Mariam's pain made him curse at The Supreme, who he supposes changed him into a vampire&amp;lt;br&amp;gt;&lt;br /&gt;
He was unable to bear staying with [[Saint Mariam]] any longer, too painful.  She left for somewhere unknown.&amp;lt;br&amp;gt;&lt;br /&gt;
She gave him a censor and told him it was one of three keys he could use to find her again one day&amp;lt;br&amp;gt;&lt;br /&gt;
Vamp tells the party that a mind flayer is indeed killing everyone in that village&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire kills Lathalsa and leaves&amp;lt;br&amp;gt;&lt;br /&gt;
Party cuts Lathalsa's head off to try to prevent her from rising&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire gets angry, fights party&amp;lt;br&amp;gt;&lt;br /&gt;
Charms Conor and Thundershaft, bites them both, drains Conor until death&amp;lt;br&amp;gt;&lt;br /&gt;
Party &amp;quot;vaporizes&amp;quot; vamp but he comes back an hour later and tells them to retrieve the head of Lathalsa and put it back on&amp;lt;br&amp;gt;&lt;br /&gt;
Party complies and takes vamp and bodies of Lathalsa and Conor to githyanki asteroid, let's them go&amp;lt;br&amp;gt;&lt;br /&gt;
Dock official who gave party mission to scout the mind flayer on [[Levena]] berates them, tells them to try again&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Scene 11: If at first you don't succeed...=&lt;br /&gt;
&lt;br /&gt;
The party took some downtime on the githzerai asteroid to resupply and rest&amp;lt;br&amp;gt;&lt;br /&gt;
Met a githzerai wizard named Nirk who was assigned to them by the githzerai as a guide to do reconnaissance on the suspected mind flayer on Levena&amp;lt;br&amp;gt;&lt;br /&gt;
In the tavern where they met Nirk, they ran into a paladin of St. Mariam named Sir Worthur&amp;lt;br&amp;gt;&lt;br /&gt;
Worthur told them that he is part of the Order of the Panfish sent to capture or kill Leticia and Alhana as heretics for their beliefs in Literalism&amp;lt;br&amp;gt;&lt;br /&gt;
Worthur was secretly sympathetic to them due to his adventures in space.  He believes Mariam may have physically ascended and that it may not be just a metaphor.  He warns the group that a group of paladins of the Order of the Panfish are on the asteroid ready to grab them.&amp;lt;br&amp;gt;&lt;br /&gt;
Says there is a war going on back on Avlis between the Literalists and the orthodox church.  The Order of the Panfish is running an Inquisition against heretics/Literalists. &amp;lt;br&amp;gt;&lt;br /&gt;
He walks out of the bar.  Afterward, the PC's decide they need more crew and Nirk tells them to post an ad in the Town Hall.&amp;lt;br&amp;gt;&lt;br /&gt;
On the way to the Town Hall they get jumped by the paladins.  Leticia's spell kills several and the others, including Sir Worthur flee.&amp;lt;br&amp;gt;&lt;br /&gt;
After posting the ad, they relax and recoup some more.  Days later, 10 githzerai show up.  9 decide to join the crew within a couple days.&amp;lt;br&amp;gt;&lt;br /&gt;
Crew takes off for Levena, and almost instantly gets jumped by a paladin ship.&amp;lt;br&amp;gt;&lt;br /&gt;
Space battle ensues.  Shots traded.  The party uses Greek Fire to catch the paladin ship aflame and mows down most of the crew with the arquebi.&amp;lt;br&amp;gt;&lt;br /&gt;
They board the ship, almost completely empty now and find the mage who was driving, a member of the White Order of the Light.&amp;lt;br&amp;gt;&lt;br /&gt;
They complete their journey to Levena and find a crator with construction taking place, seemingly by thralls from the town they last left.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 12: The Big Dig=&lt;br /&gt;
&lt;br /&gt;
Upon closer inspection of the crator, the group found that it was being excavated by thralls which were people from the village.&amp;lt;br&amp;gt;&lt;br /&gt;
Nirk said it was the work of a potentially powerful mindflayer and the signs pointed to them attempting to establish a breeding base.&amp;lt;br&amp;gt;&lt;br /&gt;
After waking up several of the thrawls and gathering more evidence, the group returned to the ship and took off to bring the news back to the Githzerai.&amp;lt;br&amp;gt;&lt;br /&gt;
When they were close to port, another ship of Paladins jumped the group in a Galleon.  This time the group decided to fight them ship to ship and take their Galleon for their own.&amp;lt;br&amp;gt;&lt;br /&gt;
After a successful battle, the group found evidence that the Order of the Panfish is aware of the Three Keys of Faith which supposedly open a gate to St. Mariam.&amp;lt;br&amp;gt;&lt;br /&gt;
