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	<id>http://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ronan</id>
	<title>Avlis Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ronan"/>
	<link rel="alternate" type="text/html" href="http://wiki.avlis.org/Special:Contributions/Ronan"/>
	<updated>2026-05-23T11:13:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Avlisbannerstart.png&amp;diff=55659</id>
		<title>File:Avlisbannerstart.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Avlisbannerstart.png&amp;diff=55659"/>
		<updated>2026-05-04T00:28:24Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Ronan uploaded a new version of File:Avlisbannerstart.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:AvlisMedia]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Join_The_Team&amp;diff=55329</id>
		<title>Join The Team</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Join_The_Team&amp;diff=55329"/>
		<updated>2025-05-22T02:43:14Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everyone knows how dedicated the Avlis Team is to keeping your favorite world alive, and ensuring that Avlis is there for you, when you need it.&lt;br /&gt;
And We know that you love playing here and love Avlis as much as we do!&lt;br /&gt;
&lt;br /&gt;
But ask yourselves, what else can you do?&lt;br /&gt;
We need everyone to be on board and help out if you can, doesn't need to be much!&lt;br /&gt;
&lt;br /&gt;
First of course&lt;br /&gt;
Is &amp;quot;Keep the Lights on&amp;quot;&lt;br /&gt;
Although we have cut our expenses, we still need a bit each month to keep going. If you can't afford a monthly subscription, even $5 here and there helps !&lt;br /&gt;
&lt;br /&gt;
Click here to keep the lights on via Paypal - https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;amp;hosted_button_id=4273111&lt;br /&gt;
Click here to automatically send us $10/month via PayPal - https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;amp;hosted_button_id=4273442&lt;br /&gt;
Click here to automatically send us $20/month via PayPal - https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;amp;hosted_button_id=4273541&lt;br /&gt;
&lt;br /&gt;
*Join QA! Help us release new things!*&lt;br /&gt;
&lt;br /&gt;
Like to break things?&lt;br /&gt;
Then QA (Quality Assurance) is for you!&lt;br /&gt;
We want you to come and break all our new stuff! Smash it to bits, so once you are done, its bug free, and of the highest quality to Break the playerbase submit in game!&lt;br /&gt;
&lt;br /&gt;
Please PM Buddha to get an application.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Join CCC! Build things!*&lt;br /&gt;
&lt;br /&gt;
Messed around with NWN toolset? like to build? code?&lt;br /&gt;
Ever thought Avlis needed something, and have the skills to implement?&lt;br /&gt;
Come help with new areas, dungeons player housing and all the unique things that make Avlis marvelous! CCC is kickass right now, and are hungry for new blood.. err happily accepting applicants :shock:&lt;br /&gt;
&lt;br /&gt;
Please PM tizmo to get an application.&lt;br /&gt;
&lt;br /&gt;
*Join Event DM team! Tell stories!*&lt;br /&gt;
&lt;br /&gt;
Ever been wandering around and thought.. I have a story for this!&lt;br /&gt;
Or been in an event, and saw new possibilities, .. your mind, making up things as you go along?&lt;br /&gt;
Love the Lore, and the possibilities that characters are allowed in this , This most unique of Worlds?&lt;br /&gt;
Have the time to commit to the story progression, and all the awesome that is Avlis?&lt;br /&gt;
Give back some of the love you have been given?&lt;br /&gt;
&lt;br /&gt;
Please PM Ronan to get an application.&lt;br /&gt;
&lt;br /&gt;
*Join Assist DM team! Support our Players*&lt;br /&gt;
&lt;br /&gt;
Wanting to commit to helping players out and helping keep the world running?&lt;br /&gt;
Assist DM may be the position for you. Assist DMs aren't there to assist Event DMs - they're here for the players!&lt;br /&gt;
They help players with remorts, with giving out keys for custom housing, with helping keep our custom book program running, and more.&lt;br /&gt;
&lt;br /&gt;
Please PM Ronan to get an application.&lt;br /&gt;
&lt;br /&gt;
*Play and Enjoy!*&lt;br /&gt;
&lt;br /&gt;
Show up and play! Run your own events! Enjoy yourselves!&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Join_The_Team&amp;diff=55328</id>
		<title>Join The Team</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Join_The_Team&amp;diff=55328"/>
		<updated>2025-05-22T02:42:33Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everyone knows how dedicated the Avlis Team is to keeping your favorite world alive, and ensuring that Avlis is there for you, when you need it.&lt;br /&gt;
And We know that you love playing here and love Avlis as much as we do!&lt;br /&gt;
&lt;br /&gt;
But ask yourselves, what else can you do?&lt;br /&gt;
We need everyone to be on board and help out if you can, doesn't need to be much!&lt;br /&gt;
&lt;br /&gt;
First of course&lt;br /&gt;
Is &amp;quot;Keep the Lights on&amp;quot;&lt;br /&gt;
Although we have cut our expenses, we still need a bit each month to keep going. If you can't afford a monthly subscription, even $5 here and there helps !&lt;br /&gt;
&lt;br /&gt;
Click here to keep the lights on via Paypal - https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;amp;hosted_button_id=4273111&lt;br /&gt;
Click here to automatically send us $10/month via PayPal - https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;amp;hosted_button_id=4273442&lt;br /&gt;
Click here to automatically send us $20/month via PayPal - https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;amp;hosted_button_id=4273541&lt;br /&gt;
&lt;br /&gt;
**Join QA! Help us release new things!**&lt;br /&gt;
&lt;br /&gt;
Like to break things?&lt;br /&gt;
Then QA (Quality Assurance) is for you!&lt;br /&gt;
We want you to come and break all our new stuff! Smash it to bits, so once you are done, its bug free, and of the highest quality to Break the playerbase submit in game!&lt;br /&gt;
&lt;br /&gt;
Please PM Buddha to get an application.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Join CCC! Build things!**&lt;br /&gt;
&lt;br /&gt;
Messed around with NWN toolset? like to build? code?&lt;br /&gt;
Ever thought Avlis needed something, and have the skills to implement?&lt;br /&gt;
Come help with new areas, dungeons player housing and all the unique things that make Avlis marvelous! CCC is kickass right now, and are hungry for new blood.. err happily accepting applicants :shock:&lt;br /&gt;
&lt;br /&gt;
Please PM tizmo to get an application.&lt;br /&gt;
&lt;br /&gt;
**Join Event DM team! Tell stories!**&lt;br /&gt;
&lt;br /&gt;
Ever been wandering around and thought.. I have a story for this!&lt;br /&gt;
Or been in an event, and saw new possibilities, .. your mind, making up things as you go along?&lt;br /&gt;
Love the Lore, and the possibilities that characters are allowed in this , This most unique of Worlds?&lt;br /&gt;
Have the time to commit to the story progression, and all the awesome that is Avlis?&lt;br /&gt;
Give back some of the love you have been given?&lt;br /&gt;
&lt;br /&gt;
Please PM Ronan to get an application.&lt;br /&gt;
&lt;br /&gt;
**Join Assist DM team! Support our Players**&lt;br /&gt;
&lt;br /&gt;
Wanting to commit to helping players out and helping keep the world running?&lt;br /&gt;
Assist DM may be the position for you. Assist DMs aren't there to assist Event DMs - they're here for the players!&lt;br /&gt;
They help players with remorts, with giving out keys for custom housing, with helping keep our custom book program running, and more.&lt;br /&gt;
&lt;br /&gt;
Please PM Ronan to get an application.&lt;br /&gt;
&lt;br /&gt;
**Play and Enjoy!**&lt;br /&gt;
&lt;br /&gt;
Show up and play! Run your own events! Enjoy yourselves!&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Join_The_Team&amp;diff=55327</id>
		<title>Join The Team</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Join_The_Team&amp;diff=55327"/>
		<updated>2025-05-22T02:37:00Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Fixes to app process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everyone knows how dedicated the Avlis Team is to keeping your favorite world alive, and ensuring that Avlis is there for you, when you need it.&lt;br /&gt;
And We know that you love playing here and love Avlis as much as we do!&lt;br /&gt;
&lt;br /&gt;
But ask yourselves, what else can you do?&lt;br /&gt;
We need everyone to be on board and help out if you can, doesn't need to be much!&lt;br /&gt;
&lt;br /&gt;
First of course&lt;br /&gt;
Is &amp;quot;Keep the Lights on&amp;quot;&lt;br /&gt;
Although we have cut our expenses, we still need a bit each month to keep going. If you can't afford a monthly subscription, even $5 here and there helps !&lt;br /&gt;
&lt;br /&gt;
Click here to keep the lights on via Paypal - https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;amp;hosted_button_id=4273111&lt;br /&gt;
Click here to automatically send us $10/month via PayPal - https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;amp;hosted_button_id=4273442&lt;br /&gt;
Click here to automatically send us $20/month via PayPal - https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;amp;hosted_button_id=4273541&lt;br /&gt;
&lt;br /&gt;
Second!&lt;br /&gt;
We have been revitalizing our marketing and recruitment process! If you have great ideas on how we reach out better to the world, to find all the true Role Players that belong here please sign up !&lt;br /&gt;
&lt;br /&gt;
Contact Plethora for admittance to the Avlis Marketing Think Tank Forum!&lt;br /&gt;
&lt;br /&gt;
Third!&lt;br /&gt;
&lt;br /&gt;
Like to break things?&lt;br /&gt;
Then QA (Quality Assurance) is for you!&lt;br /&gt;
We want you to come and break all our new stuff! Smash it to bits, so once you are done, its bug free, and of the highest quality to Break the playerbase submit in game!&lt;br /&gt;
&lt;br /&gt;
Please PM tizmo (http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=11155) to get an application.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fourth!&lt;br /&gt;
&lt;br /&gt;
Messed around with NWN toolset? like to build? code?&lt;br /&gt;
Ever thought Avlis needed something, and have the skills to implement?&lt;br /&gt;
Come help with new areas, dungeons player housing and all the unique things that make Avlis marvelous! CCC is kickass right now, and are hungry for new blood.. err happily accepting applicants :shock:&lt;br /&gt;
&lt;br /&gt;
Please PM tizmo to get an application.&lt;br /&gt;
&lt;br /&gt;
And Fifth!&lt;br /&gt;
&lt;br /&gt;
Ever been wandering around and thought.. I have a story for this!&lt;br /&gt;
Or been in an event, and saw new possibilities, .. your mind, making up things as you go along?&lt;br /&gt;
Love the Lore, and the possibilities that characters are allowed in this , This most unique of Worlds?&lt;br /&gt;
Have the time to commit to the story progression, and all the awesome that is Avlis?&lt;br /&gt;
Give back some of the love you have been given?&lt;br /&gt;
&lt;br /&gt;
Then maybe this App is for you&lt;br /&gt;
&lt;br /&gt;
Please PM your interest to Ronan and we will forward you an app.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And of course : Sixth&lt;br /&gt;
&lt;br /&gt;
Show up and play! Run your own events! Enjoy yourselves! Ping me if you need help setting something up for RP events.&lt;br /&gt;
I might not always be able to DM you, but im very usual fine to do some set up before hand.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Changeling&amp;diff=54860</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Changeling&amp;diff=54860"/>
		<updated>2024-09-01T17:23:00Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Clarification to form precision per old Ask The Team info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=floatright&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +2 [[NWN:Dexterity|Dex]] +2 [[NWN:Constitution|Con]] -2 [[NWN:Intelligence|Int]] -2 [[NWN:Wisdom|Wis]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Ambidexterity|Ambidexterity]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Dodge|Dodge]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Changeling Special Ability]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The '''Changelings''' are the creation of the unpredictable god [[Forian]]. They are one of the nine major races roaming the planet, and although it is likely that they are just as numerous as the other eight races, their existence is shrouded in mystery. This is because Changelings possess the ability to change their form almost at will. They can assume the appearance of almost anything that moves, and some things that don't.&lt;br /&gt;
&lt;br /&gt;
As individuals, Changelings tend to be very solitary. They rarely gather in large numbers and do not seem to crave the company of other Changelings very much. Some are so solitary that they rarely ever come into contact with other sentient beings whatsoever, while others are very curious and travel through populated areas frequently. Their personalities are as variant as their forms. Sometimes they even vary within the same individual.&lt;br /&gt;
&lt;br /&gt;
Geographically, it is thought that the highest concentration of Changelings exists in what is now known as [[The Wastelands]]. Originally the land making up The Wastelands spanned over parts of [[Jechran]] and [[Drotid]]. Due to an unknown freak accident or catastrophe, the land was destroyed and infected with some unknown form of magical residue that is harmful to most races. The Changelings seem to be immune to its effects, and for this reason, it is thought that they make this area their de facto home, if one could call it that.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, this information, as with any information on Changelings, is hard to pin down. Everything known about them is speculation. Few have seen a Changeling's true form, for they are often loathe to use it in public, much like other races are loathe to disrobe in front of the opposite sex. For the most part, they are often secretive about their ability to change form altogether. Some are known to masquerade in one form for years at a time, building up a life with it complete with friends and a trade to make a living.&lt;br /&gt;
&lt;br /&gt;
Changeling physiology is not well understood either. It is thought that they are male and female, and that some form of mating exists, though this has not been proven. They are known to grow to adulthood a bit quicker than the long-lived races, usually within 15 to 20 years, and they are thought to live for perhaps 2 centuries at most. Upon reaching adulthood, they will either adopt a trade and eek out an existence among the other races, or they will strike out on their own as wanderers, or sometimes hermits. Some have been known to carry on the wildly informal and chaotic worship of their god Forian, though few seem to even acknowledge that there are any gods at all. Such things are generally too contemplative and require all too much forethought for these beings, who tend to exist wholly in the moment.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
Alignment: Any. It is not cheesy for a Changeling to be lawful, any more than it is cheesy for a Dwarf to be chaotic evil, an Orc to be chaotic good, or a Human to be something other than neutral.&lt;br /&gt;
&lt;br /&gt;
===In Play===&lt;br /&gt;
The changeling ability allows them to memorize and copy the form of other creatures to assume that form. When changed, a changeling appears as a normal member of that form, indistinguishable from a normal member of that race. However, the copy is not a precise copy of the person memorized - the changeling will have similar features to the person copied, but couldn't pass as that person to someone who knew them well.&lt;br /&gt;
&lt;br /&gt;
==== Activation ====&lt;br /&gt;
The Changeling Ability activator is on the [[Emote Radial]] menu, in the vicinity  the &amp;quot;golden anvil&amp;quot; that activates Avlis custom content. It takes time to copy a creature and the Changeling must be very close to the subject. This ability cannot be used in combat, and hostile creatures will attack if they can perceive the Changeling. There are ways to copy hostile creatures. Think about it, and experiment with creatures that can't kill you on the spot. Changelings remain in their current form -- even in death -- unless they choose to change.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Number of Forms in Memory ====&lt;br /&gt;
Changelings start out being able to memorize 5 forms of Medium size category. &lt;br /&gt;
This limit increases at +1 form per 3 levels&lt;br /&gt;
&lt;br /&gt;
Watch your number of total forms memorized. If you are at your limit and go to copy another form, and fail, you may think that the form is of the wrong size for you. When you are full, all you get is a blank line in the right action board. A size failure is stated as such in yellow print.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forms Are Cosmetic ====&lt;br /&gt;
Changeling forms are cosmetic. No special abilities are gained from the new form. However, there are a couple of exceptions:&lt;br /&gt;
* Size bonuses/penalties to AC, AB, weapon wielding, etc. The size of your form has the usual modifiers. (Note that there is currently a glitch where the server won't recognize size changes. This can be fixed by logging/re-logging, or portalling to another server.)&lt;br /&gt;
* There are significant differences in base speed between forms.&lt;br /&gt;
* Note that creatures of size Small or less are immune to [[Magic:Evard's_Black_Tentacles|Evard's Black Tentacles]].&lt;br /&gt;
&lt;br /&gt;
==== Movement Rates ====&lt;br /&gt;
Changelings in humanoid form suffer a movement penalty compared with &amp;quot;normal&amp;quot; PCs. Upon log-in or server-hop, a Changeling needs to change forms (visible to onlookers) or adjust speed through the command on the Changeling menu (not visible to onlookers). The server will automatically adjust speed as needed on subsequent changes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kinarr, Avlis Builder, explains the movement issue [https://avlis.org/viewtopic.php?p=969432#p969432 in this forum post].&lt;br /&gt;
&lt;br /&gt;
==== Portraits ====&lt;br /&gt;
A Changeling can opt to copy the portrait of the target, or revert to their original portrait.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Character description remains the same through any form (you can still [[ACP#Character Description|change your character description]] at will, just like any other player).&lt;br /&gt;
&lt;br /&gt;
==== Dynamic Forms ====&lt;br /&gt;
Changelings also copy the head and body type (and wings/tail, if appropriate) of a dynamic form target (PC races, typically). Once you copy a dynamic form, you can change the head model and phenotype using the Changeling Ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Important:'''&amp;lt;/font&amp;gt; Changelings in natural form are static models (i.e. they have a set appearance). At this time, it is not possible to set skin, tattoo and hair colors during Changeling character creation. They are set to default [[Human]] complexion and will show in any dynamic form you copy. Make sure to revise them at the New Character Staging Area (talk to the Appearance Tweaker NPC). You can also contact [https://www.avlis.org/viewtopic.php?f=87&amp;amp;t=129970 Assist DM] for a one-time change.&lt;br /&gt;
&lt;br /&gt;
==== Sizes ====&lt;br /&gt;
At character creation, the Changeling can copy Medium forms. At Character Level 5 you can mimic Small things. At level 10, Large. At 15 Tiny, and at 20 Huge. It's not obvious what forms are what size. Don't assume. You'd think fairies would be Tiny, but actually they are Small. There are many non-humanoid forms available immediately as Medium creatures. Most dogs, for example, are Medium.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Illegal Forms ====&lt;br /&gt;
'''It is physically possible to copy forms that are illegal.''' A Changeling may take any form except the following: &lt;br /&gt;
&lt;br /&gt;
# Incorporeal undead (ghost, wraith, spectre, allip, etc.) or partially incorporeal forms (floating skulls, helmed horrors, etc.) &amp;lt;sup&amp;gt;[https://avlis.org/viewtopic.php?f=174&amp;amp;t=98287 1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
# Inanimate objects (chair, combat dummy, archery target, barrel, chest, box, etc.)&lt;br /&gt;
# Dual/multiple creature models (mount and riders like worg riders, spider riders, cloud of bugs, etc.)&lt;br /&gt;
# Drangonari, Sereg'wethrin, Ghost Elf due to improper skin color. &amp;lt;sup&amp;gt;[https://www.avlis.org/viewtopic.php?f=174&amp;amp;t=96137 2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anything else is fair game, including elementals, oozes, outsiders, constructs and corporeal undead.&lt;br /&gt;
&lt;br /&gt;
==== Change Detection ====&lt;br /&gt;
&lt;br /&gt;
Changelings have no special ability to detect other Changelings.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other characters near a Changeling manifesting their power automatically make a Spellcraft check. If the check is successful, they are told that the Changeling changed forms. This is the ONLY sure method of Changeling detection. A character visually witnessing a form change -- but failing their [[NWN:Spellcraft|Spellcraft]] roll -- may assume they have seen a Changeling, but cannot be sure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is always cheesing to use the 'floaty name' to &amp;quot;Out&amp;quot; a Changeling. It is also cheesing for the Changeling to abuse area transitions to change forms to evade pursuit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more [[OOC]] information, see the [[Rules:Specific_Rules:Metagaming#Changelings|Metagaming Rules]].&lt;br /&gt;
&lt;br /&gt;
==== Speech Ability ====&lt;br /&gt;
'''Many available forms have no power of speech.''' It is cheesing, as an example, to be a talking dog. Of course one may emote the appropriate sounds (*bark* for the dog, and *screech* for a falcon, for example).  &lt;br /&gt;
&lt;br /&gt;
===== Approved Speaking Exotic Forms =====&lt;br /&gt;
* Azer &lt;br /&gt;
* Balor &lt;br /&gt;
* Death Slaad &lt;br /&gt;
* Demonflesh Golem &lt;br /&gt;
* Dragons (Wyrmlings to Ancient) &lt;br /&gt;
* Faerie Dragon &lt;br /&gt;
* Gargoyle &lt;br /&gt;
* Giants (Fire or otherwise) &lt;br /&gt;
* Harpy &lt;br /&gt;
* Imp&lt;br /&gt;
* Lupin &lt;br /&gt;
* Medusa&lt;br /&gt;
* Mephit &lt;br /&gt;
* Mind Flayer (Illithid) &lt;br /&gt;
* Minotaur &lt;br /&gt;
* Manticore &lt;br /&gt;
* Pixie&lt;br /&gt;
* Rakshasa &lt;br /&gt;
* Risen Lord &lt;br /&gt;
* Tlincalli &lt;br /&gt;
* Troll &lt;br /&gt;
* Vampire &lt;br /&gt;
&lt;br /&gt;
==== Equipment &amp;amp; Spellcasting ====&lt;br /&gt;
''Spellcasting that requires speech requires a form that can speak.'' See above.&lt;br /&gt;
&lt;br /&gt;
Your weapons, armor and magic items become part of your form. &lt;br /&gt;
&lt;br /&gt;
You cannot use projectile weapons when in a form without arms and opposable thumbs. Using a projectile weapon is always visible, even if your model does not show it. You are not a quill-shooting porcupine (which is a myth anyway). &lt;br /&gt;
&lt;br /&gt;
Weapons used in non-humanoid forms are not visible, but any elemental damage effects are. This does not mean that you can be identified as a Changeling, but it is odd. It would be perfectly reasonable to assume the friendly dog dripping acid from its jaws was carrying a disease or possessed and put the poor creature out of its misery. &lt;br /&gt;
&lt;br /&gt;
Changelings can pick things up in non-humanoid forms by absorbing them into their forms, however if a person can see you they can see you absorbing the items, regardless of the direction of the camera and how stealthy you think you are. Again, they cannot identify you as a Changeling, but they may decide you are a threat. &lt;br /&gt;
&lt;br /&gt;
Scrolls, wands and magical staves may not be used in a form that cannot speak. If they are used, the item is visible. Potions, healing kits, traps and thieves tools cannot be used in a form without hands. Powers from other items including rods, any worn item, and weapons, may be activated at will in any form but are visible when being used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Mortal_Magic&amp;diff=54846</id>
		<title>Mortal Magic</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Mortal_Magic&amp;diff=54846"/>
		<updated>2024-07-28T16:13:13Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Update to Vortex Rank information per DM standards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Magic|{{PAGENAME}}]]&lt;br /&gt;
{{CommonICknowledge}}&lt;br /&gt;
==Vortex of Mortal Magic==&lt;br /&gt;
[[Sorcerer|Sorcerers]], [[Wizard|wizards]] and [[Bard|bards]] of the mortal races draw their power from an invisible vortex of energy that permeates the entire world of Avlis, called the Vortex of Mortal Magic. The goddess [[Andrinor|Andria]] controls the Vortex of Mortal Magic and thus has the power to determine which individuals have access to it. As the goddess of magic, all mages acknowledge her as being in control and most, though not all, ascribe loyalty to her because she is the source of their power.&lt;br /&gt;
&lt;br /&gt;
==Vortex Ranks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:600px; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;OOC Information&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Previously referred to as Trust Ranks, in reference to the defunct Trust of [[Andrinor]].''&lt;br /&gt;
&lt;br /&gt;
Vortex Ranks do not exist as a verbatim IC concept at this time. Rather, they are a game mechanics reflection of a PC's standing in relation to the Mortal Magic world, and their connection to the Vortex. Vortex Ranks may be granted to mages of renown (eg. the Moderator of the [[Guild:Magisterium|Magisterium]]). This is a DM reward for exceptional roleplay, not something you can gain from a quest.&lt;br /&gt;
&lt;br /&gt;
• The default is 0 (no Vortex Ranks). A caster with Vortex Rank 1 will receive +2 to their caster levels, +2 to spell DCs, +25% to applicable spell caps. A caster with Vortex Rank 2 will receive double these numbers.&lt;br /&gt;
&lt;br /&gt;
• Vortex Ranks are separate from [[Mortal Magic#Academy of Mortal Magic|Academy of Mortal Magic]] (AMM) membership. i.e. receiving a membership with the AMM does not mean receiving a Vortex Rank.&lt;br /&gt;
&lt;br /&gt;
• Vortex Ranks are separate from [[:Category:AMS|Advanced Magic Specialization]] (AMS) Ranks. Vortex Ranks, where present, may amplify the effects of some AMS specializations, in addition to the AMS Rank. Players with AMS may not gain Vortex Rank.&lt;br /&gt;
&lt;br /&gt;
• Vortex Ranks are separate from Favored Status. For example, a hypothetical character with [[Cleric]] and [[Sorcerer]] levels may have Vortex Ranks as a Sorcerer, and also be a [[Cleric#Favored_Cleric|Favored Cleric]] of Andria. When they cast an Epic Spell, both of these are factored in calculating the spell DC.&lt;br /&gt;
&lt;br /&gt;
The [[ACP#Information|ACP]] &amp;lt;code&amp;gt;/check magic&amp;lt;/code&amp;gt; command will report Vortex Ranks if present.&lt;br /&gt;
&lt;br /&gt;
It is not possible to apply for Vortex Rank; it is given as a lifetime achievement by the DM team. Qualifications include active involvement and leadership in the magic community which pulls in other players, such as running player-led events, publishing research, or leading houses.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sorcerers==&lt;br /&gt;
Throughout the history of Avlis, strange beings and forces have intermixed with the populace. The ancient Tanar'ri invaders, as well as the native spirits, have left legacies that exist in small pockets where this sort of occurrence can be quite common. Occasionally, the blood of these beings resurfaces in one of their descendants who manifests their heritage through the powers of sorcery. &lt;br /&gt;
&lt;br /&gt;
Sorcerers will embrace whatever religions prove worthy in their life experience. Those that gain their sorcerous blood from a living entity, such as a demon lord or deity, will often worship the entity who is responsible for their gift.&lt;br /&gt;
&lt;br /&gt;
==Wizards==&lt;br /&gt;
At low levels, wizards are allowed to practice magic uninhibited. As they rise in power, they begin to gain the attention of the magical organizations that regulate use of the Vortex. If a wizard allies with one of these organizations, they are granted privileges, incentives, and extra abilities. Conversely, if a wizard chooses to be independent, they will be harassed and possibly even abused for their unwillingness to conform. At certain points in history, they have even had their powers curtailed.&lt;br /&gt;
&lt;br /&gt;
Though wizards may follow any god, all of them acknowledge the divinity of the goddess [[Andrinor|Andria]] in particular due to her control of the Vortex of Mortal Magic and her dominion over Arcane Knowledge.&lt;br /&gt;
&lt;br /&gt;
==Academy of Mortal Magic==&lt;br /&gt;
&lt;br /&gt;
Following the dissolution of [[Andrinor's Trust]], the [[:Category:AMM_Houses|Houses]] of the Academy of Mortal Magic remain a beacon for the wielders of the arcane. The Academy of Mortal Magic is governed by a Board which receives consultation from the [[Guild:Magisterium|Magisterium]]. The Academy is famous for [[:Category:AMS|Advanced Magic Specializations]].&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Advanced_Mage_Specialization&amp;diff=54796</id>
		<title>Advanced Mage Specialization</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Advanced_Mage_Specialization&amp;diff=54796"/>
		<updated>2024-06-16T19:02:37Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Update per team discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Advanced Mage Specialization]] (AMS) system is intended to allow the implementation of spell-casting &amp;quot;prestige classes&amp;quot;. The effect is intended to give spellcasters additional options and specializations tied to a closer or more advanced study of magic. &lt;br /&gt;
&lt;br /&gt;
Each variant caster class has 3 ranks. The first and second ranks can be unlocked by a [[DM]] or by [[PC]] trainers that hold the third rank and have been designated as trainers by a DM. The third rank can only be unlocked by a DM. &lt;br /&gt;
&lt;br /&gt;
Not every mage will get an AMS class, nor will every mage with AMS get to the third or even second rank. As with all [[Prestige Classes|prestige classes]] on Avlis, IC training, interaction, and RP are necessary to progress. Some AMS classes are better for [[Wizard|wizards]] and some for [[Sorcerer|sorcerers]], but either can learn any of them. The only AMS class available to [[Bard|bards]] is [[Arcane Adept]]&lt;br /&gt;
&lt;br /&gt;
Membership in [[Andria]]'s [[Academy of Mortal Magic]] is a requirement for AMS with the exception of [[Psi-Mage]] of [[Angadar]] which is tailored to Angadarian mages. Exceptions are possible but must be explored In Game.&lt;br /&gt;
&lt;br /&gt;
==Available Specializations==&lt;br /&gt;
The specializations presently available on Avlis are:&lt;br /&gt;
*[[Aeromancer]]&lt;br /&gt;
*[[Arcane Adept]]&lt;br /&gt;
*[[Cryomancer]]&lt;br /&gt;
*[[Fatespinner]]&lt;br /&gt;
*[[Psi-Mage]]&lt;br /&gt;
*[[Pyromancer]]&lt;br /&gt;
*[[Shadow Matter Illusionist]]&lt;br /&gt;
*[[Transmutant]]&lt;br /&gt;
*[[White Necromancer]]&lt;br /&gt;
*[[Wild Mage]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Currently, a PC can only have one AMS.&lt;br /&gt;
*Players of [[Pale Master|Pale Masters]] who wish to pursue an AMS are asked to PM the Event DM team with their proposal, including how they intend to roleplay the combination. Requests for an AMS will be considered on a case-by-case basis.&lt;br /&gt;
*To prevent unbalanced stacking, Players with AMS3 may not progress past Vortex Rank 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Spellcasting|Advanced Mage Specializations]]&lt;br /&gt;
[[Category:Systems|Advanced Mage Specializations]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Guild:AshenOrder&amp;diff=52374</id>
		<title>Guild:AshenOrder</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Guild:AshenOrder&amp;diff=52374"/>
		<updated>2022-12-04T17:13:01Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{| width=100% border=0 style=&amp;quot;background: #d3d3d3; border: 2px solid #000000;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
{| width=100% border=0 style=&amp;quot;background: #d3d3d3;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;+2&amp;quot;&amp;gt;'''Ashen Order of the Stars'''&amp;lt;/font&amp;gt;&lt;br /&gt;
{| width=100% style=&amp;quot;background: #d3d3d3;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Philosophy:'''&lt;br /&gt;
| Harmony, Pragmatism, Balance&lt;br /&gt;
| rowspan=5 | __TOC__&lt;br /&gt;
|-&lt;br /&gt;
| '''Restrictions:'''&lt;br /&gt;
| [[Wizard]]s and [[Sorcerer]]s Only&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | '''Towers:'''&lt;br /&gt;
| valign=top | [[Visimontium]], District of the Trust.&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | &amp;amp;nbsp;&lt;br /&gt;
| valign=top | [[Elysia]], Temple District.&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | &amp;amp;nbsp;&lt;br /&gt;
| valign=top | [[Mikona]], Government District.&lt;br /&gt;
|}&lt;br /&gt;
| align=right width=15% valign=top |&lt;br /&gt;
&amp;lt;!-- logo goes here --&amp;gt;&lt;br /&gt;
| align=right width=15% valign=top |&lt;br /&gt;
{{MageOrders}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| width=75% colspan=2 |&lt;br /&gt;
----&lt;br /&gt;
{| width=100% style=&amp;quot;background: #d3d3d3;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 valign=top height=75 |&lt;br /&gt;
=== Contacts ===&lt;br /&gt;
|-&lt;br /&gt;
! width=5% | &amp;amp;nbsp;&lt;br /&gt;
! align=left | Title&lt;br /&gt;
! align=left | Name &lt;br /&gt;
! Contact&lt;br /&gt;
! width=30% | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ''Archmage:'' &lt;br /&gt;
| [[NPCs:Eora Issena|Eora Issena]], [[Arcane#The_High_Mage_Council|HMC]]&lt;br /&gt;
| align=center | [http://avlis.org/memberlist.php?mode=group&amp;amp;g=3799 DM]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
----&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ''Great Mage of Arms:''&lt;br /&gt;
| [[NPCs:Susan|Susan]]&lt;br /&gt;
| align=center | [http://avlis.org/memberlist.php?mode=group&amp;amp;g=3799 DM]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ''Great Mage of Internal Affairs:''&lt;br /&gt;
| [[PCs:Ronan_Ceril|Ronan]], HMC&lt;br /&gt;
| align=center | [http://www.avlis.org/memberlist.php?mode=viewprofile&amp;amp;u=25297 PM]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ''Great Mage of Relations:''&lt;br /&gt;
| [[NPCs:Gortozes Coldreach|Gortozes Coldreach]], HMC&lt;br /&gt;
| align=center | [http://avlis.org/memberlist.php?mode=group&amp;amp;g=3799 DM]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
----&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ''Senior Mage of Visimontium:''&lt;br /&gt;
| [[PCs:Coraline Clearwater|Coraline Clearwater]]&lt;br /&gt;
| align=center | [http://avlis.org/memberlist.php?mode=viewprofile&amp;amp;u=12675 PM]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ''Senior Mage of Blandenberg:''&lt;br /&gt;
| [[PCs:Ferdy Mouze|Ferdy Mouze]]&lt;br /&gt;
| align=center | [http://avlis.org/memberlist.php?mode=viewprofile&amp;amp;u=6561 PM]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ''Senior Mage of Mikona:''&lt;br /&gt;
| [[NPCs:Flora Mellia|Flora Mellia]]&lt;br /&gt;
| align=center | [http://avlis.org/memberlist.php?mode=group&amp;amp;g=3799 DM]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ''Senior Mage of Elysia:''&lt;br /&gt;
| [[PCs:Frieda Mouze|Frieda Mouze]]&lt;br /&gt;
| align=center | [http://avlis.org/memberlist.php?mode=group&amp;amp;g=3799 DM]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| width=100% border=0 style=&amp;quot;background: #d3d3d3;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Former Archmagi ===&lt;br /&gt;
* [[PCs:Belaluldor Fereiwaluin|Belaluldor Fereiwaluin]]&lt;br /&gt;
* [[PCs:Elrandra Glyndorr|Elrandra Glyndorr]]&lt;br /&gt;
* [[PCs:Lomir Ma'fer|Lomir Ma'fer]]&lt;br /&gt;
* [[PCs:Navarra Dyaniera|Navarra Dyaniera]]&lt;br /&gt;
* [[PCs:Arlin Everwine|Arlin Everwine]], [[Guild:Battlemages of Andrinor|Battlemages of Andrinor]]&lt;br /&gt;
* [[PCs:Robert Wallace|Robert Wallace]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Other Prominent Magi ===&lt;br /&gt;
* [[PCs:Bragir Huginstunge|Bragir Huginstunge]]&lt;br /&gt;
* [[PCs:Hilde Meyldur|Hilde Meyldur]]&lt;br /&gt;
* [[PCs:Imoth|Imoth]]&lt;br /&gt;
* [[PCs:Ixldor|Ixldor Dakamour]]&lt;br /&gt;
* [[PCs:Marin Nemelgen|Marin Nemelgen]]&lt;br /&gt;
* [[PCs:Samuel G. Rowanbough|Samuel G. Rowanbough]]&lt;br /&gt;
* [[PCs:Tinnimar Televani|Tinnimar Televani]]&lt;br /&gt;
* [[PCs:Miriel Hana|Elemmiire Dravanie]] (Miriel of Visimontium)&lt;br /&gt;
* [[PCs:Ernst Tcharov|Ernst Tcharov]]&lt;br /&gt;
* [[PCs:Ronan Ceril|Ronan Ceril]] ([http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=25297 PM])&lt;br /&gt;
* [[PCs:Robert_Wallace|Robert Wallace]]&lt;br /&gt;
* [[PCs:Suldove_Ravadove|Suldove]]&lt;br /&gt;
* [[NPCs:Susan|Susan]]&lt;br /&gt;
&lt;br /&gt;
===Advanced Mage Specializations (AMS)===&lt;br /&gt;
'''Fatespinner'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Freddull Mouze (2nd Rank)&lt;br /&gt;
* Frieda Mouze (2nd Rank)&lt;br /&gt;
* Ernst Tcharov (3rd Rank)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[Ashen Order of the Stars]] (Book)&lt;br /&gt;
* [[Adepts of The Grey Mist]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guilds|AshenOrder]]&lt;br /&gt;
[[Category:Mage Orders|AshenOrder]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Shaahesk&amp;diff=52010</id>
		<title>Shaahesk</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Shaahesk&amp;diff=52010"/>
		<updated>2022-10-16T21:29:36Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Reptilian Races:''' {{ReptilianRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' None.&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Deflection bonus|Deflection Armor Bonus]] +1&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Lizardmen have a static model. Regardless of what is chosen during character generation, all Lizardmen have the same appearance.&lt;br /&gt;
* The race should get [[NWN:Natural armor bonus|Natural]] Armor bonus but the current NWN implementation is Deflection. This may be revised in the future.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Shaahesk_pic.png|thumb|Example of a Shaahesk adventurer.]]&lt;br /&gt;
The '''shaahesk''', or lizard folk, are the evil creations of the god [[Aarilax]], who created them as extensions of his own diabolical intentions. They exist in a harsh society of cold cruelty and exotic reptilian quirkiness that would shrivel the heart of most mammals, providing a tasty treat for the shaahesk in the process. In the society of the lizard folk, might makes right. Those who are strong succeed, and those who are weak wind up as slaves or food. This interaction sets up an ever-changing hierarchy of despots and dictators that vie for control of land, money, and slaves while enforcing their will on the lesser populace of their swampy holdings.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk are cold-blooded creatures that do not seem to possess the warmer emotions of humanoids or other kinds of mammals. Their qualities are very basic: anger, fear, hunger, and greed. Complicated patterns of emotions are not seen in these psychologically primitive creatures, who are mainly driven by their desires for food, shelter, sleep, and achieving power. Feelings like comradery and friendship do not even extend to members of their own species, whom they see only as sources of tools for getting what they want. On the other hand, mistaking the shaahesk for being stupid creatures of habit is a fatal error. Members of this race can be extremely intelligent, cunning, and even wise, and when these qualities are combined with an uncomplicated emotional makeup, the results can be extraordinarily deadly.&lt;br /&gt;
&lt;br /&gt;
==Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk are tall reptilian creatures with grinning mouths full of sharp teeth, and scales ranging in color from dark brown, even black, to forest green. The scales on their stomach and chest can be lighter than those on the rest of their bodies, and occasionally markings of varying colored scales can be found. These creatures can reach heights as tall as 7 feet, though they average 6 to 6 1/2 feet, and there are no known height differences between male and female. Shaahesk have reptilian eyes with slit pupils and yellow, red, or violet shades. Streaks of other colors are often visible in their eyes, and these specimens are said to be lucky.&lt;br /&gt;
&lt;br /&gt;
Shaahesk to do not find it necessary to wear clothing, but they will sometimes decorate themselves with sashes or trinkets. Their tough hides will deflect most minor cuts, scrapes, and projectiles, but they will sometimes deem it a necessity to wear armor when going into a particularly tough battle.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk have a very hierarchical society controlled by the strongest and most cunning members who can manage to stay on top of the pack. The actions of a given community are direct results of the wishes of its leader, and the numerous villages and groups are constantly at war with one another for control of larger pieces of power. As a species, the shaahesk view all other races as inferior and as food sources. [[Kobold|Kobolds]] are given second-class citizenship in their societies because of the similarities they exhibit to the lizard folk, but troglodytes and sahuagin are only tolerated in places where the shaahesk are not powerful enough to displace them.&lt;br /&gt;
&lt;br /&gt;
Races that attempt to make their homes near lands claimed by the shaahesk always meet with constant resistance. This is the case with the [[Elf, Drangonari|drangonari elves]] who battle with them to maintain control of their home city-state of Grantir. Even races that innocently wander into shaahesk territory will meet with problems immediately, and often these problems are fatal. [[Elf|Elves]], [[Dwarf|dwarves]], and [[Human|humans]] are viewed as objects by the shaahesk, as opposed to being seen as other sentient races.&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
| &amp;quot;Shaahesk don't have weddings, marriages, or romance at all. They simply mate and leave. It's purely a lust/reproductive drive thing. That much is mentioned in their description, even. There's likely a tendency to want to mate with strong Shaahesk however. During reproduction is basically the only time what gender a Shaahesk is even comes up culturally...otherwise what gender you are simply never matters. Not even their names or clothing are based on gender.&amp;quot; - [[PCs:Rhissaerk Jalesh|Rhissaerk Jalesh]]&lt;br /&gt;
|}&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
More often than not, shaahesk are evil and selfish to the core. They have little or no respect for laws, but they do not randomly go about their business in any sort of destructive fashion, as a chaotically-aligned individual would do. Shaahesk tend towards neutral evil alignment, and will work with others to achieve a goal, so long as that goal suits them. Once their objectives are met, those that were allied with them are no longer considered necessary and will be dealt with as needed.&lt;br /&gt;
&lt;br /&gt;
== Shaahesk Lands ==&lt;br /&gt;
&lt;br /&gt;
The lizard folk occupy their own conglomerate nation of Drotid on the southeastern portion of Negaria. It is a land of swamps, jungles, forests, and intricate underwater river systems and springs. Portions of this land are ruled by lords who have titles with unpronounceable names, but are roughly translated as &amp;quot;Boyar&amp;quot;. The boyars answer to an overlord who is acknowledged as the most powerful individual in the country, with a title roughly translating to &amp;quot;Voivode&amp;quot;. Boyars pledge loyalty to the Voivode to avoid being wiped out, but this loyalty only extends as far as necessary to keep the Boyars alive long enough to displace the other Boyars nearby in an effort to carve out their own large holdings and eventually replace the Voivode. Though there are few cities in Drotid because of the paucity of dry land, there is one settlement, which is the home of the Voivode that is larger than the rest and acts as a hub for the slave trade. Outsiders simply refer to it as &amp;quot;Drotid City&amp;quot; or &amp;quot;The Snake Pit&amp;quot; because they cannot pronounce the shaahesk name, which is SSsshhehaaheskiticliasss.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The lizard folk see [[Aarilax]] as being their most powerful overlord, and they all pay some sort of homage to him in the form of offerings and prayer. In their world of might makes right, they go to great lengths to ask that Aarilax does not wipe out his creation, and that he give them more chances to prove their worth to him.&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk speak their own language of hisses, creaks, and chirps. It is exceedingly difficult for non-reptilians to pronounce, and only a few can learn it. Some lizard folk can speak common, though they have difficulty and can only manage to communicate with a thick accent.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk names are long, and contain hisses and chirps that are common in the shaahesk language. There is no distinction between first and last names, nor male and female names. Some have more than one name because they gained additional names through reputation from deeds accomplished in their lives. Clans and families do not play as big a role in shaahesk society as individuals do. Thus, there are no families that have better names than others, and group names have all but disappeared. When communicating with non-reptilian races, a shaahesk will often grudgingly give a shortened version of its name that the creature can pronounce.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk will rarely venture outside their home territory without a group of soldiers as backup, however there are a lot of cases where shaahesk that are kept as slaves will escape and leave Drotid in search of a better life. Escaped slaves are seen as weakness on the part of the master, who will be likely to dispatch other shaahesk to retrieve them.&lt;br /&gt;
&lt;br /&gt;
== Midknight's ramblings on Shaahesk ==&lt;br /&gt;
&lt;br /&gt;
Note that the following are my own and to an extent other player's extrapolations from the World Setting:&lt;br /&gt;
&lt;br /&gt;
In general, keep in mind overall that the typical Shaahesk is ultimately, racially supremacist. All Shaahesk look down upon what they term &amp;quot;the warmbloods&amp;quot; - normally tending to lump them together in that single term.&lt;br /&gt;
&lt;br /&gt;
Shaahesk, from the official info, are arranged into different tribal groups within Drotid, which actually gives you a lot of leeway in developing your own customs - I'm sure that each tribe would have somewhat divergent customs.&lt;br /&gt;
&lt;br /&gt;
One unifying theme though is the Shaahesk opinion of death. Shaahesk philosophy applies a Darwinian theme of natural selection to all things, including their own lives. Thus, every life taken becomes a part of themselves. My own Shaahesk embodies this by ritually eating the heart of the worthiest foes he defeats. Alternately, some take trophies, such as a necklace of teeth, or other similar customs. It doesn't matter what form the ritual takes, so long as it is consistent. Other races, most particularly warmbloods, might see this as a desecration, but to the Shaahesk this is a proper and fitting display of respect.&lt;br /&gt;