The group already possesses the Censor of Purity, and a new clue was found on the ship:  The Lantern of Truth lies within a dungeon below the Monastery of Faith on the Githzerai asteroid....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scene 13: The Dungeon of Faith=&lt;br /&gt;
&lt;br /&gt;
With the newfound information that one of the major artifacts of [[Saint Mariam]] may be located underneath the Monastery of Faith on the githzerai asteroid, the players immediately set out to find it.  Letitia, Indica, Namfoodle, Alhana, Grapthar, and a newly recruited crew member from the ship, Jaqdaris spent some time looking for the entrance around the base of the monastery.  Soon, with the help of some clues from a friendly githzerai monk, they found the entrance.&lt;br /&gt;
&lt;br /&gt;
The first floor of this dungeon gave every indication that it was abandoned for a while.  The group found some broken items, like a statue of a god none of them had heard of, [[Arsher]].  As they descended down the levels of the dungeon, it became more readily used and there were many signs of activity by the third floor. Soon they encountered goblinoid creatures: hobgoblins, goblins, bugbears, and the occasional gian-kin mixed into the bunch.  All of them seemed to be working and worshiping down there.  This [[Arsher]] turned out to be a goblinoid god of some sort.&lt;br /&gt;
&lt;br /&gt;
Deeper down, the PC's finally fought their way through many traps and resistant goblinoids to find the [[Lantern of Truth]], and Letitia immediately took possession of it.   The trip past the third floor became much easier once Jaqdaris revealed that he was a [[Changeling]] who could take the form of the bugbear captain they killed.  By using the captain's forceful personality and the locals' fear of him, Jaqdaris managed to chase away most of the potential resistance.&lt;br /&gt;
&lt;br /&gt;
After obtaining the lantern, the group did some exploring and found boxes of good alcoholic beverages: wines, whiskeys, some made of fermented purple mushroom. They also found the purple mushrooms in an unprocessed form, which seemed to have a mildly hallucinogenic affect. &lt;br /&gt;
&lt;br /&gt;
Taking their spoils to the surface, the group celebrated at the local githzerai tavern.  They were then approached by a githzerai named Ruul who told the group that the Order of the Panfish was looking for them, and the githzerai would appreciate it if they got rid of the Order of the Panfish and their disruptive behaviors. The group agreed to go check out the Panfish camp.&lt;br /&gt;
&lt;br /&gt;
=Scene 14: The Panfish Inquisition Did Not Expect This=&lt;br /&gt;
&lt;br /&gt;
As soon as they were able, the group decided to conduct surveillance on the Panfish camp from an overlooking ridge.  There, they noticed a scene unfolding.  A small &amp;quot;mosquito&amp;quot; spelljamming vessel had landed in the middle of the camp.  The pilot seemed to be an elf with no distinguishing features who was delivering a rescued paladin.  Another ship hovered just over the ground nearby, a large galleon.  These two objects dominated the camp which was comprised mainly of tents and campfires with paladins alternating between guard duty and time off. &lt;br /&gt;
&lt;br /&gt;
The group created a battle plan and commenced their attack on the camp the next day.  From the west, Jaq made himself invisible and began untying tent pegs while the others began sniping at the periphery.  Soon, a large battle started as the paladins began to wise up to what was going on.  Many tents were set aflame as they fell on their occupants, and the group eventually fought its way to the deck of the landed galleon where the ship's captain, an imposing female paladin of the Order of the Panfish, fought to her death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|6]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49507</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49507"/>
		<updated>2020-07-05T16:41:22Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre%27Ana|Dre’Ana]].&lt;br /&gt;
&lt;br /&gt;
Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49506</id>
		<title>SourceMaterial-Avlis Campaign 7, Part 2</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=SourceMaterial-Avlis_Campaign_7,_Part_2&amp;diff=49506"/>
		<updated>2020-07-05T16:40:54Z</updated>

		<summary type="html">&lt;p&gt;Orleron: /* Chapter 6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:AvlisCanon}}&lt;br /&gt;
{{Template:AvlisCampaigns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 5==&lt;br /&gt;