&lt;br /&gt;
Similarly, a Shaahesk warrior who falls in battle would rather have his corpse eaten or otherwise used (the hide for armor, or the teeth for darts, or the claws for a necklace, or so forth), as it represents the fact that their strength continues on, taken by another and is now a part of them, almost a form of reincarnation.&lt;br /&gt;
&lt;br /&gt;
Note that while the Shaahesk are usually racist, they respect strength above all. The definition of 'strength' differs for each individual Shaahesk, but generally a strong will to live is a part of it.&lt;br /&gt;
&lt;br /&gt;
Endeavour to give your Shaahesk his own personal uniqueness and depth of personality. Even with the upcoming dynamic models, most Shaahesk still look alike - make up for this with personality. Perhaps your Shaahesk is a more a sneaky, oily rogue. Perhaps he is a warrior who lives by an archaic code of honour. Even though Shaahesk are primarily evil characters, that doesn't mean they are all heartless Darth Vader type killers. Since Shaahesk are usually measured by a stereotype (being often found as an Avlis villain), a three dimensional PC shaahesk adds a lot of colour and leaves an impact.&lt;br /&gt;
&lt;br /&gt;
At the same time, try to give your Shaahesk a measure of 'alien-ness' - they're coldblooded, both literally and metaphorically. They should be different in some way than an evil warmblood.&lt;br /&gt;
&lt;br /&gt;
Shaahesk physiology is probably closest to that of a crocodile or alligator, for a real life analogy. Most players use hisses and accent their 's's to create a Shaahesk accent. Furthermore, if you need help thinking of a Shaahesk name, keep in mind that most of their jaw motion is vertical, with no lips. Try it yourself and see what kind of sounds you can make. (Thanks to Fuzz)&lt;br /&gt;
&lt;br /&gt;
A slightly more radical idea is to try to trade entirely in gems or items other than gold - Shaahesk hands would seem a little clumsy for handling gold pieces. I don't really do as much of this myself anymore, as gold is just that much more convenient, but it can add some flavour. (Also thanks to Fuzz)&lt;br /&gt;
&lt;br /&gt;
Finally, if you have another player you play somewhat regularly with and are both considering Shaahesk characters, consider a master and slave character instead. A traveling shaahesk and his slave is in some ways more realistic and immersive than two shaahesk traveling together. Have the shaahesk bring along his whip occassionally too... (Good slave races include kobolds, goblins, and gnolls - the other races tend to be either too strong to control or would raise a lot of uproar. A goblin slave attracts much less attention than a human one... but if you wanna go for it, it might be quite interesting.)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Reptilian|Reptilian racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Reptilian Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Shaahesk_pic.png&amp;diff=52009</id>
		<title>File:Shaahesk pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Shaahesk_pic.png&amp;diff=52009"/>
		<updated>2022-10-16T21:28:07Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Example of a Shaahesk adventurer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of a Shaahesk adventurer.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Avlisbannerstart.png&amp;diff=51968</id>
		<title>File:Avlisbannerstart.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Avlisbannerstart.png&amp;diff=51968"/>
		<updated>2022-10-11T04:03:03Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Ronan uploaded a new version of File:Avlisbannerstart.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dominator&amp;diff=51965</id>
		<title>Dominator</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dominator&amp;diff=51965"/>
		<updated>2022-10-10T03:01:20Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
[[Category:Holy Warriors]]&lt;br /&gt;
{{Classes}}&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
|name=Dominator&lt;br /&gt;
|image=Dominator1.jpg&lt;br /&gt;
|hitdice=d10&lt;br /&gt;
|armor=[[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Medium)|Medium]], [[NWN:Armor Proficiency (Heavy)|Heavy]], [[NWN:Shield Proficiency|Shields]]&lt;br /&gt;
|weapon=[[NWN:Weapon Proficiency (Martial)|Martial]], [[NWN:Weapon Proficiency (Simple)|Simple]]&lt;br /&gt;
|skillpoints=2 + [[NWN:Int|Int]] mod&lt;br /&gt;
|skills=[[NWN:Concentration|Concentration]], [[NWN:Discipline|Discipline]], [[NWN:Intimidate|Intimidate]], [[NWN:Listen|Listen]], [[NWN:Lore|Lore]], [[NWN:Persuade|Persuade]], [[NWN:Search|Search]], [[NWN:Spellcraft|Spellcraft]], [[NWN:Taunt|Taunt]]&lt;br /&gt;
|saves=[[NWN:Fortitude|Fortitude]]&lt;br /&gt;
|bab=+1/level&lt;br /&gt;
|align=Lawful Evil only.&lt;br /&gt;
}}&lt;br /&gt;
Dominators are the Holy Warriors of the greater god [[Valok]], founded to enforce his prohibition against the practice of the arcane art by the [[orc|Orcish]] race.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
Long ago, after the [[The_Great_War|Great War]], the Dominators of Valok were founded as a deterrent against [[orc]] mages. Their mission was to finish the extermination of mages that began with the great explosion they caused at the end of the war. Even today the Dominators are not fond of arcane casters.  In AOD 2264 Valok decreed that orc magi be reintegrated into orcish society and he changed the mission of Dominators to &amp;quot;furthering Valok's interests,&amp;quot; though it is rumored that they now have a secret mission which is only known to the initiated.&lt;br /&gt;
&lt;br /&gt;
Dominators are closely associated with the Church of Valok. They often act as guards or emissaries for Church business. Dominators see the Church as their key to self-advancement. By serving the Church they plan to find favor in Valok's eyes and thus gain riches and glory. Serving their god is the price they pay for their own advancement and they do it gladly, whatever it may entail. It was rumored that the first Dominator was Valok's own immortal son, though this has never been confirmed. Even so, Dominators see themselves as the sons and daughters of Valok in the image of the first of their order and run their lives in accordance with his philosophy: gain power through subtle means, prepare for everything, if all goes wrong, fight another day, do not break your word once given, but do not give more than necessary.&lt;br /&gt;
&lt;br /&gt;
Dominators uniformly wear heavy armor, carry shields and typically wield longswords or bastard swords. In the old days this was the best method of attack against mages and it is still traditionally employed today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
To qualify as a Dominator, a character must fulfil all of the following criteria:&lt;br /&gt;
&lt;br /&gt;
* '''Deity:''' [[Valok]]&lt;br /&gt;
* '''Alignment:''' [[NWN:Lawful_Evil|Lawful Evil]]&lt;br /&gt;
* '''Base Attack Bonus (BAB):''' +7&lt;br /&gt;
* '''Feats:''' [[NWN:Weapon_Focus|Weapon Focus]] (Longsword), [[NWN:Improved_Knockdown|Improved Knockdown]]&lt;br /&gt;
* '''[[NWN:Rank|Skill Ranks]]:''' 5 [[NWN:Persuade|Persuade]], 3 [[NWN:Discipline|Discipline]], 2 [[NWN:Listen|Listen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
[[Image:Dominator_pic.png|thumb|Example of a Dominator of Valok.]]&lt;br /&gt;
{| border=2 style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!rowspan=2|Lvl&lt;br /&gt;
!rowspan=2|BAB&lt;br /&gt;
!colspan=3|Saves&lt;br /&gt;
!rowspan=2|Feats&lt;br /&gt;
!rowspan=12 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|Spell&amp;lt;br&amp;gt;Resistance&lt;br /&gt;
!rowspan=2|Base Class Divine&amp;lt;br&amp;gt;Casting Progression&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Fort&lt;br /&gt;
!Ref&lt;br /&gt;
!Will&lt;br /&gt;
|- align=center&lt;br /&gt;
|1st || +1 || +2 || +0 || +0 ||align=left|[[NWN:Slippery Mind|Slippery Mind]] || - ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|2nd || +2 || +3 || +0 || +0 ||align=left|[[Holy_Warrior_Smite|Smite Good]] || - ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|3rd || +3 || +3 || +1 || +1 ||align=left|[[NWN:Dark_Blessing|Dark Blessing]] || - ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|4th || +4 || +4 || +1 || +1 ||align=left|[[Magic:Aura_of_Glory|Aura of Glory]] (caster level equals Dominator level) || - ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|5th || +5 || +4 || +1 || +1 ||align=left|[[NWN:Turn_undead|Turn Undead]] || - ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|6th || +6 || +5 || +2 || +2 ||align=left|[[Lay on Harm]], [[NWN:Diamond_Soul|Diamond Soul]], [[NWN:Improved_Spell_Resistance|Improved Spell Resistance]] III || 16 ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|7th || +7 || +5 || +2 || +2 ||align=left|[[Project Force]] 1x/day || 16 ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|8th || +8 || +6 || +2 || +2 ||align=left|[[Magic:Lesser Spell Breach|Lesser Spell Breach]] 2x/day, [[NWN:Improved_Spell_Resistance|Improved Spell Resistance]] IV || 18 ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|9th || +9 || +6 || +3 || +3 ||align=left|[[Domination]] 1x/day, [[NWN:Improved_Spell_Resistance|Improved Spell Resistance]] V || 20 ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|10th || +10 || +7 || +3 || +3 ||align=left|[[Valok's Judgment]], [[NWN:Improved_Spell_Resistance|Improved Spell Resistance]] VI || 22 ||+1 caster level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Epic Progression==&lt;br /&gt;
{| border=2 style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Lvl&lt;br /&gt;
!Feats&lt;br /&gt;
!rowspan=21 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!Base Class Divine Casting Progression&lt;br /&gt;
|- align=center&lt;br /&gt;
|11th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|12th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|13th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|14th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|15th ||align=left|[[Project Force]] 2x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|16th ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|17th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|18th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|19th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|20th ||align=left|[[Domination]] 2x/day ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|21st ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|22nd ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|23rd ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|24th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|25th ||align=left|Bonus feat, [[Valok's Judgment]] 2x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|26th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|27th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|28th ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|29th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|30th ||align=left| ||+1 caster level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Epic Bonus Feats:''' [[NWN:Armor Skin|Armor Skin]], [[NWN:Divine Might|Divine Might]], [[NWN:Devastating Critical|Devastating Critical]], [[NWN:Divine Shield|Divine Shield]], [[NWN:Epic Fiendish Servant|Epic Fiendish Servant]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Toughness|Epic Toughness]], [[NWN:Epic Weapon Focus|Epic Weapon Focus]], [[Holy_Warrior_Smite|Extra Smiting]], [[NWN:Fiendish Servant|Fiendish Servant]], [[NWN:Great_Charisma|Great Charisma]], [[Holy_Warrior_Smite|Great Smiting]], [[NWN:Greater Spell Focus|Greater Spell Focus]], [[NWN:Improved Combat Casting|Improved Combat Casting]], [[NWN:Improved Critical|Improved Critical (Whip)]], [[NWN:Improved_Spell_Resistance|Improved Spell Resistance VII - X]], [[NWN:Overwhelming Critical|Overwhelming Critical]].&lt;br /&gt;
&lt;br /&gt;
'''Epic Selectable Class Feats:''' [[NWN:Blinding Speed|Blinding Speed]], [[Magic:Dragon Knight|Dragon Knight]], [[Magic:Greater Ruin|Greater Ruin]], [[Magic:Hellball|Hellball]], [[Magic:Mummy Dust|Mummy Dust]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Revered Dominators==&lt;br /&gt;
&lt;br /&gt;
*[[PCs:Khan%2C_Magnus|Magnus Khan]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[PCs:Jared_Evershield|Jared Evershield]]&lt;br /&gt;
*[[PCs:Gotthardt_Staahl|Gotthardt Staahl]]&lt;br /&gt;
*[[PCs:Kathea_Nyht|Kathea Nyht]]&lt;br /&gt;
*[[PCs:Rollek_Heloc|Rollek Heloc]]&lt;br /&gt;
*[[PCs:Isaud_Elinorean|Isaud Elinorean]] (MIA)&lt;br /&gt;
*[[PCs:Tyron_Boldheart|Tyron Boldheart]]&lt;br /&gt;
*[[PCs:Nija_Vlahos|Nija Vlahos]] (MIA)&lt;br /&gt;
*[[PCs:Ishra Qiyun|Ishra Qiyun]]&lt;br /&gt;
*[[PCs:Antonin_Bross|Antonin Bross]]&lt;br /&gt;
*[[PCs:Rakuug Yug'loz|Rakuug Yug'loz]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Dominator_pic.png&amp;diff=51964</id>
		<title>File:Dominator pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Dominator_pic.png&amp;diff=51964"/>
		<updated>2022-10-10T03:00:05Z</updated>

		<summary type="html">&lt;p&gt;Ronan: A Dominator of Valok.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A Dominator of Valok.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=51963</id>
		<title>Barbarian Rage</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=51963"/>
		<updated>2022-10-09T23:49:39Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Avlis has made some changes to some of the [[barbarian]] rage feats in NWN.  In addition, we have added a Barbarian Rage System (BRS) that allows barbarians to customize their rages.&lt;br /&gt;
&lt;br /&gt;
==Changes to Rage Feats==&lt;br /&gt;
===[[NWN:Barbarian_rage | Rage/Greater Rage]]===&lt;br /&gt;
&lt;br /&gt;
When using this feat you receive a rage bonus equal to the number of your barbarian levels divided by ten (rounded down), plus two.  This rage bonus increases some of your stats:&lt;br /&gt;
* Attack Bonus: rage bonus * 1&lt;br /&gt;
* Fort Save: rage bonus * 1&lt;br /&gt;
* Weapon Damage: rage bonus * 1 &lt;br /&gt;
* Discipline: rage bonus * 3&lt;br /&gt;
* Concentration: rage bonus * 3&lt;br /&gt;
* Temporary Hit Points: rage bonus * total character levels&lt;br /&gt;
&lt;br /&gt;
You also receive a -2 AC penalty while raging.&lt;br /&gt;
&lt;br /&gt;
The duration of this rage, as well as all of the rages outlined below, is a number of rounds equal to the sum of 7, your PC's CON [[NWN:Ability_modifier | modifier]], and your BRS level (see below for more information on BRS).  You gain an additional 2 rounds for greater rage (gained with 15 barbarian levels).&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of [[Ra-Ghul]] is a 5th level barbarian with 12 CON who has 5 levels in BRS.  His rage bonus is 2 + 5/10 = 2.  When he rages, he receives a -2 AC, +2 AB, +2 fort save, +2 weapon damage, +6 discipline, and +6 concentration.  He receives 2 * 5 = 10 bonus hit points.  His rage lasts for 7 + 1 (modifier for 12 CON) + 5 = 13 rounds.&lt;br /&gt;
* Example: Ruk the Ripper is a 20/20 barbarian/fighter with 18 CON who does not use BRS.  His rage bonus is 2 + 20/10 = 4.  When he rages, he receives a -2 AC, +4 AB, +4 fort save, +4 weapon damage, +12 discipline, and +12 concentration.  He receives 4 * 40 = 160 bonus hit points.  His rage lasts for 7 + 4 (modifier for 18 CON) + 0 + 2 (greater rage) = 13 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Mighty_rage | Mighty Rage]]===&lt;br /&gt;
&lt;br /&gt;
Mighty Rage is the same as Rage and Greater Rage, with the following exceptions:&lt;br /&gt;
* Your rage bonus is increased by 1&lt;br /&gt;
* You no longer incur an AC penalty&lt;br /&gt;
&lt;br /&gt;
Also, if you have the Mighty Rage feat, all of your Rages or Greater Rages count as Mighty Rages.  In other words, if you take the Mighty Rage feat, you will no longer incur an AC penalty when raging.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 21st level barbarian with 21 CON and 10 levels in BRS.  His rage bonus now is 2 + 21/10 + 1 = 5.  When he rages, he receives +5 AB, +5 fort save, +5 weapon damage, +15 discipline, and +15 concentration.  He receives 5 * 21 = 105 bonus hit points.  His rage lasts for 18 + 5 (modifier for 21 CON) + 5 + 10 = 38 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Thundering_rage | Thundering Rage]]===&lt;br /&gt;
&lt;br /&gt;
In Avlis, the [[Magic:Greater_Magic_Weapon | Greater Magic Weapon]] spell can grant temporary massive criticals to a weapon. These will stack with the additional 2d6 points of damage on a critical hit which [[nwn:Thundering Rage|Thundering Rage]] produces. There is also the 25% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Terrifying_rage | Terrifying Rage]]===&lt;br /&gt;
&lt;br /&gt;
The DC for Terrifying Rage is the sum of your [[nwn:Intimidate|Intimidate]] ranks and your BRS levels.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 30th level barbarian with 20 BRS levels.  He has 25 ranks in Intimidate.  When he uses Terrifying Rage the DC for his fear aura is 25 + 20 = 45.&lt;br /&gt;
&lt;br /&gt;
==Barbarian Rage Specializations (BRS)==&lt;br /&gt;
===Rage Items and Accruing Rage Experience===&lt;br /&gt;
[[Image:Barbarian_pic.png|thumb| A barbarian learning the ways of the Flamedancer.]]&lt;br /&gt;
The rage specializations must be learned.  To learn a BRS, a barbarian must use what is called a rage item before going into a rage.  There are different rage items for each BRS rage type.  If you use a rage item corresponding to a certain rage type, the next time you go into a rage, you will get the bonuses and penalties of that rage type, as well as gain BRS experience for that rage type for every creature you kill while raging.&lt;br /&gt;
&lt;br /&gt;
Rage items will sometimes be dropped by slain foes.  They can also be purchased from several player-owned [[Economy | p-merchants]], as well as in the shop in the [[Guild:FuryofRa-Ghul |Fury of Ra-Ghul]] guildhouse in [[M'Chek]]. Rest assured the Temple of Ra-Ghul near [[Visimontium]] offers them also, as well as NPC merchants in Deglos and the Underdark.&lt;br /&gt;
&lt;br /&gt;
===BRS Levels===&lt;br /&gt;
&lt;br /&gt;
BRS rage types follow the same [[NWN:Level_progression | level progression]] as character classes.  When you gain 1000 BRS xp and reach 2nd level for that rage type, it becomes your active rage type.  This means that you no longer need to use a rage item before raging to get the bonuses and penalties of that rage type.  In other words, every time you go into a rage, you will automatically use that BRS rage type, and you will continue to gain experience and levels in that rage type as you damage enemies while raging.&lt;br /&gt;
&lt;br /&gt;
You can gain BRS experience infinitely.  However, your '''effective BRS level''' is either your BRS Levels or your barbarian levels, whichever is lower. Your effective BRS level is what is used when calculating the the strength and duration of rages.  In other words, your BRS abilities are capped by your barbarian levels.&lt;br /&gt;
&lt;br /&gt;
Your current active BRS rage type and your BRS xp and level for all rage types can be checked at any time by typing ''/check brs'' into the chat window in-game.&lt;br /&gt;
&lt;br /&gt;
===BRS Rage Types===&lt;br /&gt;
&lt;br /&gt;
Similar to the rage bonus used to calculate bonuses for standard rage, the bonuses associated with the BRS rages are tied to BRS Bonuses.  These are related to your BRS level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! BRS Level&lt;br /&gt;
! BRS Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1-3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4-6&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|7-9&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|10-12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|16+&lt;br /&gt;
|6&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
The BRS rage types, the items used to learn them, and their bonuses and penalties are outlined below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rage Type&lt;br /&gt;
! Item&lt;br /&gt;
! Bonuses&lt;br /&gt;
! Penalties&lt;br /&gt;
|-&lt;br /&gt;
|Windwalker&lt;br /&gt;
|Dust of the Windwalker&lt;br /&gt;
|movement speed increase (BRS bonus * 5%)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&lt;br /&gt;
|damage decrease (BRS bonus/2)&lt;br /&gt;
|-&lt;br /&gt;
|Flamedancer&lt;br /&gt;
|Oil of the Flamedancer&lt;br /&gt;
|fire damage&amp;lt;br/&amp;gt;fire damage shield&lt;br /&gt;
|slashing/piercing/bludgeoning damage vulnerability(BRS bonus * 3%)&lt;br /&gt;
|-&lt;br /&gt;
|Waverider&lt;br /&gt;
|Water of the Deep Well&lt;br /&gt;
|concealment (BRS bonus * 5%)&lt;br /&gt;
|miss chance (BRS bonus * 2%)&lt;br /&gt;
|-&lt;br /&gt;
|Stonewall&lt;br /&gt;
|Stonewall's Brew&lt;br /&gt;
|slashing/piercing/bludgeoning immunity (BRS bonus * 5 %)&amp;lt;br/&amp;gt;temporary hit points (BRS bonus * d10)&lt;br /&gt;
|movement speed decrease (BRS bonus * 5%)&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirster&lt;br /&gt;
|Vial of Annointed Blood&lt;br /&gt;
|vampiric regeneration on equipped mele weapons (BRS bonus * 2)&lt;br /&gt;
|none&lt;br /&gt;
|-&lt;br /&gt;
|Whirling Frenzy&lt;br /&gt;
|Draught of the Dervish&lt;br /&gt;
|AC increase (BRS bonus)&amp;lt;br/&amp;gt;reflex save bonus (1 + BRS bonus/2)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&amp;lt;br/&amp;gt;improved evasion&lt;br /&gt;
|AB decrease (BRS bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Demonkin&lt;br /&gt;
|Tanar'ri Essence&lt;br /&gt;
|electric damage resistance (2 + BRS bonus * 8)&amp;lt;br/&amp;gt;fire/acid/cold damage resistance (2 + BRS bonus * 3)&amp;lt;br/&amp;gt;damage reduction (+3/soak BRS bonus * 5)&amp;lt;br/&amp;gt;spell resistance (8 + BRS bonus * 7)&amp;lt;br/&amp;gt;poison immunity&lt;br /&gt;
|divine damage vulnerability (BRS level * 15%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Randy of Ra-Ghul has 17 Windwalker levels, granting him a BRS bonus of 6.  When he rages, in addition to standard rage bonuses he gets a 6 * 5 = 30% movement speed increase, 6 - 1 = 5 extra attacks, and a 6/2 = 3 damage decrease to all attacks.&lt;br /&gt;
* Ruk the Ripper has 1 Whirling Frenzy level.  When he rages he gets a +1 AC bonus, 1 + 1/2 = +1 reflex save bonus, 1 - 1 = 0 extra attacks, improved evasion, and a -1 attack penalty.&lt;br /&gt;
&lt;br /&gt;
===Changing Rage Types===&lt;br /&gt;
&lt;br /&gt;
Barbarians can change their BRS rage type.  If you have an active rage type, you can use a different rage type simply by using one of that type's rage items before raging.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Gnome decides to quit being a merchant and joins a Tyeduan tribe, living as a savage.  He starts off using Tanar'ri Essence, and rages enough under its influence to gain 500 Demonkin xp.  Then he changes his mind and starts to use Oil of the Flamedancer.  The next time he rages he gains Flamedancer xp.&lt;br /&gt;
* Ruk the Ripper has 15 Whirling Frenzy levels.  Since it is his active rage type, whenever he rages he automatically gets the Whirling Frenzy bonuses and penalties.  Before battling some druids of [[Verossa]], he decides to take some Tanar'ri Essence for the first time.  When he rages he goes into a Demonkin rage; the electric damage resistance helps him to shrug off their called lightning.  He gains 50 Demonkin xp as a result of the battle.  The next time Ruk rages he decides not to use any items, and thus he goes into a Whirling Frenzy, since it is still his active rage type.&lt;br /&gt;
&lt;br /&gt;
You can only have one active rage type at a time.  If you have 1000xp or more of a rage type, when you use an item of that type and then gain more BRS experience while using that type of rage, that BRS will become your active rage type.  In other words, if you have 2 or more levels in more than one rage type, you can switch back and forth between having those rages as your active type by using rage items.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Barbarian has been dabbling in all of the BRS types, and has reached 2nd level in all of them.  His current active rage type is Windwalker.  He enters a battle against orcs and goes into a Windwalker rage.  After that rage wears off, he sees some giants approaching.  He quaffs a Stonewall's Brew, goes into a Stonewall rage, and slays the giants, cackling as he shrugs off blows from their clubs.  Since he already has 2 Stonewall levels, that rage becomes his active type.  The next time he rages, if he doesn't use any items, it will be a Stonewall rage.&lt;br /&gt;
* Later that evening, some frost giants accost Grazby at his camp.  Hearing their approach, he rises from between two buxom gnome maidens, puts on his loincloth, and rubs his body with Oil of the Flamedancer.  Charging from the tent, he enters Flamedancer rage, searing the giants' flesh with both his flaming weapon and his fire-shielded body.  Since he already has 2 Flamedancer levels, this becomes his active BRS.  The next time he rages, if he doesn't use any items, it will be a Flamedancer rage.&lt;br /&gt;
&lt;br /&gt;
You do not lose any rage experience or levels when changing rage types.  As mentioned above, typing ''/check brs'' will give you a report that informs you of your current active BRS as well as your xp and levels in all rage types.&lt;br /&gt;
&lt;br /&gt;
===Ice Bear Rage===&lt;br /&gt;
&lt;br /&gt;
It is rumored that the Ice Bear Clan of [[Tyedu]], the clan of the famous barbarian hero [[PCs:Tor Varson|Tor Varson]], has its own rage specialty.  No rage items associated with this &amp;quot;Ice Bear Rage&amp;quot; have been found.  It is thought that those who wish to learn the ways of this rage type would have to find Tor and submit themselves to his mercy.&lt;br /&gt;
&lt;br /&gt;
==Custom Rage Shouts==&lt;br /&gt;
&lt;br /&gt;
You can store and manage custom rage shouts to use when your PC enters rage. Refer to the [[ACP#Barbarian_Rage_Specializations|Avlis Command Prompt]] for a how-to.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class Abilities|Barbarian Rage]]&lt;br /&gt;
[[Category:Systems|Barbarian Rage System]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=51962</id>
		<title>Barbarian Rage</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=51962"/>
		<updated>2022-10-09T23:48:43Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:Barbarian_pic.png|thumb| A barbarian learning the ways of the Flamedancer.]]&lt;br /&gt;
Avlis has made some changes to some of the [[barbarian]] rage feats in NWN.  In addition, we have added a Barbarian Rage System (BRS) that allows barbarians to customize their rages.&lt;br /&gt;
&lt;br /&gt;
==Changes to Rage Feats==&lt;br /&gt;
===[[NWN:Barbarian_rage | Rage/Greater Rage]]===&lt;br /&gt;
&lt;br /&gt;
When using this feat you receive a rage bonus equal to the number of your barbarian levels divided by ten (rounded down), plus two.  This rage bonus increases some of your stats:&lt;br /&gt;
* Attack Bonus: rage bonus * 1&lt;br /&gt;
* Fort Save: rage bonus * 1&lt;br /&gt;
* Weapon Damage: rage bonus * 1 &lt;br /&gt;
* Discipline: rage bonus * 3&lt;br /&gt;
* Concentration: rage bonus * 3&lt;br /&gt;
* Temporary Hit Points: rage bonus * total character levels&lt;br /&gt;
&lt;br /&gt;
You also receive a -2 AC penalty while raging.&lt;br /&gt;
&lt;br /&gt;
The duration of this rage, as well as all of the rages outlined below, is a number of rounds equal to the sum of 7, your PC's CON [[NWN:Ability_modifier | modifier]], and your BRS level (see below for more information on BRS).  You gain an additional 2 rounds for greater rage (gained with 15 barbarian levels).&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of [[Ra-Ghul]] is a 5th level barbarian with 12 CON who has 5 levels in BRS.  His rage bonus is 2 + 5/10 = 2.  When he rages, he receives a -2 AC, +2 AB, +2 fort save, +2 weapon damage, +6 discipline, and +6 concentration.  He receives 2 * 5 = 10 bonus hit points.  His rage lasts for 7 + 1 (modifier for 12 CON) + 5 = 13 rounds.&lt;br /&gt;
* Example: Ruk the Ripper is a 20/20 barbarian/fighter with 18 CON who does not use BRS.  His rage bonus is 2 + 20/10 = 4.  When he rages, he receives a -2 AC, +4 AB, +4 fort save, +4 weapon damage, +12 discipline, and +12 concentration.  He receives 4 * 40 = 160 bonus hit points.  His rage lasts for 7 + 4 (modifier for 18 CON) + 0 + 2 (greater rage) = 13 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Mighty_rage | Mighty Rage]]===&lt;br /&gt;
&lt;br /&gt;
Mighty Rage is the same as Rage and Greater Rage, with the following exceptions:&lt;br /&gt;
* Your rage bonus is increased by 1&lt;br /&gt;
* You no longer incur an AC penalty&lt;br /&gt;
&lt;br /&gt;
Also, if you have the Mighty Rage feat, all of your Rages or Greater Rages count as Mighty Rages.  In other words, if you take the Mighty Rage feat, you will no longer incur an AC penalty when raging.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 21st level barbarian with 21 CON and 10 levels in BRS.  His rage bonus now is 2 + 21/10 + 1 = 5.  When he rages, he receives +5 AB, +5 fort save, +5 weapon damage, +15 discipline, and +15 concentration.  He receives 5 * 21 = 105 bonus hit points.  His rage lasts for 18 + 5 (modifier for 21 CON) + 5 + 10 = 38 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Thundering_rage | Thundering Rage]]===&lt;br /&gt;
&lt;br /&gt;
In Avlis, the [[Magic:Greater_Magic_Weapon | Greater Magic Weapon]] spell can grant temporary massive criticals to a weapon. These will stack with the additional 2d6 points of damage on a critical hit which [[nwn:Thundering Rage|Thundering Rage]] produces. There is also the 25% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Terrifying_rage | Terrifying Rage]]===&lt;br /&gt;
&lt;br /&gt;
The DC for Terrifying Rage is the sum of your [[nwn:Intimidate|Intimidate]] ranks and your BRS levels.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 30th level barbarian with 20 BRS levels.  He has 25 ranks in Intimidate.  When he uses Terrifying Rage the DC for his fear aura is 25 + 20 = 45.&lt;br /&gt;
&lt;br /&gt;
==Barbarian Rage Specializations (BRS)==&lt;br /&gt;
===Rage Items and Accruing Rage Experience===&lt;br /&gt;
&lt;br /&gt;
The rage specializations must be learned.  To learn a BRS, a barbarian must use what is called a rage item before going into a rage.  There are different rage items for each BRS rage type.  If you use a rage item corresponding to a certain rage type, the next time you go into a rage, you will get the bonuses and penalties of that rage type, as well as gain BRS experience for that rage type for every creature you kill while raging.&lt;br /&gt;
&lt;br /&gt;
Rage items will sometimes be dropped by slain foes.  They can also be purchased from several player-owned [[Economy | p-merchants]], as well as in the shop in the [[Guild:FuryofRa-Ghul |Fury of Ra-Ghul]] guildhouse in [[M'Chek]]. Rest assured the Temple of Ra-Ghul near [[Visimontium]] offers them also, as well as NPC merchants in Deglos and the Underdark.&lt;br /&gt;
&lt;br /&gt;
===BRS Levels===&lt;br /&gt;
&lt;br /&gt;
BRS rage types follow the same [[NWN:Level_progression | level progression]] as character classes.  When you gain 1000 BRS xp and reach 2nd level for that rage type, it becomes your active rage type.  This means that you no longer need to use a rage item before raging to get the bonuses and penalties of that rage type.  In other words, every time you go into a rage, you will automatically use that BRS rage type, and you will continue to gain experience and levels in that rage type as you damage enemies while raging.&lt;br /&gt;
&lt;br /&gt;
You can gain BRS experience infinitely.  However, your '''effective BRS level''' is either your BRS Levels or your barbarian levels, whichever is lower. Your effective BRS level is what is used when calculating the the strength and duration of rages.  In other words, your BRS abilities are capped by your barbarian levels.&lt;br /&gt;
&lt;br /&gt;
Your current active BRS rage type and your BRS xp and level for all rage types can be checked at any time by typing ''/check brs'' into the chat window in-game.&lt;br /&gt;
&lt;br /&gt;
===BRS Rage Types===&lt;br /&gt;
&lt;br /&gt;
Similar to the rage bonus used to calculate bonuses for standard rage, the bonuses associated with the BRS rages are tied to BRS Bonuses.  These are related to your BRS level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! BRS Level&lt;br /&gt;
! BRS Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1-3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4-6&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|7-9&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|10-12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|16+&lt;br /&gt;
|6&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
The BRS rage types, the items used to learn them, and their bonuses and penalties are outlined below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rage Type&lt;br /&gt;
! Item&lt;br /&gt;
! Bonuses&lt;br /&gt;
! Penalties&lt;br /&gt;
|-&lt;br /&gt;
|Windwalker&lt;br /&gt;
|Dust of the Windwalker&lt;br /&gt;
|movement speed increase (BRS bonus * 5%)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&lt;br /&gt;
|damage decrease (BRS bonus/2)&lt;br /&gt;
|-&lt;br /&gt;
|Flamedancer&lt;br /&gt;
|Oil of the Flamedancer&lt;br /&gt;
|fire damage&amp;lt;br/&amp;gt;fire damage shield&lt;br /&gt;
|slashing/piercing/bludgeoning damage vulnerability(BRS bonus * 3%)&lt;br /&gt;
|-&lt;br /&gt;
|Waverider&lt;br /&gt;
|Water of the Deep Well&lt;br /&gt;
|concealment (BRS bonus * 5%)&lt;br /&gt;
|miss chance (BRS bonus * 2%)&lt;br /&gt;
|-&lt;br /&gt;
|Stonewall&lt;br /&gt;
|Stonewall's Brew&lt;br /&gt;
|slashing/piercing/bludgeoning immunity (BRS bonus * 5 %)&amp;lt;br/&amp;gt;temporary hit points (BRS bonus * d10)&lt;br /&gt;
|movement speed decrease (BRS bonus * 5%)&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirster&lt;br /&gt;
|Vial of Annointed Blood&lt;br /&gt;
|vampiric regeneration on equipped mele weapons (BRS bonus * 2)&lt;br /&gt;
|none&lt;br /&gt;
|-&lt;br /&gt;
|Whirling Frenzy&lt;br /&gt;
|Draught of the Dervish&lt;br /&gt;
|AC increase (BRS bonus)&amp;lt;br/&amp;gt;reflex save bonus (1 + BRS bonus/2)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&amp;lt;br/&amp;gt;improved evasion&lt;br /&gt;
|AB decrease (BRS bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Demonkin&lt;br /&gt;
|Tanar'ri Essence&lt;br /&gt;
|electric damage resistance (2 + BRS bonus * 8)&amp;lt;br/&amp;gt;fire/acid/cold damage resistance (2 + BRS bonus * 3)&amp;lt;br/&amp;gt;damage reduction (+3/soak BRS bonus * 5)&amp;lt;br/&amp;gt;spell resistance (8 + BRS bonus * 7)&amp;lt;br/&amp;gt;poison immunity&lt;br /&gt;
|divine damage vulnerability (BRS level * 15%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Randy of Ra-Ghul has 17 Windwalker levels, granting him a BRS bonus of 6.  When he rages, in addition to standard rage bonuses he gets a 6 * 5 = 30% movement speed increase, 6 - 1 = 5 extra attacks, and a 6/2 = 3 damage decrease to all attacks.&lt;br /&gt;
* Ruk the Ripper has 1 Whirling Frenzy level.  When he rages he gets a +1 AC bonus, 1 + 1/2 = +1 reflex save bonus, 1 - 1 = 0 extra attacks, improved evasion, and a -1 attack penalty.&lt;br /&gt;
&lt;br /&gt;
===Changing Rage Types===&lt;br /&gt;
&lt;br /&gt;
Barbarians can change their BRS rage type.  If you have an active rage type, you can use a different rage type simply by using one of that type's rage items before raging.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Gnome decides to quit being a merchant and joins a Tyeduan tribe, living as a savage.  He starts off using Tanar'ri Essence, and rages enough under its influence to gain 500 Demonkin xp.  Then he changes his mind and starts to use Oil of the Flamedancer.  The next time he rages he gains Flamedancer xp.&lt;br /&gt;
* Ruk the Ripper has 15 Whirling Frenzy levels.  Since it is his active rage type, whenever he rages he automatically gets the Whirling Frenzy bonuses and penalties.  Before battling some druids of [[Verossa]], he decides to take some Tanar'ri Essence for the first time.  When he rages he goes into a Demonkin rage; the electric damage resistance helps him to shrug off their called lightning.  He gains 50 Demonkin xp as a result of the battle.  The next time Ruk rages he decides not to use any items, and thus he goes into a Whirling Frenzy, since it is still his active rage type.&lt;br /&gt;
&lt;br /&gt;
You can only have one active rage type at a time.  If you have 1000xp or more of a rage type, when you use an item of that type and then gain more BRS experience while using that type of rage, that BRS will become your active rage type.  In other words, if you have 2 or more levels in more than one rage type, you can switch back and forth between having those rages as your active type by using rage items.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Barbarian has been dabbling in all of the BRS types, and has reached 2nd level in all of them.  His current active rage type is Windwalker.  He enters a battle against orcs and goes into a Windwalker rage.  After that rage wears off, he sees some giants approaching.  He quaffs a Stonewall's Brew, goes into a Stonewall rage, and slays the giants, cackling as he shrugs off blows from their clubs.  Since he already has 2 Stonewall levels, that rage becomes his active type.  The next time he rages, if he doesn't use any items, it will be a Stonewall rage.&lt;br /&gt;
* Later that evening, some frost giants accost Grazby at his camp.  Hearing their approach, he rises from between two buxom gnome maidens, puts on his loincloth, and rubs his body with Oil of the Flamedancer.  Charging from the tent, he enters Flamedancer rage, searing the giants' flesh with both his flaming weapon and his fire-shielded body.  Since he already has 2 Flamedancer levels, this becomes his active BRS.  The next time he rages, if he doesn't use any items, it will be a Flamedancer rage.&lt;br /&gt;
&lt;br /&gt;
You do not lose any rage experience or levels when changing rage types.  As mentioned above, typing ''/check brs'' will give you a report that informs you of your current active BRS as well as your xp and levels in all rage types.&lt;br /&gt;
&lt;br /&gt;
===Ice Bear Rage===&lt;br /&gt;
&lt;br /&gt;
It is rumored that the Ice Bear Clan of [[Tyedu]], the clan of the famous barbarian hero [[PCs:Tor Varson|Tor Varson]], has its own rage specialty.  No rage items associated with this &amp;quot;Ice Bear Rage&amp;quot; have been found.  It is thought that those who wish to learn the ways of this rage type would have to find Tor and submit themselves to his mercy.&lt;br /&gt;
&lt;br /&gt;
==Custom Rage Shouts==&lt;br /&gt;
&lt;br /&gt;
You can store and manage custom rage shouts to use when your PC enters rage. Refer to the [[ACP#Barbarian_Rage_Specializations|Avlis Command Prompt]] for a how-to.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class Abilities|Barbarian Rage]]&lt;br /&gt;
[[Category:Systems|Barbarian Rage System]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Barbarian&amp;diff=51961</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Barbarian&amp;diff=51961"/>
		<updated>2022-10-09T23:48:08Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classes}}&lt;br /&gt;
[[Image:Ir barbarian.gif]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Barbarian.jpg|frame|Barbarian|]]&lt;br /&gt;
[[Image:Barbarian_f.jpg|frame|Barbarian]]&lt;br /&gt;
'''Description''': Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful [[NWN:Barbarian Rage|rage]] that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary. '''Note:''' [[Barbarian Rage|Barbarian Rage]] has been further customized on Avlis.&lt;br /&gt;
&lt;br /&gt;
'''Alignment Restrictions''': Any non-lawful&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Hit Die|Hit Die]]''': d12&lt;br /&gt;
&lt;br /&gt;
'''Proficiencies''': Armor ([[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Medium)|Medium]]), [[NWN:Shield Proficiency|Shields]], Weapons ([[NWN:Weapon Proficiency (Martial)|Martial]], [[NWN:Weapon Proficiency (Simple)|Simple]])&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Skill Points|Skill Points]]''': ([[NWN:Int|Int]] mod * 4 at 1st level) 4 + Int mod&lt;br /&gt;
&lt;br /&gt;
'''Skills''': [[NWN:Craft armor|Craft armor]], [[NWN:Craft trap|Craft Trap]], [[NWN:Craft weapon|Craft Weapon]], [[NWN:Discipline| Discipline]], [[NWN:Heal (skill)|Heal]], [[NWN:Intimidate|Intimidate]], [[NWN:Listen|Listen]], [[NWN:Lore|Lore]], [[NWN:Parry|Parry]], [[NWN:Taunt|Taunt]]&lt;br /&gt;
&lt;br /&gt;
'''Selectable Class Feats''': [[NWN:Ambidexterity|Ambidexterity]], [[NWN:Deflect Arrows|Deflect Arrows]], [[NWN:Two-Weapon Fighting|Two-weapon Fighting]], [[NWN:Weapon Proficiency (Exotic)|Weapon Proficiency (Exotic)]] &lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Saving Throw|Primary Saving Throw(s)]]''': [[NWN:Fortitude|Fortitude]]&lt;br /&gt;
&lt;br /&gt;
==Special Abilities &amp;amp; Feats==&lt;br /&gt;
[[Image:Barbarian_pic.png|thumb| A barbarian learning the ways of the Flamedancer. See Barbarian Rage for more details.]]&lt;br /&gt;
*Level 1 [[NWN:Barbarian Fast Movement|Barbarian Fast Movement]], [[Barbarian Rage|Barbarian Rage (Note: changed on Avlis)]] (1x/day)&lt;br /&gt;
*Level 2 [[NWN:Uncanny Dodge#Uncanny Dodge I|Uncanny Dodge I]]&lt;br /&gt;
*Level 4 Barbarian Rage (2x/day)&lt;br /&gt;
*Level 5 [[NWN:Uncanny Dodge#Uncanny Dodge II|Uncanny Dodge II]]&lt;br /&gt;
*Level 8 Barbarian Rage (3x/day)&lt;br /&gt;
*Level 10 [[NWN:Uncanny Dodge#Uncanny Dodge III|Uncanny Dodge III]]&lt;br /&gt;
*Level 11 [[NWN:Damage Reduction (feat)|Damage Reduction]] I&lt;br /&gt;
*Level 12 Barbarian Rage (4x/day)&lt;br /&gt;
*Level 13 [[NWN:Uncanny Dodge#Uncanny Dodge IV|Uncanny Dodge IV]]&lt;br /&gt;
*Level 14 Damage Reduction II&lt;br /&gt;
*Level 15 [[Greater Rage]] (4x/day)&lt;br /&gt;
*Level 16 Greater Rage (5x/day), [[NWN:Uncanny Dodge#Uncanny Dodge V|Uncanny Dodge V]]&lt;br /&gt;
*Level 17 Damage Reduction III&lt;br /&gt;
*Level 19 [[NWN:Uncanny Dodge#Uncanny Dodge VI.2B|Uncanny Dodge VI]]&lt;br /&gt;
*Level 20 Damage Reduction IV, Greater Rage (6x/day)&lt;br /&gt;
*Level 23 [[NWN:Epic Barbarian Damage Reduction|Epic Barbarian Damage Reduction]]&lt;br /&gt;
*Level 26 Epic Barbarian Damage Reduction II&lt;br /&gt;
*Level 29 Epic Barbarian Damage Reduction III&lt;br /&gt;
*Level 32 Epic Barbarian Damage Reduction IV&lt;br /&gt;
*Level 35 Epic Barbarian Damage Reduction V&lt;br /&gt;
*Level 38 Epic Barbarian Damage Reduction VI&lt;br /&gt;
&lt;br /&gt;
[[Image:ife x2epbarba.gif|right|Epic Barbarian]]&lt;br /&gt;
&lt;br /&gt;
==Epic Barbarian==&lt;br /&gt;
'''Skill Points''': 4 + Int mod&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats''': 24, 28, 32, 36, 40&lt;br /&gt;
&lt;br /&gt;
'''Epic Bonus Feats''': [[NWN:Armor Skin|Armor Skin]], [[NWN:Devastating Critical|Devastating Critical]], [[NWN:Epic Damage Reduction|Epic Damage Reduction]], [[NWN:Epic Prowess|Epic Prowess]], [[NWN:Epic Toughness|Epic Toughness]], [[NWN:Epic Weapon Focus|Epic Weapon Focus]], [[Mighty Rage|Mighty Rage]], [[NWN:Overwhelming Critical|Overwhelming Critical]], [[NWN:Superior Initiative|Superior Initiative]], [[Terrifying Rage|Terrifying Rage]], [[Thundering Rage|Thundering Rage]]&lt;br /&gt;
&lt;br /&gt;
'''Epic Selectable Class Feats''': [[NWN:Blinding Speed|Blinding Speed]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*While Barbarians do not receive [[NWN:Armor Proficiency (Heavy)|Armor Proficiency (Heavy)]], they do not lose any abilities or receive any penalties if they do take the feat and wear [[NWN:heavy armor|heavy armor]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=230 Avlis Private Discussion: Fighters and Barbarians], a private class discussion forum.&lt;br /&gt;
&lt;br /&gt;
==On Avlis==&lt;br /&gt;
&lt;br /&gt;
An IC description of [[Avlissian_Barbarians|Avlissian Barbarians]] was written by [[PCs:Kered Rose|Kered Rose]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Barbarian_pic.png&amp;diff=51960</id>
		<title>File:Barbarian pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Barbarian_pic.png&amp;diff=51960"/>
		<updated>2022-10-09T23:46:29Z</updated>

		<summary type="html">&lt;p&gt;Ronan: A barbarian learning the ways of the Flamedancer. See Barbarian Rage for more details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A barbarian learning the ways of the Flamedancer. See Barbarian Rage for more details.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Gnome&amp;diff=51959</id>
		<title>Gnome</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Gnome&amp;diff=51959"/>
		<updated>2022-10-09T07:01:33Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Dwarven Races &amp;amp; Ethnicities: ''' {{DwarvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| align=right&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Gnome_male.jpg|thumb|100px|Gnome male]]&lt;br /&gt;
||[[Image:Gnome_female.jpg|thumb|62px|Gnome female]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +2 Con -2 Str&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Wizard]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Lifespan:''' Up to 400 years. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Special Abilities and Feats:'''&lt;br /&gt;
* [[NWN:Small stature|Small stature]]&lt;br /&gt;
* [[NWN:Hardiness vs. Illusions|Hardiness vs. Illusions]]&lt;br /&gt;
* [[NWN:Battle Training vs. Reptilians|Offensive Training vs. Reptilians]]&lt;br /&gt;
* [[NWN:Battle Training vs. Goblins|Offensive Training vs. Goblinoids]]&lt;br /&gt;
* [[NWN:Battle Training vs. Giants|Defensive Training vs. Giants]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Concentration)|Skill Affinity: Concentration]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Spell Focus: Illusion]]&lt;br /&gt;
* [[NWN:Low-light Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Gnome_pic.png|thumb|Example of a gnome.]]&lt;br /&gt;
The diminutive race of gnomes is thought to be an offshoot of the [[Dwarf|dwarven]] race that traces its roots back to a few centuries after the [[The_Great_War|Great War]]. A dwarven hero by the name of [[Fegall]], who fought many battles in the Great War and was reputed to be an innovative crafter, gained the admiration of thousands of galdokin followers who sought to emulate him and learn from him. Over time, this adulation caused Fegall to ascend to godhood, and a few centuries after that, the isolation of Fegall's followers caused them to exhibit differences from their now distant galdokin cousins. The races became so different in appearance, outlook, and attitudes towards craftsmanship, in fact, that they came to be called gnomes.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Unlike their distant dwarven cousins, gnomes are cheery and curious. They are so curious, in fact, that many have died for this quality in unfortunate and sometimes ironic accidents. Nevertheless, even though they possess many differences from dwarves, they stem from the same original stock and therefore have much in common. Gnomes prize hard work, though not for the good it can do for society or their fellow peoples. Rather, they prize work in a manner that borders on obsession born out of curiosity and unfocussed ambition. Gnomish craftsmanship goes above and beyond the traditional areas of dwarven work. They are known to take part in all the conventional crafts that dwarves engage in, but they also consider the term &amp;quot;crafting&amp;quot; to cover a much more broad spectrum of activities. Scientific pursuits, as well as technology, and even magic are all considered crafts. There are also many other unconventional trades that gnomes study which are considered to be under none of the above-mentioned things. Examples can include sock weaving, hair grooming, book illumination, and even bug collecting. Where dwarves partake of crafting in order to create the perfect item, gnomes see crafting as something that is to be researched and extended to create new and wonderful items.&lt;br /&gt;