&lt;br /&gt;
After jumping back into Lorewarden Torvald's wagon, the group carried onward to the south.  They decided to cut a path southward and straight through the middle of the Architect's Laboratory region.  The land turned arid but the trek was extremely comfortable within the wagon.  Soon, on the horizon, they spotted a curious site: a giant winged dog flying around.  The dog looked a bit like a Doberman breed with angel-like wings, and it lazily barked as it played at aerial maneuvers. Upon closer investigation, the group made contact with the dog and fed it a few treats, but soon after that, another person appeared on the horizon with a leash.  This person looked a bit dog-like as well, with a doberman-like head and a humanoid body. He thanked the group for feeding his dog and walked off into the desert with it. &lt;br /&gt;
&lt;br /&gt;
After no more than a day and half of travel, they came upon a partially ruined building.  It was a building of stone with several floors but no roof. Naturally, they decided to investigate further.&lt;br /&gt;
&lt;br /&gt;
Within the building, they found many friendly or neutral inhabitants. One of them was the doberman-like person who introduced them to several other inhabitants and told them the building was actually a library once, and that it still contained many books.  The group asked if it could make itself at home searching through the books for maps and other useful information, and they were welcomed to do so.  At that point, another curious inhabitant came into the room.  He was a tall lion-humanoid with a deep growling voice who showed little interest in the group until they began asking him questions.&lt;br /&gt;
&lt;br /&gt;
He told them a story of &amp;quot;The Golden&amp;quot;, one of the Nine Lords of [[The Wastelands]].  The Golden was a celestial who became trapped in [[The Wastelands]] when the explosion happened during the story of Durethar, which created the area everyone knows today.  After the explosion event, The Golden was trapped there and could no longer plane shift. As a follower of [[Dru'El]], he sought help from his god but was apparently answered by [[Senath]], a different god, without knowing that it was [[Senath]]. It was not clear why the Lion-humanoid wanted to contact The Golden, except that he wanted to make The Golden aware that [[Senath]] was really the one answering his prayers.  He believed that this revelation would somehow help The Golden.  The group suggested something even trickier behind it than the god of strategy.&lt;br /&gt;
&lt;br /&gt;
During this conversation, Katar, the warlock/paladin of [[Gorethar]] walked around the library and went up some stairs.  There he found some rooms and one of the rooms held a scorpion-dog, which instantly attacked him.  Katar ran and told the group, and then realized he neglected to close the door to the room that contained the creature which was now running loose.  One of the inhabitants of the library was a cleric of [[O'Ma]] with an addled brain who told them that was probably not a good thing, so the group decided to take care of it.  A melee ensued when the scorpion-dog came downstairs, and they vanquished it.&lt;br /&gt;
&lt;br /&gt;
The conversations around this incident shed light on the fact that the lion-humanoid, who appeared to be the leader of the other group, was not actually a resident of the library.  He was just stopping by with his group.  Only the cleric of [[O'Ma]] lived there, and apparently the doberman-man and the flying dog did too.  The group decided to explore the rest of the building.  They found some cleric robes of [[O'Ma]] with the red and sliver colors reversed, and eventually they found the flying dog too, along with the [[Journal_of_Thomas_Laszerewski|Journal of Thomas Laszerewski]].&lt;br /&gt;
&lt;br /&gt;
The journal proved interesting.  It shed a lot of light on what was happening in the area.  Thomas Laserewski was Tzeenzch, the current Lord of The Architect's Laboratory.  Tzeenzch was searching for a way to become a lich to prolong his life in [[The Wastelands]], but he botched the first attempt. For his second attempt, he tried to use a living creature as a phylactery and reportedly succeeded.  The journal also revealed that all the mutated creatures encountered by the group, including their very own Avenger, the shark-orc Drac, were all mutated as part of Tzeench's experiments.&lt;br /&gt;
&lt;br /&gt;