&lt;br /&gt;
Generally, gnomes are fun-loving and compassionate, both among their own kind and others. Their helpful qualities will only extend as far as their interests, however. Once a gnome becomes bored or uninterested in a subject or event, he or she will move on, and leave those involved behind if they do not come along. This gives non-gnomes the impression that they are unfocussed, flighty, and a little airy.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Gnomes are three feet tall on average, regardless of gender. Their eye color can range from deep blue to violet, with hues of green also possible. Gnomish hair color is generally brown or light blonde, and it is not uncommon for gnomes to have white hair. With age, their hair can become gray, though it is difficult to tell whether the color is natural or a product of longevity. Compared to dwarves, gnome hair is softer and less course in texture, and this is especially true of their beards and mustaches, which can grow long and curly. Gnome skin tones are dark compared to dwarves. They seem to have a tan complexion even though they mostly live below ground. In some specimens, the tan color has a grayish tinge to it, which can be dependent on how much dwarven blood has been mixed with their ancestry.&lt;br /&gt;
&lt;br /&gt;
In terms of physique and build, gnomes tend to be lean, even skinny. They possess finely toned musculature, and thin shoulders. The effect of these characteristics on their voices is thought to be the cause for their more nasal, higher-pitched, and almost squeaky voices.&lt;br /&gt;
&lt;br /&gt;
Gnomes dress according to their stations in life. Most of them are involved in crafting or research in one form or another, and they will don the appropriate gear for their occupation. Those who work the core trades such as smithing, carpentry, and masonry will dress in thick leather aprons and breaches containing various pockets and hangers for their tools. Gnomes involved in academic trades tend to favor robes with bright or gaudy colors. Each profession also has its own peculiarity of dress which often seems out of place when the gnome is away from its job, but can make uncanny sense when they are in their element.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Though they cannot completely understand the serious and almost grumpy attitudes of their dwarven brethren, the gnomes regard them as distant cousins and count them as their greatest allies and friends. This is more true of the dubgaldokin than any other type. Aside from that, gnomes will get along with any race or creature that allows them their space to work and pursue their journey to become the ultimate crafter. They do not take kindly to large-scale interference to their work brought about by disturbances from underground minions, or invasions from the outside.&lt;br /&gt;
&lt;br /&gt;
On the surface, gnomes are generally a mystery because they are not seen with any regularity. [[Human|Humans]] enjoy making up funny stories about them, which may or may not have basis in truth. These stories usually stem from the gnomish tendancy to request odd parts and objects for components used in their research. Those who encounter gnomes on the surface will often corroborate the human stories, more for fun than anything else. They seem to be a favorite outlet for jokes and humor among many surface races. [[Elf|Elves]] are more stoic when it comes to gnomes, seeing them as an equal inhabitant of the continent on which they live, and taking more than a little pleasure at the fact that the gnomes do not seem to favor living in their forests at all.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Gnomes do not usually stop to consider at all whether an action is selfish or selfless. They are strongly neutral in that regard, because moral matters are of little concern to them. In terms of their views on law and order, gnomes will either completely distrust anything to do with laws, preferring to simply do what's necessary in the moment, or they will accept the fact that some laws are necessary but those laws should not interfere with them. This makes them chaotic to netural. Gnomish ambition for anything other than crafting is virtually non-existent. Thus, they rarely go out of their way to hurt others, but they are still known to stubbornly do what they please.&lt;br /&gt;
&lt;br /&gt;
== Gnome Lands ==&lt;br /&gt;
&lt;br /&gt;
The nation of [[Deglos]] is run primarily by gnomes and it is the major center of their population. This is a fairly decentralized country that is run as a conglomerate of crafting guilds that loosely control the affairs of their own members. Dubgaldokin also make their home in this underground nation, and they often fill out the ranks of the military and the core crafting guilds.&lt;br /&gt;
&lt;br /&gt;
Some settlements in Deglos exist above ground, especially near the borders of other nations. These are often small outposts that the gnomes and dwarves use for trading purposes to supply materials for those crafts that are not sustainable in their underground homes.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Almost all gnomes venerate the god Fegall, who was said to be the father of the renaissance in crafting that sparked the creation of the gnomish race. For the most part, their religion consists of trying to emulate Fegall, by either extending the knowledge of their craft as far as possible, or learning as many crafts as they can.&lt;br /&gt;
&lt;br /&gt;
Like most gnomish endeavors, Fegall's worship is not organized. A few gnomes act as his priests, but even these gnomes will do it in the name of a single craft or group of crafts. In general, gnomes worship Fegall by working at their trades.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Gnomes speak [[Ganoom|their own language]], which is directly related to [[Dwergan|dwarven]]. The two tongues are close enough to get a basic understanding of what is being said when one speaks dwarven and the other speaks gnomish. The common tongue is also well-known in gnomish society, especially among gnomes who trade with surface dwellers or those that live among them.&lt;br /&gt;
&lt;br /&gt;
Also see the other [[Dwarven Languages|dwarven languages]].&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Gnomes are given their first names at birth, and they use these throughout their everyday lives. Last names are often descriptions of what trade the gnome works. Gnome families can be large, but they tend not to think of themselves as clans, and gnomes within the same family can have different last names, even fathers and sons. This is especially common if the two gnomes are involved in different occupations.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Bobyn, Bockworth, Bondle, Deedle, Deider, Grendle, Harold, Jakwin, Seymour, Soodo&lt;br /&gt;
&lt;br /&gt;
=== Female Names ===&lt;br /&gt;
&lt;br /&gt;
Barma, Belinda, Charmara, Delna, Eena, Elendela, Frida, Glenda, Leerna, Mirna, Sally&lt;br /&gt;
&lt;br /&gt;
=== Last Names ===&lt;br /&gt;
&lt;br /&gt;
Anvilworth, Bookbinder, Illusio, Lintwaddler, Smithiness&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Armorers, Basketweavers, Blowgunners, Carpenters, Contraptioners, Illusioners, Miners, Portallers, Sockmakers, Swordsmiths&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Many gnomes will take part in the search for components needed for their crafts that are not found within Deglos. In some of the more obscure guilds, strange components can be acquired. One widely-held account even tells of gnomes from a strange guild seeking underpants. On journeys like these, the gnome will encounter many strange and unfamiliar settings that will lead to many side-tracks, which the gnome will happily partake of without hesitation or realization of their lack of focus.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarven Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Gnome_pic.png&amp;diff=51958</id>
		<title>File:Gnome pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Gnome_pic.png&amp;diff=51958"/>
		<updated>2022-10-09T07:00:48Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Example of a gnome.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of a gnome.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Human,_Tyeduan&amp;diff=51957</id>
		<title>Human, Tyeduan</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Human,_Tyeduan&amp;diff=51957"/>
		<updated>2022-10-08T19:17:07Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Human Races &amp;amp; Ethnicities:''' {{HumanRaces}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
 In NWN Avlis, this is a [[Human]] ethnicity. You can create a Human PC with this background. No need to specify subrace.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Quick to Master|Quick to Master]]&lt;br /&gt;
* [[NWN:Skilled|Skilled]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Not all [[Human|humans]] live under the feudalistic or parliamentary institutions of the great nations. A good number of them belong to tight-knit family and tribal groups that occupy the countryside, roaming around Avlis' diverse terrain in migratory fashion. The sheer number of tribes and groups that roam the lands are even more diversified than the lands themselves. However, the myriad of units and mobile nations can be grouped into three general categories: Romini, Jechrani, and Tyeduans.&lt;br /&gt;
&lt;br /&gt;
'''Tyeduans''' live in the frozen tundra in the northern part of the continent of Negaria. A hearty folk, these humans live hand to mouth. They waste nothing, and are always at work making a living among the frozen wastes, in conditions which would kill most lesser beings. Their culture contains great myths and legends that tell of the early history of the ancient spirits that once roamed the world and also of the mysterious servants of [[Mikon]], the Mikonators, who are said to have been the forebearers of the Tyeduan gods, and some say, the Tyeduans themselves.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
[[Image:Tyeduan_pic.png|thumb| Example of a Tyeduan warrior.]]&lt;br /&gt;
All three tribal peoples have basic personality traits that belie their rural upbringing and codes. Superstition is a mainstay of their cultures, and all of them have rich oral traditions dealing with daily life events and how a person meets and participates in life's joy and pain. This proximity with the primal forces of existence gives them an inner peace and happiness, even at the same time that it toughens them to the elements and the cruelty that life can sometimes pose.&lt;br /&gt;
&lt;br /&gt;
The mystical Tyeduans also live in a hostile environment, though the pressures exterted on their people have created more male-dominated atmospheres. At best, some Tyeduan tribes have equal rights for both genders, and no female-dominated tribes exist, though many hold their priestesses in high regard. It could be said that the cold has frozen the Tyeduan sense of humor and liveliness to a core, but this is not the case. These folk thrive on humor and storytelling, and have rich traditions in each. All of their oral traditions serve the dual purpose of providing pleasure and teaching about life in the tundra at the same time, so it can be passed on from generation to generation. No other group of humans can be said to have struck such a successful balance between work and play. When the going gets tough, the Tyeduans can be extremely serious and forthright, and even hostile, but when times are gentle, they can be passionate and caring.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
For tribal humans, physical features are largely dependent on region. Tyeduan males are the tallest of the lot, often reaching 6 1/2 and sometimes 7 feet. Their females can sometimes reach 6 feet also.&lt;br /&gt;
Skin and eye color also vary with region. The Tyeduans, who are northern dwellers, have lighter skin and eyes compared to their southern relatives.&lt;br /&gt;
&lt;br /&gt;
Tyeduans have been rumored to interbreed with the divine servants of Mikon early on in their existence, giving them lighter coloring. Civilized humans of the Kurathene who exhibit this light coloring are also thought to have interbred with the Tyeduans.&lt;br /&gt;
&lt;br /&gt;
Variations in dress are too numerous to describe here. Not only do they vary with major tribal category, but they also vary with individual tribes. Northern folk tend to wear more thick animal skins for warmth.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Nearly all human tribes are viewed with suspicion by their more civilized counterparts. The feeling is mutual, for tribal societies tend to be very superstitious and slow to trust an outsider. For the most part, tribal humans do not concern themselves much with non-human affairs. Tribes will often war amongst themselves, or with neighboring groups of nationalized humans over land rights and natural resources, but rarely do they get involved with the affairs of the wider world.&lt;br /&gt;
&lt;br /&gt;
Aside from fighting one another, Tyeduan tribes will sometimes skirmish with [[Kurathene]] nobles in the northern parts of the Empire. They view the peoples of the empire as traitors to nature and to the spirit gods.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans have no particular majority when it comes to following morals or ethics. Their philosophies on law and chaos as well as good and evil vary by tribe and by individual. Among all the races, they deviate from their creator's alignment the most often.&lt;br /&gt;
&lt;br /&gt;
== Tyeduan Lands ==&lt;br /&gt;
&lt;br /&gt;
After creation by Mikon, tribal humans collected in the areas all over the continent of Negaria. Those who went northward formed the Romini tribes, that eventually became the Kurathene Empire and the clans of Tyedu.&lt;br /&gt;
&lt;br /&gt;
Tyedu is only marginally aware that it exists as a nation. The tribes within the area recognize a common ancestry, and to some extent, they communicate about larger matters affecting the areas where they live, but they barely hold any cohesive national ideal like the other nations of Negaria do.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Tyeduans have very unique religions compared to other races on Negaria. Their religion is based on &amp;quot;spirit gods&amp;quot;, which legend holds are the offspring of refugee nature spirits and the divine guardians, or Mikonators, sent by Mikon to guard the fleeing spirits that were attempting to avoid the wrath of the evil Negerai. These spirit gods were discovered by early bands of humans roaming the north lands and the Tyeduans came to venerate them, and adopted them as their own deities. There are many of these deities that cover all walks of life and areas of nature.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
The language formally known as the Common Tongue was given to the first humans when Mikon created them. Since then, the language has remained largely unchanged, and it has been adopted as the universal language of Negaria by all races. Nevertheless, dialects of this language exist. Tyeduans speak a version called &amp;quot;Northman&amp;quot;, or &amp;quot;Spirit-kin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Most tribal humans have a common tradition of being able to change one's name during their lifetime due to some great (or infamous) deed that they committed. Tyeduan tribes often take first names after animals, natural phenomena, or actions. Romini often take first names that are popular in the area where they live, and Jechrani can take either human or elven names. For all tribal humans, their last name either depicts who their father was (or mother, in the case of Jechrani), and they often have a clan designation after that.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Moves Like Wind, Running Bear, Soaring Eagle&lt;br /&gt;
&lt;br /&gt;
=== Female Names === &lt;br /&gt;
&lt;br /&gt;
Blizzard Breeze, Snowfox, Tearing Crow&lt;br /&gt;
&lt;br /&gt;
=== Clan Names ===&lt;br /&gt;
&lt;br /&gt;
Clan Yeti-lo The Snowbear Clan, The Rumbling Mountain Clan&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans value their home lives tremendously. After coming of age, they will rarely wander away from the tribe they are dutifully bound to protect and serve. However, many tribes have tests that require young tribal members to take long journeys of self-discovery by themselves. These can often lead to many new and interesting experiences. Other causes for leaving may include playing on their strong sense of duty and collectivism.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Human|Human racial group]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Human Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Tyeduan_pic.png&amp;diff=51956</id>
		<title>File:Tyeduan pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Tyeduan_pic.png&amp;diff=51956"/>
		<updated>2022-10-08T19:15:35Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Portrait of a Tyeduan warrior.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Portrait of a Tyeduan warrior.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Halfling&amp;diff=51950</id>
		<title>Halfling</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Halfling&amp;diff=51950"/>
		<updated>2022-10-07T22:35:33Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| align=right&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Halfling_male.jpg|thumb|70px|Halfling male]]&lt;br /&gt;
||[[Image:Halfling_female.jpg|thumb|90px|Halfling female]]&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +2 [[NWN:Dexterity|Dex]] -2 [[NWN:Strength|Str]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities and Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Small Stature|Small Stature]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Skill Affinity: Move Silently|Skill Affinity: Move Silently]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Skill Affinity: Listen|Skill Affinity: Listen]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Lucky|Lucky]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Fearless|Fearless]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[NWN:Good Aim|Good Aim]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Halfling_pic.png|thumb|A halfling in Ferrell.]]&lt;br /&gt;
Perhaps the most easy-going of the Avlissian races, halflings are creatures of comfort who play it safe and attempt to avoid the conflicts of the wider world. Being the creation of [[Berryn]], the goddess of morning and spring, halflings make the most of these two times by using them to express their calm comfortable serenity and pleasure at being alive. However, enemies who wish to exploit this race should beware, because, as the expression goes, when halflings are cornered &amp;quot;they are a raging storm of teeth and fists&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
One particular proverb suits the majority of halflings: &amp;quot;If you do not bother me, I will not bother you. If you bother me, I will avoid you until I cannot.&amp;quot; Generally, halflings crave comfort and tranquility. Listening to the wind moving over the rolling hills of their beautiful homeland is their greatest thrill in the day-time, and at night they love curling up by the fire in their mound-homes with a good pipe of mellowsmoke weed. Working for a living is a simple necessity that requires minimum input just to keep their simple lives going. Halflings will plow and farm whatever they need and then retire early in the afternoon to sit in the sun before heading inside for the night. In the spring and summer months, they have wonderful cookouts and parties with their neighbors where they talk about the latest town gossip, another thing they love almost as much as the rolling hills of [[Ferrell]].&lt;br /&gt;
&lt;br /&gt;
At some point between their teens and thirties, halflings experience the desire to see life outside their home range. Intensity of the desire varies, and could be satisfied with something as simple as spending time with relatives on the other side of the country, or it could warrant a trip around the continent. Invariably, when the wanderlust has passed, the halfling desires some comfort and will usually return to their favorite place. In most cases, that place is their homeland of Ferrell, but halflings are well-known to live in other areas where they have found some sort of comfort and acceptance, or in some cases, areas where they are not able to leave whatever ties they have established. Halflings who willingly wander for their entire lives are not understood by some of their more conservative kin. These adventurous types seem to have ideals based more on making the world a better place for all by serving a cause, or achieving personal gain.&lt;br /&gt;
&lt;br /&gt;
It is a regarded fact that halfling tempers are slow, but once activated they can be extremely dangerous. Because of their size, halflings understand their limitations in combat or physical confrontations, and they tend to be slightly more devious in their approaches to things when concerned. For smarter specimens, the consequences that their enemies meet can be devastatingly destructive and cunning.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Both male and female halflings stand between three and four feet tall, with females averaging shorter heights. Depending on their family traits, male halflings can have either very stocky or very lean frames, and it is unusual to find one with a balanced physique between these two characteristics. Their skin tone is usually fair, though they get a considerable tan when they spend time outside. The sunlight can sometimes also give their hair a lighter sheen, highlighting their thick locks of brown, black, red, or blonde with a contrasting color. Females tend to wear their hair long and down around their shoulders, while males, who often have curly or frizzy hair, will keep it above the shoulder. Halflings have either brown, blue, or green eyes, with some specimens having yellow. These are regarded as lucky, and their eyes are taken as a sign of favor from the goddess Berryn.&lt;br /&gt;
&lt;br /&gt;
Halflings rarely wear shoes, and have no trouble at all going everywhere barefooted. The tops of their feet have hair that is as thick as that on their heads, and usually is the same color. The skin on the bottom of halflings' feet is extremely tough and rugged and able to withstand minor sharp trauma and large changes in temperature. Essentially, a halfling's outfit will end at the shoes.&lt;br /&gt;
Above the ankles, halflings like to dress in fine homespun garments made for comfort. A few have a taste for gaudy and unique fashions, but most are content to dress in earth tones and wear serviceable clothing that enables them to do their work and also rest and relax. Tunics and breaches are standard fare, but many halflings also value keen belt buckles and wrist cuffs for formal occasions.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
As a people, halflings desire to stay neutral in any conflict, in order that they do not incur threats from nearby enemies. They will rarely take part in the wider politics of the world, as a nation or people. Individually, some halflings will see injustice and wish to offer help to other races, such as the [[Fey|fairies]] or [[Elf|elves]], whom they regard as having a passable understanding of nature and comfort. [[Human|Humans]] sometimes make halflings uneasy, because the human personality often strikes the halfling as being intense and unpredictable. If given a chance, however, halflings can warm up to them and even consider them friends and allies.&lt;br /&gt;
&lt;br /&gt;
Most creatures have no ill opinion of halflings because they do not see them as any sort of threat. This makes it easy for self-serving halflings to take others by surprise, because the victim usually does not see it coming. Even [[Orc|orcs]] and [[Shaahesk|shaahesk]] have a neutral attitude towards these creatures, mainly because they are too small to either be a formidable enemy or productive slave labor, in their perceptions. Creatures who know what halflings are almost always also know that halflings will not impose ill will on anyone else unless they are threatened first, and few have had reason to make these threats.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Halflings tend towards neutral good. Their ideal is serving the greater good of society so that all may achieve tranquility and ease. In their beliefs, everyone should take the time to sit down, breathe, and enjoy the scenery, and anything they can do to facilitate that for another individual is done happily. They tend to also be compassionate and caring, though some individuals are known to find their society's complacency to be irritable. These will develop ambitions that serve the individual more than the greater good, and they can tend towards true neutral, or even evil.&lt;br /&gt;
&lt;br /&gt;
== Halfling Lands ==&lt;br /&gt;
&lt;br /&gt;
Halflings occupy a beautiful land of rolling hills and country pastures called Ferrell. The nation is very small and politically neutral in most respects. Mound homes with round circular doors and finely manicured lawns and gardens dot the rolling countryside there, and tiny village communities are all closely interrelated. The biggest village community, [[Kitanya|Kitanya Hill]], is regarded by the halflings as a &amp;quot;city&amp;quot;, though to most it is little more than a large hamlet. Government and law activities, which are limited, take place there, and it is regarded as a holy site where the halfling race was originally created.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
To different extents, all halflings acknowledge Berryn, their creator, and the goddess of morning and spring. Some worship her as their only divine guide and will serve as faithful priests and priestesses. Berryn's beliefs focus around the enjoyment of life and nature. Morning and beginnings are also sacred to these creatures, who oddly resist change. When looked at more carefully, however, it is seen that they resist changes that are out of the normal progression of time and the seasons.&lt;br /&gt;
Some halflings will opt to worship other gods. [[Dre'Ana]] is popular among female halflings who wish to wander the continent. [[O'Ma]] and [[Gorethar]] are also common alternatives.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Halfling language is loosely related to dwarven and gnomish, but the languages have diverged too far to be mutually understood. In actuality, halflings rarely use their own tongue, even among their own kind, for they seem to prefer the common tongue that is spoken by merchants and trade caravans that occasionally wander across their homeland.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Halflings take pride in their last names because the names designate family and region of where they live in Ferrell, yet only halflings really know how to decipher the names in this manner. Some say that the halflings just have every possible halfling family name memorized in their heads. First names are given at birth and tend to repeat from father to son, or skip a generation. For households with multiple children, it is common to start naming the kids after aunts and uncles. New names only seem to come into the mix when heroic deeds are performed by someone the halflings admire, though this is a rarity.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Ando, Briery, Ceriadoc, Damo, Fendrick, Huril, Jackodon, Milo, Pergeran, Quinto&lt;br /&gt;
&lt;br /&gt;
=== Female Names ===&lt;br /&gt;
&lt;br /&gt;
Allie, Annie, Belana, Dina, Ferlina, Galandra, Hester, Jamia, Keirana, Shayna&lt;br /&gt;
&lt;br /&gt;
=== Family Names ===&lt;br /&gt;
&lt;br /&gt;
Harlan, Greenthumb, Meygle, Nantoon, Teriak&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
To an extent, there is a duality in halfling society that consists of individuals who wish to remain at home or wander in areas close by, and individuals who wish to know more than their small lands can teach them. These two groups fail to see eye to eye on the matter of leaving family behind to satisfy an urge. This can create some turmoil I the lives of wandering halflings, but nevertheless, many overcome it and find ways to make an impact in the larger universe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Halfling_pic.png&amp;diff=51949</id>
		<title>File:Halfling pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Halfling_pic.png&amp;diff=51949"/>
		<updated>2022-10-07T22:33:49Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Example of a Halfing in Ferrell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of a Halfing in Ferrell.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,_Avariel&amp;diff=51938</id>
		<title>Elf, Avariel</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,_Avariel&amp;diff=51938"/>
		<updated>2022-10-07T04:33:22Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
[[Image:Avariel_pic.png|thumb|An Avariel from Nor'Seere.]] &lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +2 Dex -2 Con&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Immunity to Sleep|Sleeplessness]]&lt;br /&gt;
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Search)|Skill Affinity: Search]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
* [[NWN:Keen Sense|Keen Senses]]&lt;br /&gt;
* [[NWN:Low-light Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
== History and Overview ==&lt;br /&gt;
&lt;br /&gt;
The '''Avariel''' were almost completely wiped out by the [[Elf, Drangonari|Drangonari]] during a war that destroyed their former home of [[Toostan-of-the-Clouds]], between 200 to 225 years ago (adding in current time).Rumor has it that in his mortal days, an Avariel female once tried to assasinate Angadar, and nearly suceeded. (This woman was a close friend of Angadar's wife at the time, Demetria). Angadar was outraged, and lashed out at the Avariel woman, his anger consuming her-- but his anger did not stop there. Angadar created the drangonari race in revenge, as a twisted mockery of the Avariel. The drangonari built the multilayered city of [[Grantir]] in Drotid. This was too near the Avariel city of Toostan-of-the-Clouds, and a war ensued.  In that tulmultuous battle, the dragons of good and evil sided with the Avariel and the Drangonari respectively, and the skies were filled with them.  In the end, the city of the Avariel was razed, and all Avariel were thought to be extinct, however....&lt;br /&gt;
[[Image:Avariel_at_the_Port_Hole.jpg|thumb|Avariel at the Port Hole, Ferrell]] &lt;br /&gt;
A small population led by Queen Adathi retreated into the mountains, and hid themselves away in small isolated villages, struggling to survive, with the largest collection of them living in a succession of small treetop villages in [[Galdos]] and [[Deglos]]. Because some survived, [[Angadar]] took further measures. The Avariel were the subject of a terrible double curse, one that sapped their strength, making it extremely difficult to fly, and flying long distances were out of the question. The curse also rendered the Avariel infertile, and so the population kept dwindling after the war. (Most Avariel realize the tie between the drangonari, Angadar, and the curse’s origins coming from Angadar). The Avariel tried everything they could to lift the curse, but to no avail. Finally, Queen Adathi realized that if something drastic wasn't done, the Avariel would disappear forever. She heard of a new God, one of Healing, and hoped that that diety would be able to help the Avariel. So she traveled south herself, with two companions, in secret, to [[Zvidureth]], to speak to the [[Guild:Healers of Cha'reth|Healers of Cha'reth]] to appeal to them for help. &lt;br /&gt;
&lt;br /&gt;
Adathi told the Healers about the curses and that they needed outside help to remove them, as everything they (the Avariel) had tried failed. The Healers agreed to try to remove the curse, and do everything they could to save the race. Because of the dire threat to the race, they agreed to keep the information secret. &lt;br /&gt;
&lt;br /&gt;
High priestess [[PCs:Eldraea|Eldraea]], Michel, [[PCs:Vandor, Rika|Rika Vandor]], Divinia Cecil, and Ere'n'dhl were the Healers that at various stages helping to solve this dilemma to heal the Avariel, though Eldraea and Rika were the two at the end that made a sacrifice that undid the final part of the dual curse. Part of the price for the Avariel was the loss of the ability of fly—this put them on par with the drangonari who also lost this ability. Though the curse was considerably more involved, the specific details are only known to Queen Adathi, her advisors, and the Healers, and certain others who were involved. In homage to [[Cha'reth]], who made the lifting of the curse possible, many of the Avariel, including the Queen, began worshipping Cha’reth, and although there are other deities worshipped or paid respect to among the Avariel, Cha’reth is their primary god. It would be a safe bet to say no Avariel worship Angadar. &lt;br /&gt;
&lt;br /&gt;
After the curses were lifted, Avariel started being seen in Visimontium. Some time later, the Avariel started getting pregnant, and bearing children again. Queen Adathi herself gave birth to twin girls. This was a cause for great celebration among the Avariel. After this event, Avariel started traveling the lands of Negaria again, especially southern Avlis. While Avariel are still fairly rare, they are being seen in greater numbers as time goes on.&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;br /&gt;
&lt;br /&gt;
Avariel are mechanically identical to [[Elf, Avlissian|Avlissian High Elves]], except for the (now nonfunctional) wings. No Avariel can fly (nor can any Drangonari), though all Avariel have wings. The wings do not convey any benefits or cause any restrictions.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
[[Image:SixAvariel.jpg|thumb|Avariel in the Wilds just outside of Elysia Elf Gate]]&lt;br /&gt;
[[Elf, Avlissian|Avlissian Elves]] (directly form the players guide) Generally akin to a high elf in 2nd Edition AD&amp;amp;D terms. Their skin tones range from milky white to a mild tan, although there are sometimes grayish or bluish undertones visible in rare individuals. Their hair can range from a deep black or blackish green, to a bright blonde or red, much like the human hair colors. The almond shaped eyes of these elves can cover the entire human range of blues, greens, and browns, but violet is also seen. All other statistics for physical stature and size, as well as game play, are identical to high elves. &lt;br /&gt;
&lt;br /&gt;
See also SOURCE: [[Rules:Specific_Rules:Cheesing#Elves|elven skin colouring]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Elf|Elven racial group]]&lt;br /&gt;
*[[Custom_Races|Custom Race System]]&lt;br /&gt;
*[http://www.avlis.org/viewtopic.php?t=65559 Avariel discussion on Avlis forums]&lt;br /&gt;
*[http://www.avlis.org/viewtopic.php?t=65559&amp;amp;highlight=avariel Additional information on the Avariel]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Avariel_pic.png&amp;diff=51937</id>
		<title>File:Avariel pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Avariel_pic.png&amp;diff=51937"/>
		<updated>2022-10-07T04:31:11Z</updated>

		<summary type="html">&lt;p&gt;Ronan: An avariel from Nor'Seere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An avariel from Nor'Seere.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Orc&amp;diff=51936</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Orc&amp;diff=51936"/>
		<updated>2022-10-07T02:56:43Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +3 Str -2 Dex +1 Int&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Low-light Vision|Lowlight Vision]]&lt;br /&gt;
* [[NWN:Battle Training vs. Orcs|Training vs. Orcs]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:Orc_pic.png|thumb|Example of an orc scholar.]]&lt;br /&gt;
On Avlis, orcs were created by the god [[Valok]]. Using information and help gained from [[Gruumsh]], Valok established his race on Avlis with some differences. While Gruumsh favored might and strength, Valok favored subtlety, preparedness, and intelligence. He saw orcs as a favorable vehicle for his control over Avlis because they carried a sturdy frame and a hearty constitution in most cases, and they were able to inspire fear in weaker races. Thus, the orcs of Avlis look very similar to those found on other worlds, but they act very differently.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Among the natives of Avlis, orcs are regarded as shrewd, intelligent, crafty, and devious. They are strong in arm, but they are also strong in diplomacy and deal-making. It is said by some that making a deal with an orc is akin to making a deal with a devil.... any loophole that can be exploited, will be. Of course, this is wholly an average assumption of the population. As with any race on Avlis, there exist individuals of all alignments.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Although the reputation of orcs often precedes them wherever they go, it is certainly not the worst reputation for a race on Avlis, and more often than not, individuals they meet will give them a chance to show their true colors before deciding what to make of them.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Orcs are generally [[Alignment#Lawful Evil|Lawful Evil]], though individuals may have other moral positions.&lt;br /&gt;
&lt;br /&gt;
==Orc Lands==&lt;br /&gt;
&lt;br /&gt;
Orcs are also very resourceful, and have constructed large societies of their own on Avlis. There are two orcish nations, [[Brekon (nation)|Brekon]] and [[Dubunat]]. The governments within the two differ slightly, but they are both ruled by cunning politicians, and they house millions of orc residents, as well as [[Giant-Kin|giant-kin]] and [[Goblinoid|goblinoid]] residents who are often given the status of second class citizens in orcish circles.&lt;br /&gt;
&lt;br /&gt;
Within these nations are several large trading cities and ports that the orcs use to import and export goods to other nations... all done as legitamate business as far as anyone can tell by looking at it. Wherever the church of Valok is strong, the orc population in that area also tends to excel. These smaller populations can exist outside of the orcish nations, within human cities, and sometimes the cities of other races, though not too often.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
There are generally no castes or noble families within orcish society. Those who are on top are the ones who got there by guile and cunning, and they must fight in the political arena to keep themselves in place. The only real social class that orcs differentiate within their group is that of arcane magic users. Due to the mishap that ended the Great War, orcish magic users are forbidden in orcish society. Any orc that is found to be practicing arcane magic is hunted down and killed, usually by the Dominators of Valok who have sworn to do this as their purpose. Many small secret orcish mage societies have sprung up over time. Many more have been eliminated. None have been tolerated by the orcs. The [[Dominator|Dominators]] are not the only society that hunts them. They are just the ones that have holy vows to Valok. There are plenty of other smaller mage-hunting societies and mercenary bands who go after orcish magic users.&lt;br /&gt;
&lt;br /&gt;
It is thought that the clerics of Valok and other gods worshipped by orcs keep perpetuating the hatred of mages so as not to let them gain a foothold in government. Without arcane magic users, the power of the clerics' magic is supreme in the society, which in turn elevates the influence of Valok and the lesser deities worshipped there.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
Orcs speak their own language called [[Orcish|orcish]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Nine_Major_Races#Lawful_Evil:_Orcs|The Nine Major Races: Orcs]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Orc_pic.png&amp;diff=51935</id>
		<title>File:Orc pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Orc_pic.png&amp;diff=51935"/>
		<updated>2022-10-07T02:56:00Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Example of an Orc scholar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of an Orc scholar.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,_Drangonari&amp;diff=51934</id>
		<title>Elf, Drangonari</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,_Drangonari&amp;diff=51934"/>
		<updated>2022-10-06T04:00:10Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +1 [[NWN:Intelligence|Int]] -3 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Low-light Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[Drangonari Fire Breath|Drangonari Fire Breath Weapon]] 1/day&lt;br /&gt;
* [[Magic:Acid Fog|Acid Fog]] 1/day&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Drangonari always have black hair and green skin regardless of the colors chosen in character generation.&lt;br /&gt;
* Drangonari can become [[Arcane Archer|Arcane Archers]] per avlis_main hak.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Drangonari_pic.png|thumb|Example of a Drangonari.]]&lt;br /&gt;
&lt;br /&gt;
The '''Drangonari Elves''' are a cruel reptilian race allegedy created by [[Angadar]] soon after his ascension to godhood.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Drangonari Elves appear mostly elven in form, except they have scales much like a lizard in colors ranging from the darkest green to a bluish color. Their hair is always black, and their eyes contain slit pupils and range in color from gold to dark brown, with the occasional violets and greys. Also, they can spit fire.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
According to legend, the drangonari were created according to Angadar's intentions. Rumor has it that in his mortal days, an [[Elf, Avariel|avariel]] female once tried to assassinate Angadar, and nearly succeeded. This individual was a close friend of his then wife, Demetria, and Angadar was outraged by the betrayal. His anger lashed out against the avariel woman, consuming her, but it did not stop there. Angadar vowed revenge on the avariel race itself. This revenge was embodied in his race. When first created, the drangonari very much resembled a twisted form of avariel, complete with reptillian demon-like wings. The newly created race settled on the east coast of the main continent and began to build the multilayered city of [[Grantir]] in present-day [[Drotid]].&lt;br /&gt;
&lt;br /&gt;
Shortly after the time of the rescue of Angadar's daughter Jade from the Nine Hells (see [[Timeline|timeline]]), a war occurred between Grantir and the nearby avariel city of [[Toostan-of-the-Clouds|Toostan]]. In that tumultuous battle, the dragons of good and evil sided with the avariel and drangonari respectively, and the skies were filled with them. In the end the city of Toostan was razed, and all avariel were thought to be extinct from Avlis. The drangonari did not suffer nearly as much loss as they did, though they did not remain unchanged either. Through some means unknown to this day, all but the oldest and most noble drangonari lost their wings. Some say it was an avariel spell thrown at them as a last ditch effort to make a stand. Others suspect it was punishment from the god [[Mikon]] for destroying a race. Many, will just not broach the subject at all. Whatever the cause, it is extremely uncommon to see a drangonari elf with wings in this age.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Drangonari Elves have an inborn hatred for the Avariel Elves. Also, they dislike [[Shaahesk]], because their city Grantir is almost constantly under attack by Shaahesk armies.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Drangonari are often lawful, though there are of course exceptions.&lt;br /&gt;
&lt;br /&gt;
== Drangonari Lands ==&lt;br /&gt;
&lt;br /&gt;
The home city of the Drangonari is Grantir, as noted. As a race, the drangonari are at home in virtually any environment. Within the city of Grantir itself, there is a layer in the trees, on the ground, and below the ground as well. A drangonari can thrive just as easily below ground as they could in a treetop metropolis. This makes them extremely versatile and adaptable. Adding to their dangerous air, is their strong ability for organization and discipline.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Grantir is run largely as a theocratic triumvirate, loosely speaking. Angadar is the supreme head of the city and below him are his two demigod assistants [[Stephanus]] and [[Bobil]]. The mortal followers of these three gods form the government of the city, and they generally run the Church of Angadar itself, as well as guide the direction of the race as a whole.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Angadar was originally from Faerun (of the D&amp;amp;D Forgotten Realms campaign setting), and taught his creations his native language. As such, the Drangonari elf language is Faerun elvish. Their written language is Espruar, a Faerun elvish script, and they will often write both Faerun elvish and Common in Espruar.&lt;br /&gt;
&lt;br /&gt;
(Faerun elvish was never fully developed as a language; the only known words come from D&amp;amp;D sourcebooks and novels. DMs and players on Avlis have sometimes substituted Quenya or Sindarin, elvish languages developed by JRR Tolkien, for Faerun elvish.)&lt;br /&gt;
&lt;br /&gt;
DRANGONARI WORDLIST:&lt;br /&gt;
&lt;br /&gt;
Plurals: add -r, -ea, -ie, -or, -io, or -oo.&lt;br /&gt;
past -a, present -e, future -uva, conditional -aya&lt;br /&gt;
-ing is expressed adding -ad or -ien to verb&lt;br /&gt;
&lt;br /&gt;
Again - au'&lt;br /&gt;
Against - tar&lt;br /&gt;
Ah ! - a !&lt;br /&gt;
Alive - kuila&lt;br /&gt;
All - ilya&lt;br /&gt;
Almost - sha&lt;br /&gt;
Alone - ereb&lt;br /&gt;
Also - vithel&lt;br /&gt;
And - 'ar&lt;br /&gt;
Animal - kelvar&lt;br /&gt;
Any - ai'&lt;br /&gt;
Archer - cuar&lt;br /&gt;
Armor - atost&lt;br /&gt;
Arrow - pilin'&lt;br /&gt;
Arrow, flight of - pilininge&lt;br /&gt;
As well - vee'eithel&lt;br /&gt;
Ash - lith&lt;br /&gt;
Bad - n'quel&lt;br /&gt;
Bad luck - umarth&lt;br /&gt;
Bard - lindar&lt;br /&gt;
Battle - dagora&lt;br /&gt;
Be (verb) - naa&lt;br /&gt;
Beautiful - vanima&lt;br /&gt;
Beauty - vanim&lt;br /&gt;
Bed - rath&lt;br /&gt;
Begin (verb) - yest&lt;br /&gt;
Big -alta&lt;br /&gt;
Black - mor&lt;br /&gt;
Blood - agar&lt;br /&gt;
Both - yuuyo&lt;br /&gt;
Bow - cu&lt;br /&gt;
But - nan'&lt;br /&gt;
Call (verb) - yela&lt;br /&gt;
Cat - cath&lt;br /&gt;
Child - hin&lt;br /&gt;
Cleric - amandil&lt;br /&gt;
Clothes - lanat&lt;br /&gt;
Clothing - lanna&lt;br /&gt;
Cold - ringwe&lt;br /&gt;
Come (verb) - tul&lt;br /&gt;
Construct - ataque&lt;br /&gt;
Cook (verb) - mata&lt;br /&gt;
Craft - kurwa&lt;br /&gt;
Creature - onna&lt;br /&gt;
Danger (not safe) - n'varna&lt;br /&gt;
Dark - mori&lt;br /&gt;
Dawn - anoron&lt;br /&gt;
Dead - ba&lt;br /&gt;
Death - gurtha&lt;br /&gt;
Demi-god - maikar&lt;br /&gt;
Die (verb) - gurth&lt;br /&gt;
Different - n'ataya&lt;br /&gt;
Do (verb) - um&lt;br /&gt;
Doom - amarth&lt;br /&gt;
Dragon - sgiathatch / uruloki&lt;br /&gt;
Drink (noun) - yulna&lt;br /&gt;
Drown (verb) - quorin&lt;br /&gt;
Dwarf - naugrim&lt;br /&gt;
Eat (verb) - mat&lt;br /&gt;
Eek ! - yee !&lt;br /&gt;
Elf - edhel&lt;br /&gt;
Elven folk - eldalie&lt;br /&gt;
Enchant (verb) - luht&lt;br /&gt;
Enemy - goth&lt;br /&gt;
Enough - faarea&lt;br /&gt;
Evil - 'ksh-&lt;br /&gt;
Fate - umbar&lt;br /&gt;
Female - inya&lt;br /&gt;
Fey - marta&lt;br /&gt;
Fight (verb) - cronh&lt;br /&gt;
Find - utu&lt;br /&gt;
Fire - naur&lt;br /&gt;
Fish - lingwe&lt;br /&gt;
Foe - goth&lt;br /&gt;
Food - vasa&lt;br /&gt;