Next, the group turned its attention to the dog.  The cleric of [[O'Ma]] downstairs mentioned that this dog was once the Abbott of the monastery/library, which was once holy to [[O'Ma]]. The group found out that the dog still had all of the Abbott's intelligence, so they worked on a way to free him.  Senjay and the paladin/warlock, Katar, used a mage hand each to undo the beast's collar.  (Touching it directly gave a nasty shock.) The beast then quickly transformed into a rhino-orc, one of Tzeenzch's creations.  However, he was not hostile and very thankful for being freed.  He promised to create a magic item for the party in his forge room where they now all stood. As part of the information he revealed, he confirmed that all animal-hybrid creatures in the Architect's Laboratory were Tzeenzch's creations.  &amp;quot;Normal&amp;quot; wastelands corruption does not do this to people.  &amp;quot;Normal&amp;quot; wastelands corruption usually turns people feral and crazy from the influences of the area.  The animal hybrid mutations were all from Tzeenzch, who would also wipe the memories of his subjects so they do not remember turning.&lt;br /&gt;
&lt;br /&gt;
The Abbott also confirmed the suspicion of the group that Tzeenzch's fascination with [[Senath]] seemed out of character, but possible, especially if some other unknown entity (possibly [[Angadar]]?) was messing with the whole thing.&lt;br /&gt;
&lt;br /&gt;
After going downstairs to show everyone that they freed the dog who was in fact the Abbott, the cleric of [[O'Ma]] went strangely delirious and attacked him.  This caused a grand melee to break out between the two groups who were not sure why they were fighting or whom they were fighting.  As the cleric died, the groups decided to call off the fight and talk it over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapter 6==&lt;br /&gt;
&lt;br /&gt;
Being weary from their battles, the group retired to the wagon to recover. They emerged a day later to find that their oxen dead. With no visible means to pull their wagon anymore, and worried about what killed their animals, the group sallied forth from the wagon and re-entered the library.  Immediately at the entrance, they were confronted by a loud ruckus and a stream of undead minions pouring forth to attack them. They had to battle their way back into the library through zombies, dolgaunts, and bone knights.  Inside, they saw carnage everywhere.  Most of the library's original inhabitants were dead, and there were several dead dinosaurs laying on the floor, presumably mounts of the bone knights that did not fare too well in the battle. The adventurers fought bravely and at times the tide seemed to turn against them, but eventually all the enemies were purged from the library, except for a single bone knight who declared that &amp;quot;The Lady&amp;quot; was on her way there to annihilate everyone.&lt;br /&gt;
&lt;br /&gt;
After dispatching that bone knight, the party became worried about this Lady and speculated that she might be one of the Lords of the Wastelands, which would be a bad thing.  Most members of the group agreed that they were not strong enough to take a Lord head-on.  The consensus shifted to fleeing the library as soon as possible.  However, on their way out, the group encountered another party of adventurers, most of whom had been altered as cat hybrids by Tzeench. The cats were on their way south to something called &amp;quot;The Hunt&amp;quot;, and wanted a place to stay for the night.  The adventurers told them about the imminent arrival of The Lady and warned them against staying at the library, and then proceeded to ask the cats about this &amp;quot;Hunt&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
What follows is the cats' description of The Hunt:&lt;br /&gt;
&lt;br /&gt;
Every year, a certain major group of tribes in [[Jechran]] hosts an event they call &amp;quot;The Hunt&amp;quot;. Each year, the hunt is held in a different place, and always outside of [[Jechran]], because such events are outlawed almost everywhere within the nation by consent of nearly all the tribes. Originally, the hunt served the purpose of dispatching older slaves and older male concubines who were no longer useful to the tribes.  They would be hunted by various entrants from the tribes of southern [[Jechran]].  Southern Jechranian tribes, referred to as &amp;quot;akhvates&amp;quot; form a common cultural and linguistic superfamily that started this practice approximately 1,500 years after [[The_Great_War|The Great War]]. Over the millennium, The Hunt evolved into a more elaborate event.  In modern times, it became multidimensional.  Women native to [[Jechran]] and foreign-born women alike began to see the hunt as a way to gain favor and even position within an akhvate, with some eventually rising to the position of &amp;quot;Jakhva Que’Turess&amp;quot;, head of the akhvate after petitioning for citizenship and winning it in a Hunt. The demands of The Hunt also began to increase, and the need for more challenging prey gave rise to the idea of allowing adventurers to participate voluntarily as prey in addition to the slaves, discarded males, and prisoners.  Allowing adventurers to participate made more opportunity for hunters to gain prestige and position within their akhvates, and so the cycle repeated itself and became more demanding.  Presently, the slaves, prisoners, and discarded males are killed in the hunt and their tokens are taken as signs of prestige.  Adventurers are also given tokens which are more prestigious to the hunters.  In turn, the hunters also have tokens which may be taken by the adventurers and turned in for a boon from the akhvates. This could consist of a favor or a physical item. The catch is that adventurers may not purposely kill hunters.  They can only disable them. Adventurers are also given an opportunity to &amp;quot;tap out&amp;quot; and turn in  their tokens before death or dismemberment occurs. &lt;br /&gt;
&lt;br /&gt;
The cats mentioned that this year The Hunt was taking place in a town called [[Clearsepeak]], directly south of The Architect's Laboratory, and they were on their way to it to participate as adventurers. Most of the group was intrigued and wanted to participate as well.  Torvald and Senjae were not convinced, because they felt this was off-mission for them.  Their original goal was to map the territory and they urged the group to stick to that. The fact remained, however, that the region south of the Architect's Laboratory was even more poorly mapped, so the group was able to persuade Torvald and Senjay to head down that way to begin mapping. &lt;br /&gt;
&lt;br /&gt;
The ride in the wagon only took about a day, and the group arrived in [[Clearsepeak]]. Before them stood a settlement that was the closest thing to a &amp;quot;town&amp;quot; they had ever seen so far in [[The Wastelands]].  There were walls, but the walls were from the [[Dobrekan]] era and were halfway crumbled and barely functional. Inside the walls was a decent-sized town with a building at its center that served as an arena.  For this event, the arena was retrofitted as a giant maze.  Senjae found out that there was a library in town and headed off that way with Torvald to continue researching a spell he needed.  The rest of the group walked around the large central building, which was surrounded at the time by tents and operations concerning The Hunt.  The group managed to meet several other adventuring parties, as well as the Arbitor of The Hunt, a Jechranian woman named Naheera of [[Dre’Ana]].&lt;br /&gt;
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Wandering around, Katar, who revealed that in addition to his pact as a Warlock was an Avenger of Dru'El, decided the group needed allies, especially if Senjae was refusing to participate. He ran into a small barfight and then wound up getting into a friendship with an old childhood hero, a dwarf named Berkthgar who was walking around as a prisoner, but not restrained due to the respect he commanded even from his captors. Berkthgar told Katar that he had been sent to southern [[Jechran]] as a diplomat by his liege, a figurehead in [[Deglos]] known affectionately as the &amp;quot;Earl of The Rift&amp;quot; whose holdings in The Hammerfist Rift made him influential with the guilds governing that country. For unknown reasons, the Jechrani took him into custody instead and are now discarding him in The Hunt, but giving him a chance to earn his freedom. Katar wondered if they could team up, and Berkthgar liked the idea.  He pointed to &amp;quot;The 13&amp;quot;, which were the 13 dwarves that made up his entourage into [[Jechran]] that was captured along with him. Katar was confident in their partnership and helped Berktgar deliver a message to another Jechranian woman who also pledged to team up.&lt;br /&gt;
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Meanwhile, Senjae encountered a breakthrough in the library...&lt;br /&gt;
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[[Category:PnP Campaign Notes|7]]&lt;/div&gt;</summary>
		<author><name>Orleron</name></author>
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