Fool - amada&lt;br /&gt;
For - ten'&lt;br /&gt;
Forget (verb) - demad&lt;br /&gt;
From - tuulo'&lt;br /&gt;
Giant - norsa&lt;br /&gt;
Gnome - nogoth&lt;br /&gt;
Go (verb) - aut&lt;br /&gt;
Gold (metal) - malda&lt;br /&gt;
Gone - wanwa&lt;br /&gt;
Good - quel&lt;br /&gt;
Goodbye - namaarie&lt;br /&gt;
Guard (verb) - tir&lt;br /&gt;
Halberd - falquan&lt;br /&gt;
Halfling - peredhil&lt;br /&gt;
Happiness - eina&lt;br /&gt;
Harp - ng'ande&lt;br /&gt;
Harper - nandaro&lt;br /&gt;
Haste - asca&lt;br /&gt;
Have (verb) - cael&lt;br /&gt;
He - ro&lt;br /&gt;
Heavy - luma'&lt;br /&gt;
Hello (Greeting) - aaye&lt;br /&gt;
Her - he&lt;br /&gt;
Hide (verb) - nurt&lt;br /&gt;
Him - ho&lt;br /&gt;
How - sut&lt;br /&gt;
Human - edan&lt;br /&gt;
Hunt (verb) - far&lt;br /&gt;
Husband - verno&lt;br /&gt;
I - amin&lt;br /&gt;
I am - amin naa&lt;br /&gt;
I need - amin anta&lt;br /&gt;
In - e'&lt;br /&gt;
Interest (vrb) - muat&lt;br /&gt;
It - ta&lt;br /&gt;
Join (verb) - yanw&lt;br /&gt;
Joke (verb) - lakwen-&lt;br /&gt;
Know (verb) - sinte&lt;br /&gt;
Lady - arwen&lt;br /&gt;
Language - lammen&lt;br /&gt;
Learn (verb) - istim&lt;br /&gt;
Left - hyarya&lt;br /&gt;
Listen (verb) - last&lt;br /&gt;
Little - ai&lt;br /&gt;
Look (verb) - ma&lt;br /&gt;
Lord - heru&lt;br /&gt;
Love (verb) - mele&lt;br /&gt;
Lover (female) - melisse&lt;br /&gt;
Lover (male) - melindo&lt;br /&gt;
Magic - templa&lt;br /&gt;
Magic arts - selu&lt;br /&gt;
Make (verb) - karn&lt;br /&gt;
Man - edan&lt;br /&gt;
Many - nir'&lt;br /&gt;
Master (verb) - tur&lt;br /&gt;
Me - amin&lt;br /&gt;
Meet (verb) - oment&lt;br /&gt;
Middle - ened&lt;br /&gt;
Monster - uuvanimo&lt;br /&gt;
Moon - ithil&lt;br /&gt;
More - ner&lt;br /&gt;
Much - sai&lt;br /&gt;
Name - essa&lt;br /&gt;
Nature - Seorsa&lt;br /&gt;
Need (verb) - ant&lt;br /&gt;
Next - ento&lt;br /&gt;
New - winya&lt;br /&gt;
No - n'uma&lt;br /&gt;
Not - il- OR n' &amp;lt;insert word here&amp;gt;&lt;br /&gt;
Not safe - n'varna&lt;br /&gt;
Nothing - kai&lt;br /&gt;
Now - sii&lt;br /&gt;
Occasion - luu&lt;br /&gt;
Of - en'&lt;br /&gt;
Oh ! - aiya !&lt;br /&gt;
On - no'&lt;br /&gt;
Or - ri'&lt;br /&gt;
Orc - glamhoth&lt;br /&gt;
Other - n'at&lt;br /&gt;
Our - lye&lt;br /&gt;
Out - n'e&lt;br /&gt;
Outside - ette&lt;br /&gt;
People - gwaith&lt;br /&gt;
Possible - deanam&lt;br /&gt;
Quiver - wainole&lt;br /&gt;
Rain - Rose&lt;br /&gt;
Rainbow - ninniach&lt;br /&gt;
Ready - desiel&lt;br /&gt;
Rest (verb) - esta&lt;br /&gt;
Right - forya&lt;br /&gt;
Run - rima&lt;br /&gt;
Safe - varna&lt;br /&gt;
Scale - tarai&lt;br /&gt;
Seamstress - serinde&lt;br /&gt;
See (verb) - ele&lt;br /&gt;
Secret - olin&lt;br /&gt;
She - re&lt;br /&gt;
Sleep (verb) - kaim&lt;br /&gt;
Soon - rato&lt;br /&gt;
Sorcery - gul&lt;br /&gt;
Sorrow (verb) - hiraeth-&lt;br /&gt;
Sorry - hiraetha&lt;br /&gt;
Speak (verb) - quen&lt;br /&gt;
Spider - liante&lt;br /&gt;
Star - elen / gil&lt;br /&gt;
Step - vano&lt;br /&gt;
Stop - putta&lt;br /&gt;
Student - hirao&lt;br /&gt;
Strength - poldora&lt;br /&gt;
Sun - anar / anor&lt;br /&gt;
Sword - megil&lt;br /&gt;
Sword, Long - anmegil&lt;br /&gt;
Take - san&lt;br /&gt;
Tell - nyar&lt;br /&gt;
Temple - yaana&lt;br /&gt;
Thank you - diolle&lt;br /&gt;
That - tanya&lt;br /&gt;
The - i'&lt;br /&gt;
Then - san'&lt;br /&gt;
They - ron&lt;br /&gt;
Think (verb) -now&lt;br /&gt;
Time - luume'&lt;br /&gt;
To - a'&lt;br /&gt;
Trader - mainkar&lt;br /&gt;
Trap - neuma&lt;br /&gt;
Undead - guina&lt;br /&gt;
Understand (verb) - rangw&lt;br /&gt;
Us - lye&lt;br /&gt;
Use (verb) - magh&lt;br /&gt;
Vanish (verb) - olvann&lt;br /&gt;
Very - sai&lt;br /&gt;
Wait (verb) - feith&lt;br /&gt;
Want (verb) - mern&lt;br /&gt;
Warrior - ohtar&lt;br /&gt;
Warch over (verb) - tir&lt;br /&gt;
Water - alu&lt;br /&gt;
Way - men&lt;br /&gt;
We - lye&lt;br /&gt;
Welcome - creoso&lt;br /&gt;
Werewolf - gaur&lt;br /&gt;
What - mani&lt;br /&gt;
Where - manke&lt;br /&gt;
Which - man&lt;br /&gt;
Who - ya&lt;br /&gt;
Why - mankoi&lt;br /&gt;
Wife - verne&lt;br /&gt;
Witch - kuruni&lt;br /&gt;
With - yassen&lt;br /&gt;
Without - avaene&lt;br /&gt;
Wizard - istar&lt;br /&gt;
Woman - edainme&lt;br /&gt;
Work (verb) - moot&lt;br /&gt;
Yes - uma&lt;br /&gt;
Yesterday - tella're&lt;br /&gt;
Yet - am'&lt;br /&gt;
You - lle&lt;br /&gt;
You're welcome - lle naa creoso &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weird Fact'''&lt;br /&gt;
&lt;br /&gt;
The name [[Elf,Sereg|Sereg'wethrin]], of the dark skinned and haired elves who were once a Nanshi special forces unit, is Drangonari, not [[Nanshilae]]. All different kinds of Sereg also have Drangonari names: For example, Nwal'maer means Tortured One.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
Main:&lt;br /&gt;
*Grey Company Faerun Elven Language [https://app.box.com/s/x56rizn43lorwafdgwumf8hknwx8u1zr]&lt;br /&gt;
*Grey Company Faerun Elven Phrasebook [https://app.box.com/s/8g4cczyc3z4nzzyz140575dz61qlgqk6]&lt;br /&gt;
*Compilation of known Faerun elvish words [http://www.candlekeep.com/library/articles/diction_elf.htm]&lt;br /&gt;
More:&lt;br /&gt;
*Espruar [http://forgottenrealms.wikia.com/wiki/Espruar]&lt;br /&gt;
*Espruar font [http://www.fontspace.com/pixel-sagas/eladrin]      &lt;br /&gt;
*Online Quenya/Sindarin dictionary [https://www.elfdict.com/]&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Drangonari adventurers often favor wizardry, and talents for sorcery are not uncommon either.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Elf|Elven racial group]]&lt;br /&gt;
*[[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Language]]&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Drangonari_pic.png&amp;diff=51933</id>
		<title>File:Drangonari pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Drangonari_pic.png&amp;diff=51933"/>
		<updated>2022-10-06T03:58:44Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Example of a Drangonari.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of a Drangonari.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Remort&amp;diff=51876</id>
		<title>Remort</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Remort&amp;diff=51876"/>
		<updated>2022-10-03T04:51:20Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Simplifying page so it points to the current rules for remort&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The team offers what's known as a &amp;quot;remort&amp;quot; for players of [[NWN:Epic_character | Epic PCs]] in the world. You can retire your old character and create a new character through the remort system, giving your new character a few extra perks.&lt;br /&gt;
&lt;br /&gt;
For more information and the latest updates about remorting a PC, please see the original (official) DM Assist forum topic: [http://www.avlis.org/viewtopic.php?f=423&amp;amp;t=135578 Remorts : Retire your Epic and Start Fresh!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Ronan_Ceril&amp;diff=51722</id>
		<title>PCs:Ronan Ceril</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Ronan_Ceril&amp;diff=51722"/>
		<updated>2022-10-02T02:40:08Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 2em; margin-bottom: 0.5em; border: 1px solid black; float: right; width:250px;&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Image:Ronanhalf.jpg|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 1em; margin-bottom: 0.5em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ronan Ceril'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Classes:''' [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Guild affiliations:'''&amp;lt;br&amp;gt;[[Guild:AshenOrder | Ashen Order of the Stars]]&amp;lt;br&amp;gt;[[Guild:Battlemagi | Battlemage]] of Andrinor&lt;br /&gt;
|-&lt;br /&gt;
| '''Most active on server:''' [[Visimontium]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Contact:''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=25297 Leave a message]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PC}}&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
'''Origins'''&lt;br /&gt;
&lt;br /&gt;
Ronan was born in the country of Jin'waith, and eventually appeared at the isles of Arkaz washed up on shore. On Nuvar, he ended up at the Nuvar School of Magic, teaching lessons; eventually he became the Archmage of the School. During that time it seems he was studying magic under a powerful necromancer named Jarmanis. After Jarmanis ascended to godhood, Ronan left Nuvar for the city of Visimontium.&lt;br /&gt;
&lt;br /&gt;
'''Avlis'''&lt;br /&gt;
&lt;br /&gt;
Upon arrival to Visimontium, Ronan became invested in the assistance of Blandenburg and M'chek against the individual known as Marko Deadheart, an ex-priest of Dagath who sought to create a 'deathstone'. Somewhat after Marko's defeat, he joined the Ebony Order of the Moon.&lt;br /&gt;
&lt;br /&gt;
During the attacks by the shadow Tanasi and spiritkin sieges on Elysia, Ronan became a temporary caretaker to Elysia's graveyard. When the lifestone nearby was threatened with annihilation he called upon an army of the dead to rise and fight off the coal dragons and monsters that threatened it. Although he was after banished from the graveyard, after many years the banishment was lifted.&lt;br /&gt;
&lt;br /&gt;
Ronan is known to have become involved in the matters of the Spiritkin. He bonded to a Spiritkin known as Pride. Long after many of the Spiritkin had fallen, Pride became altered by Desire and attacked several nations with hordes of undead. Ronan along with a task force tracked her down after each attack, and he sealed her away for a time. When the two reappeared together in public, Pride was herself again.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Ronan is a tall, thin man who walks with good posture. He carries a small, wooden arcane staff with two metal tips: one of mithril and one of adamantium. The staff is inscribed with arcane markings. Mixed among the runes is an inscription of a star on a scroll. His clothes are of deep blue silk. His hair is dull color between brown and blonde that looks gray in low light; it is parted unevenly. His left hand, when it is visible, appears to have not skin, but thick black scales that resemble the overlapping scales of a dragon's hand.&lt;br /&gt;
[[File:Hope_young.png|200px|thumb|left|Painting of Hope]]&lt;br /&gt;
===At Current===&lt;br /&gt;
Ronan has a residence in Visimontium, and is sometimes seen about Zvidureth. Ronan is known to travel a great deal, and where he goes, he asks questions about history and discusses the arcane. He has an unusual fascination with ancient ruins and history, particularly as concerns the ruins known as Zelvan Dur. Ronan was the Senior Mage of Visimontium for the [[Guild:EbonyOrder | Ebony Order]] for a time, and was promoted to Great Mage of Relations for a long while. He was responsible for the reorganization and revival of the [[Guild:Battlemagi | Battlemagi of Andrinor]], where he works closely with [[NPCs:Rayna_Na%27Tanlynn | Rayna]] and the church.&lt;br /&gt;
&lt;br /&gt;
Ronan has taken in many apprentices during his career, including [http://www.arkaz.com/lore/index.php?title=Miranda_Rose Miranda Rose], [[PCs:Xsaiav'lairnn Mystrif | Xsaiav'lairnn Mystrif]],[[Zachael Anchises]], [[Mayzen]], [[Alielle Bonefox]], and [[PCs:Elradra | Elradra]]. In addition to his apprentices, he teaches artificing and magic to a great many aspiring mages, most of which are Ebony members or Ebony initiates.&lt;br /&gt;
&lt;br /&gt;
Ronan is known to have two daughters, [[NPCs:Hope|Hope]] and [[NPCs:Emit|Emit]], and to be the 'First Mortal' of a Spiritkin known as [[NPCs:Pride|Pride]]. Rumor holds that Ronan lives with his family in a remote enchanted graveyard called Sorrow's End.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Path===&lt;br /&gt;
As a well-known necromancer, Ronan practices an art called 'spirit necromancy'. This path focuses not on the creation of the dead, but on communication with the deceased through contacting them on the ethereal plane or from the beyond. &lt;br /&gt;
&lt;br /&gt;
===Published Books===&lt;br /&gt;
''Theories of Cooperative Magic'', Published in Nuvar, a rare book not currently in print.&lt;br /&gt;
&lt;br /&gt;
''Types of Undead'', Published in Negaria, currently in circulation.&lt;br /&gt;
&lt;br /&gt;
''Theories of Spirit Necromancy'', Published in Negaria, currently in circulation.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ronan_casting.png|center|The graveyard of Sorrow's End.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ceril]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Ronan_casting.png&amp;diff=51721</id>
		<title>File:Ronan casting.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Ronan_casting.png&amp;diff=51721"/>
		<updated>2022-10-02T02:38:35Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Ronan uploaded a new version of File:Ronan casting.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image of Ronan Ceril.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Ronan_Ceril&amp;diff=51720</id>
		<title>PCs:Ronan Ceril</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Ronan_Ceril&amp;diff=51720"/>
		<updated>2022-10-02T02:32:00Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 2em; margin-bottom: 0.5em; border: 1px solid black; float: right; width:250px;&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Image:Ronanhalf.jpg|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 1em; margin-bottom: 0.5em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ronan Ceril'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Classes:''' [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Guild affiliations:'''&amp;lt;br&amp;gt;[[Guild:AshenOrder | Ashen Order of the Stars]]&amp;lt;br&amp;gt;[[Guild:Battlemagi | Battlemage]] of Andrinor&lt;br /&gt;
|-&lt;br /&gt;
| '''Most active on server:''' [[Visimontium]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Contact:''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=25297 Leave a message]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PC}}&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
'''Origins'''&lt;br /&gt;
&lt;br /&gt;
Ronan was born in the country of Jin'waith, and eventually appeared at the isles of Arkaz washed up on shore. On Nuvar, he ended up at the Nuvar School of Magic, teaching lessons; eventually he became the Archmage of the School. During that time it seems he was studying magic under a powerful necromancer named Jarmanis. After Jarmanis ascended to godhood, Ronan left Nuvar for the city of Visimontium.&lt;br /&gt;
&lt;br /&gt;
'''Avlis'''&lt;br /&gt;
&lt;br /&gt;
Upon arrival to Visimontium, Ronan became invested in the assistance of Blandenburg and M'chek against the individual known as Marko Deadheart, an ex-priest of Dagath who sought to create a 'deathstone'. Somewhat after Marko's defeat, he joined the Ebony Order of the Moon.&lt;br /&gt;
&lt;br /&gt;
During the attacks by the shadow Tanasi and spiritkin sieges on Elysia, Ronan became a temporary caretaker to Elysia's graveyard. When the lifestone nearby was threatened with annihilation he called upon an army of the dead to rise and fight off the coal dragons and monsters that threatened it. Although he was after banished from the graveyard, after many years the banishment was lifted.&lt;br /&gt;
&lt;br /&gt;
Ronan is known to have become involved in the matters of the Spiritkin. He bonded to a Spiritkin known as Pride. Long after many of the Spiritkin had fallen, Pride became altered by Desire and attacked several nations with hordes of undead. Ronan along with a task force tracked her down after each attack, and he sealed her away for a time. When the two reappeared together in public, Pride was herself again.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Ronan is a tall, thin man who walks with good posture. He carries a small, wooden arcane staff with two metal tips: one of mithril and one of adamantium. The staff is inscribed with arcane markings. Mixed among the runes is an inscription of a star on a scroll. His clothes are of deep blue silk. His hair is dull color between brown and blonde that looks gray in low light; it is parted unevenly. His left hand, when it is visible, appears to have not skin, but thick black scales that resemble the overlapping scales of a dragon's hand.&lt;br /&gt;
[[File:Hope_young.png|200px|thumb|left|Painting of Hope]]&lt;br /&gt;
===At Current===&lt;br /&gt;
Ronan has a residence in Visimontium, and is sometimes seen about Zvidureth. Ronan is known to travel a great deal, and where he goes, he asks questions about history and discusses the arcane. He has an unusual fascination with ancient ruins and history, particularly as concerns the ruins known as Zelvan Dur. Ronan was the Senior Mage of Visimontium for the [[Guild:EbonyOrder | Ebony Order]] for a time, and was promoted to Great Mage of Relations for a long while. He was responsible for the reorganization and revival of the [[Guild:Battlemagi | Battlemagi of Andrinor]], where he works closely with [[NPCs:Rayna_Na%27Tanlynn | Rayna]] and the church.&lt;br /&gt;
&lt;br /&gt;
Ronan has taken in many apprentices during his career, including [http://www.arkaz.com/lore/index.php?title=Miranda_Rose Miranda Rose], [[PCs:Xsaiav'lairnn Mystrif | Xsaiav'lairnn Mystrif]],[[Zachael Anchises]], [[Mayzen]], [[Alielle Bonefox]], and [[PCs:Elradra | Elradra]]. In addition to his apprentices, he teaches artificing and magic to a great many aspiring mages, most of which are Ebony members or Ebony initiates.&lt;br /&gt;
&lt;br /&gt;
Ronan is known to have two daughters, [[NPCs:Hope|Hope]] and [[NPCs:Emit|Emit]], and to be the 'First Mortal' of a Spiritkin known as [[NPCs:Pride|Pride]]. Rumor holds that Ronan lives with his family in a remote enchanted graveyard called Sorrow's End.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Path===&lt;br /&gt;
As a well-known necromancer, Ronan practices an art called 'spirit necromancy'. This path focuses not on the creation of the dead, but on communication with the deceased through contacting them on the ethereal plane or from the beyond. &lt;br /&gt;
&lt;br /&gt;
===Published Books===&lt;br /&gt;
''Theories of Cooperative Magic'', Published in Nuvar, a rare book not currently in print.&lt;br /&gt;
&lt;br /&gt;
''Types of Undead'', Published in Negaria, currently in circulation.&lt;br /&gt;
&lt;br /&gt;
''Theories of Spirit Necromancy'', Published in Negaria, currently in circulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ceril]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Ronan_Ceril&amp;diff=51719</id>
		<title>PCs:Ronan Ceril</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Ronan_Ceril&amp;diff=51719"/>
		<updated>2022-10-02T02:31:00Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 2em; margin-bottom: 0.5em; border: 1px solid black; float: right; width:250px;&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Image:Ronanhalf.jpg|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 1em; margin-bottom: 0.5em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ronan Ceril'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Classes:''' [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Guild affiliations:'''&amp;lt;br&amp;gt;[[Guild:AshenOrder | Ashen Order of the Stars]]&amp;lt;br&amp;gt;[[Guild:Battlemagi | Battlemage]] of Andrinor&lt;br /&gt;
|-&lt;br /&gt;
| '''Most active on server:''' [[Visimontium]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Contact:''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=25297 Leave a message]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PC}}&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
'''Origins'''&lt;br /&gt;
&lt;br /&gt;
Ronan was born in the country of Jin'waith, and eventually appeared at the isles of Arkaz washed up on shore. On Nuvar, he ended up at the Nuvar School of Magic, teaching lessons; eventually he became the Archmage of the School. During that time it seems he was studying magic under a powerful necromancer named Jarmanis. After Jarmanis ascended to godhood, Ronan left Nuvar for the city of Visimontium.&lt;br /&gt;
&lt;br /&gt;
'''Avlis'''&lt;br /&gt;
&lt;br /&gt;
Upon arrival to Visimontium, Ronan became invested in the assistance of Blandenburg and M'chek against the individual known as Marko Deadheart, an ex-priest of Dagath who sought to create a 'deathstone'. Somewhat after Marko's defeat, he joined the Ebony Order of the Moon.&lt;br /&gt;
&lt;br /&gt;
During the attacks by the shadow Tanasi and spiritkin sieges on Elysia, Ronan became a temporary caretaker to Elysia's graveyard. When the lifestone nearby was threatened with annihilation he called upon an army of the dead to rise and fight off the coal dragons and monsters that threatened it. Although he was after banished from the graveyard, after many years the banishment was lifted.&lt;br /&gt;
&lt;br /&gt;
Ronan is known to have become involved in the matters of the Spiritkin. He bonded to a Spiritkin known as Pride. Long after many of the Spiritkin had fallen, Pride became altered by Desire and attacked several nations with hordes of undead. Ronan along with a task force tracked her down after each attack, and he sealed her away for a time. When the two reappeared together in public, Pride was herself again.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Ronan is a tall, thin man who walks with good posture. He carries a small, wooden arcane staff with two metal tips: one of mithril and one of adamantium. The staff is inscribed with arcane markings. Mixed among the runes is an inscription of a star on a scroll. His clothes are of deep blue silk. His hair is dull color between brown and blonde that looks gray in low light; it is parted unevenly. His left hand, when it is visible, appears to have not skin, but thick black scales that resemble the overlapping scales of a dragon's hand.&lt;br /&gt;
[[File:Hope_young.png|200px|thumb|left|Painting of Hope]]&lt;br /&gt;
===At Current===&lt;br /&gt;
Ronan has a residence in Visimontium, and is sometimes seen about Zvidureth. Ronan is known to travel a great deal, and where he goes, he asks questions about history and discusses the arcane. He has an unusual fascination with ancient ruins and history, particularly as concerns the ruins known as Zelvan Dur. Ronan was the Senior Mage of Visimontium for the [[Guild:EbonyOrder | Ebony Order]] for a time, and was promoted to Great Mage of Relations for a long while. He was responsible for the reorganization and revival of the [[Guild:Battlemagi | Battlemagi of Andrinor]], where he works closely with [[NPCs:Rayna_Na%27Tanlynn | Rayna]] and the church.&lt;br /&gt;
&lt;br /&gt;
Ronan has taken in many apprentices during his career, including [http://www.arkaz.com/lore/index.php?title=Miranda_Rose Miranda Rose], [[PCs:Xsaiav'lairnn Mystrif | Xsaiav'lairnn Mystrif]],[[Zachael Anchises]], [[Mayzen]], [[Alielle Bonefox]], and [[PCs:Elradra | Elradra]]. In addition to his apprentices, he teaches artificing and magic to a great many aspiring mages, most of which are Ebony members or Ebony initiates.&lt;br /&gt;
&lt;br /&gt;
Ronan is known to have two daughters, [[NPCs:Hope|Hope]] and [[NPCs:Emit|Emit]], and to be the 'First Mortal' of a Spiritkin known as [[NPCs:Pride|Pride]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Path===&lt;br /&gt;
As a well-known necromancer, Ronan practices an art called 'spirit necromancy'. This path focuses not on the creation of the dead, but on communication with the deceased through contacting them on the ethereal plane or from the beyond. &lt;br /&gt;
&lt;br /&gt;
===Published Books===&lt;br /&gt;
''Theories of Cooperative Magic'', Published in Nuvar, a rare book not currently in print.&lt;br /&gt;
&lt;br /&gt;
''Types of Undead'', Published in Negaria, currently in circulation.&lt;br /&gt;
&lt;br /&gt;
''Theories of Spirit Necromancy'', Published in Negaria, currently in circulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ceril]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=51708</id>
		<title>Half-Ogre</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=51708"/>
		<updated>2022-09-30T20:08:52Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Hybrid Races:''' {{HybridRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Half-Orc]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +5 Str -1 Dex -2 Int -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Size Category'''&lt;br /&gt;
* [[NWN:Size_modifier|Large]] - As a Large creature, Half-Ogres suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Cleave|Cleave]]&lt;br /&gt;
* [[NWN:Lowlight Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' &lt;br /&gt;
* [[NWN:Deflection bonus|Deflection Armor Bonus]] +1&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* As of the 1.69 update, the standard half-ogre model is fully dynamic.&lt;br /&gt;
* The race should get [[NWN:Natural armor bonus|Natural]] Armor bonus but the current NWN implementation is Deflection. This may be revised in the future.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Halfogre_pic.png|thumb|Example of a half-ogre.]]&lt;br /&gt;
When [[Ogre|ogres]] breed with [[Human|humans]], the result is the bitter hybrid race of half-ogres. Caught between a race disposed towards evil that sees them as weakened and diluted freaks, and a more tolerant race that fears them for their ancestry, these creatures spend much of their lives being torn apart by conflicting standards. More often than not, they are born of violence and wind up continuing the chain of negativity in which they were created.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres have difficulty controlling their tempers and are prone to violent outbursts of varying magnitude. For the most part, the rest of their personality is determined by the race that raised them. In ogre societies, they are demeaned and degraded for their weakness and impure heritage, and this often drives them to becoming fearful and troublesome. By contrast, in human societies they are regarded as unintelligent brutes who are unable to control their horrible tempers, and this can sometimes give them a thuggish personality akin to a bully.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres grow to be between 6 1/2 and 7 1/2 feet tall. Their skin color is usually along the normal human ranges, but with a yellowish and slightly jaundiced-looking tinge to it. Eye and hair color also range along the full human range.&lt;br /&gt;
&lt;br /&gt;
If living among ogres, they will often pick up the same skin conditions and boils that are seen in full-blooded specimens, but when living among humans they practice the same general hygiene of that race and cases of skin problems are limited. Clothing and dress are also according to the society that raised them.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Because of the nature of their ogre lineage, most races assume that half-ogres are evil and dangerous creatures, just as full-blooded ogres are. In fact, most races see little difference between half-ogres and ogres, so depending on their opinions of evil, different races will receive them accordingly. Full ogres generally degrade and torment half-breeds because of their weaker stature and impure blood, while full humans will fear them and believe them to be dangerous.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres generally take on the alignment of the society that raised them, if they do not reject that part of their heritage. Those who reject societies will often take on opposite characteristics from what they are rejecting. For example, the chaotic ogre race can produce a lawful half-ogre if it decides that the disorderly anarchy of ogre society is not desirable. Goodness is not as common as neutrality and evil, however, because their ogre blood tends to make them slightly greedy and selfish.&lt;br /&gt;
&lt;br /&gt;
== Half-Ogre Lands ==&lt;br /&gt;
&lt;br /&gt;
Generally, half-ogres are found wherever humans and ogres are. They have no lands of their own, but are found as parts of other societies. Many individuals can be found in the Seven Cities where a multitude of other races tend to mix with one another in a reasonably tolerable fashion.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres who embrace their ogre heritage are usually followers of [[Maleki]], the creator of the goblinoid and giant-kin races. Those who are raised by humans or reject their ogre ways can worship any number of other deities based on philosophy or need. When their inner turmoil is too much to bear, some half-ogres will worship no deity at all.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
A half-ogre learns the language of the race that reared it. If it was brought up by humans, this language is usually common. More languages can be picked up along the way if it encounters other races.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres receive names from the race that raised them. If they grew up in an ogre society, they often take on descriptive names that are demeaning and degrading. Human societies also tend to give them nicknames that describe their oafish characteristics.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Inner conflict and turmoil easily drives half-ogres to wander the face of Avlis in search of acceptance, or just to get away. Depression, greed, and anger can make them reckless and willing to undertake dangerous missions with little hesitation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Giant-Kin|Giant-kin racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Hybrid Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Halfogre_pic.png&amp;diff=51707</id>
		<title>File:Halfogre pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Halfogre_pic.png&amp;diff=51707"/>
		<updated>2022-09-30T20:07:32Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Example of a half-ogre.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of a half-ogre.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=51705</id>
		<title>Wemic</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=51705"/>
		<updated>2022-09-30T03:36:45Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
[[Image:Wemic_pic.png|thumb|Example of a wemic.]]&lt;br /&gt;
'''Base Race:''' [[Half-Elf]]&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Effective_character_level|ECL]]:''' 3&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +7 [[NWN:Strength|Str]] +1 [[NWN:Dexterity|Dex]] +1 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Size Category'''&lt;br /&gt;
* [[NWN:Size_modifier|Large]] - As a Large creature, Wemics suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Skill Focus|Skill Focus: Hide]]&lt;br /&gt;
* [[NWN:Skill Affinity (Move Silently)|Skill Affinity: Move Silently]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Deflection bonus|Deflection Armor Bonus]] +1&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Unlike Centaur, Wemics are a dynamic models - torso of a wemic is a half-orc, and will show any tattoos selected during character generation. Skin and hair colour are also as selected during character generation.&lt;br /&gt;
* Wemics only have 4 head models for males, and 2 for females. The &amp;quot;Customise Character&amp;quot; step of character creation defaults to head 1, and the right arrow counts up.&lt;br /&gt;
* The ECL of a wemic makes it level 4, which means that you do not get the same kid gloves as most characters (There are no XP penalties or resting restrictions before level 4). You can also lose your class level (eg if you start a barbarian1/beast3, you will become a beast/3 - this causes problems assigning skill points when you regain level 4 (reasons to be elaborated on with some testing.)&lt;br /&gt;
* As of the 1.67 patch, wemics cannot equip tiny sized weapons. This includes daggers, Kukri, shurikens, fashion accessories, etc.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A '''[[Wikipedia:wemic|wemic]]''' (or '''liontaur''') is a fantastical creature found in [[WikiPedia:role-playing game|role-playing game]]s (such as [[Wikipedia:Dungeons &amp;amp; Dragons|Dungeons &amp;amp; Dragons]]) and in a small amount of modern fantasy literature. Wemics have the torso, arms, and head of a human and the body, legs, and tail of a [[Wikipedia:lion|lion]]. Thus, they are like [[Wikipedia:centaur|centaur]]s but with lion parts instead of horse parts. They are a type of [[Wikipedia:taur|taur]] and also a type of [[Wikipedia:felitaur|felitaur]].&lt;br /&gt;
&lt;br /&gt;
The proud and powerful wemics are a centauroid race of lion people possessing the body of a lion and a human body from the waist up where the lion's head would be. Much like their proud lion counterparts, wemics are an honorable people who take pleasure in wandering tall grassy plains and prowling lush jungles.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Wemics are classically idealistic and honorable, possessing strong codes on how to live their lives, and how to govern what is right and wrong. They walk with a proud bearing that expresses their idealism with every step, and view the world with a calm and collected attitude, until such time they decide to strike. When wemics are moved to action, they are decisive and quick. Contemplation and meditation are things that have their time and place, but they are put completely aside when the moment to move in arrives.&lt;br /&gt;
&lt;br /&gt;
All wemics trace their roots through their mothers, who are generally regarded as the elders of the family units or prides. Most prides will wander the plains or jungles where they are accustomed, rarely settling down. They are at one with the land, feeding off of game in the area until they feel it is time to move on to better grounds. Though this existence seems simple, the wemics are by no means primitive. Every pride is networked with all its neighboring units, and through this network, the wemics have a pretty good idea of what passes through their territory.&lt;br /&gt;
&lt;br /&gt;
In hunting and in matters of family life, the females will often take the lead, though males have been known to participate in their own hunts from time to time, and they are by no means regarded as an inferior gender. Male wemics have different personalities. Some are sociable, and some are solitary. It varies. The solitary ones often find themselves living apart from the pride, but not out of contact. Sociable ones are often found among other races.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
From head to paws and fully erect, male wemics can stand between 6 and 7 feet tall. Females can be as tall as 6 1/2 feet. They have broad shoulders and a powerfully muscled physique on the humanoid half, which usually has skin tones ranging from lightly tanned to dark. Their leonine fur is short and can range in color from deep rusty red to sandy yellow. On their heads, male wemics possess a long mane of hair that matches the color of their lion fur, and can grow to be very long and full. Females also have a mane, but it is much shorter and not as thick.&lt;br /&gt;
&lt;br /&gt;
Wemics also have some leonine facial features, such as whiskers and catlike faces with slitted pupils and eye colors of green or yellow, and sometimes red. Their piercing stares are said to strike fear into those of unpure intentions and corrupt hearts.&lt;br /&gt;
&lt;br /&gt;
Most wemics do not wear any clothing on their lion half, and will only wear modest garments on their humanoid parts, especially females who wear halter tops and sometimes shawls. For those individuals that are part of an army or go frequently into battle, it is not uncommon for them to wear specialized armor or barding to protect delicate areas.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Humans who live within territory roamed by wemics will either revere them as proud creatures of order, or fear them as deadly hunters of injustice. Wemics appreciate this attitude, and will work gladly with humans if their goals coincide. Dracon and wemics tend to agree on certain points of order, but the wemics regard the dracon as passionless and rigid, while the dracon see the wemics as biased and a little unpredictable. Goodly races appreciate the wemic ideal and will work with them if given a chance, whereas evil races are wary of them and try very hard not to wind up on their enemies list.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Wemics tend towards lawful good, because they believe strongly in the spirit of the law as a means to bettering society and creating a better place to live. They focus more on the unit than the individual, and have a habit of taking up causes for things that also stress this point.&lt;br /&gt;
&lt;br /&gt;
== Wemic Lands ==&lt;br /&gt;
&lt;br /&gt;
Wemics exist mainly in two different areas on Avlis. In the west, they roam the plains of [[The Kurathene Empire|the Kurathene Empire]]. In the east, they inhabit the jungles of [[Jechran]] and [[Drotid]]. Both lines draw their ancestry from the same roots, and have similar cultures, with minor differences.&lt;br /&gt;
&lt;br /&gt;
Wemics do not claim land as their own, and have no countries or nations. However, they will protect their chosen hunting grounds from anyone they see as a threat. They are very intelligent, and always aware that some other race may lay claim to their grounds as part of a nation of humans, elves, or others. This does not trouble them, and often they can find themselves in agreement with the nation in which they inhabit, so long as their lands are properly cared for. Often, male wemics will want to make their own way in the world apart from their matrilineal society, and they will offer their services to the nation where they live. This phenomena is seen many times in the plains of the Kurathene Empire, where goodly lords are common, though it is not often seen in places like Drotid where tyrants play.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Wemics are the creation of the god [[Balgar]], and almost all of their race worships him as &amp;quot;The Son&amp;quot;. Balgar is the son of [[Mikon]] and a mortal woman whom he conceived with named [[Aryeh Gidol]]. Later on, Aryeh's existence was preserved by Mikon, and she came to be equally worshiped by the wemics as &amp;quot;The Mother&amp;quot;. Both gods play important roles in the daily lives of the wemic.&lt;br /&gt;
&lt;br /&gt;
Though the wemics live in a matrilineal society, the males are not oppressed in any way. They simply do not have the drive for organization and structure that the females have. &amp;quot;The Mother&amp;quot; goddess provides qualities of order and structure, whereas &amp;quot;The Son&amp;quot; preaches doing whatever seems prudent at the time. Both philosophies are regarded equally in the wemic society, and they both fill a role.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Wemics speak a language called Lerrrone, which has a characteristic drawn-out rolling of its &amp;quot;r&amp;quot; sounds. This pattern of speak is carried over when wemics try to speak other languages, such as common. It sounds almost as if they get stuck on their r's and make them into something that sounds like a growl. When a wemics r's get shorter, it is a sign of excitement, but longer exaggerated r's are a sure sign of warning, and impending anger.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Wemics identify themselves by their nomadic groups or populations called prides. Each pride has a name that originates from the female who bore the first litter that established it, and wemics that are part of that pride use it to identify themselves and their origins. When a pride gets too large and splits up, a new name will be chosen for the group that breaks off, and the living members of that group will adopt the new last name. First names are derived from their mother's and father's names. For males, a piece of the father's name is taken first, and a piece of the mother's is taken second. For females, it is the other way around. Wemics that live around other races will sometimes use shortened forms of their names, or go by new names that are easier for the other races to pronounce.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
&lt;br /&gt;
Borrr'Gorrrak, Brrrend'Kurrro, Garrril'Varrrom, Gorrr'Kurrr, Ku'Kerrran, Marrr'Merrrin, Shakarrro'Garrr, Ulurrro'Werrrim, Urrriko'Karrrak, Warrrick'Kasharrr&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Male wemics are born with a sense of adventure and a desire to see the world, especially if there are older males in their pride who are already taking care of social matters there. Female wemics go adventuring less often, but when they do go, it is usually for the purposes of correcting some perceived injustice or problem affecting their group.&lt;br /&gt;
&lt;br /&gt;
== Customs ==&lt;br /&gt;
&lt;br /&gt;
[[Wemic marriage customs]]&lt;br /&gt;
| [[Wemic Wedding]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Wemic_pic.png&amp;diff=51704</id>
		<title>File:Wemic pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Wemic_pic.png&amp;diff=51704"/>
		<updated>2022-09-30T03:35:47Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Example of a wemic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of a wemic.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Human,_Adomkuro&amp;diff=51703</id>
		<title>Human, Adomkuro</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Human,_Adomkuro&amp;diff=51703"/>
		<updated>2022-09-30T02:44:24Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Human Races &amp;amp; Ethnicities:''' {{HumanRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Human]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' -1 [[NWN:Charisma|Charisma]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Dirty Fighting|Dirty Fighting]]&lt;br /&gt;
* [[NWN:Quick to Master|Quick to Master]]&lt;br /&gt;
* [[NWN:Skilled|Skilled]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Adomkuro have black hair but otherwise appear as selected in character generation.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Adomkuro_pic.png|thumb|Example of an Adomkuro from the underdark.]]&lt;br /&gt;
Originally, this race appeared in the 3rd Edition [[Wikipedia:Dungeons_and_dragons|Dungeons and Dragons]] supplement entitled [[Wikipedia:Book_of_Vile_Darkness|Book of Vile Darkness]] as the Vasharan. Their name on Avlis comes from &amp;quot;Adom&amp;quot;, the Spirit word for &amp;quot;human&amp;quot;, and &amp;quot;Kuro&amp;quot;, the Spirit word for &amp;quot;dark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Adomkuro were created by the god [[Mikon]] long ago. In those days they were one with the [[Human, Romini|Romini]], a nomadic human race living on the surface of Avlis. Through the course of history, it became necessary for Mikon to send some of his beloved humans down into [[Underdark|the underdark]] to guard a viscious [[:Category:Demon lords|Demon Lord]] that was imprisoned there. Unfortunately, over time, the humans became entranced with this demon, and were soon coerced into following him as devotees. These were the first Adomkuros. Since then, the Adomkuros have branched out all over the underdark of Avlis, and begun to decide for themselves where their culture will take them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What surface dwellers do not understand is that the adom kuro are not humans. We may look similar to our cousins of common ancestry, but that is where the comparison ends. Where humans are soft, we are hard. Where humans crave love, we crave power. Where humans crave belonging, we crave protection. Family, friendship, personal bonds... these are human things. To adom kuro, they are foul and limiting. Why compress our protective circles to mere blood relations or friends, when the pain of their betrayal is worse than a thousand plagues? No. Our way is far superior: a household is a network of those that crave the protection and power afforded by their Lord. Those that betray their circles meet death. Traitors that survive have no chance, for once a traitor, always a traitor, and their next Lord will know such things and be wary.&amp;quot;&lt;br /&gt;
--Lord Alvar Demachek, vassal to Kimler Vasuth, servant of Sharistracterus&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
An Adomkuro's positive emotions do not reside on the surface, but rather they are buried deep down or not present at all. Hatred, fear, and anger are quick to rise to the surface, but love, compassion, and true happiness are rarely witnessed. This makes personal relationships difficult for Adomkuro, whether these are relationships between their own kind, or with other species. Generally, Adomkuro are preoccupied with matters of personal gain, power, and fortune. Their society is absent of social institutions such as marriage or family. Couples will remain together for a time, and then part ways when it was no longer convenient, leaving the children to be raised by the mother or abandoning them entirely. Motivations based on greed can often compel them to serve more powerful beings because they see it as a means to an end, but loyalty is never a motivator for such a relationship. If a more powerful entity, or a better deal came along, most Adomkuro would take the deal once they were sure it was not a trap. Nevertheless, so long as a Adomkuro is sure that it is in the service of the most powerful entity in the area, it will go to great lengths to serve it and be rewarded.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Adomkuro look like humans, except all members of the race have black hair. Many also possess pale skin, and are of a stockier build than surface humans. Heights for both males and females are usually between 5 and 5 1/2 feet, and eye colors are dark brown or black.&lt;br /&gt;
&lt;br /&gt;
Adomkuro prefer to dress in dark colors, with a preference for skull motifs and spiked and bladed edges to their garments.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
As a race, the Adomkuro do not have a unified identity as one nation or grouping. Their politics coincide with whatever demon lord or underdark entity they happen to be serving at the moment. This can put them in favorable or unfavorable situations against other Adomkuro or [[Dwarf, Kharakuro|kharakuro]] in the area. If they are working on the same side, Adomkuro and kharakuro will tolerate each other with falsified good behavior and feelings. Otherwise, business dictates their reactions.&lt;br /&gt;
&lt;br /&gt;
Because they remain mostly underground, the Adomkuro do no often come into contact with surface races. Most times, the surface dwellers will mistake them for a Romini or other kind of human, which can be a fatal mistake. Some surface dwellers know of their existence and will be on guard against Adomkuro, but will generally not treat them any differently than they would treat a human.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Adomkuro are selfish and evil to the core, however their expression of this evil varies greatly from individual to individual. They can run the whole range of ethics between lawfulness and chaos.&lt;br /&gt;
&lt;br /&gt;
== Adomkuro Lands ==&lt;br /&gt;
&lt;br /&gt;
The Adomkuro live in the extensive caverns and tunnels of the underdark. Sections of these caves are ruled by various demon lords, [[Wikipedia:Illithid|illithids]], and in some cases powerful Adomkuro or kharakuro. Rulers will generally regard their holdings as a personal city-state or country underneath the surface of Avlis, and a Adomkuro wishing to live in one of these areas will give homage to their ruler in return for being allowed to live there. There are no Adomkuro holdings on the surface.&lt;br /&gt;
&lt;br /&gt;
== General Structure of Adom kuro Society ==&lt;br /&gt;
&lt;br /&gt;
The adom kuro maintain a complex and chaotic network of organizations and households. It differs greatly from surface human organizations where noble families control large swaths of land, passed down through blood inheritance. Adom kuro society has no marriage and no family. Children are raised by their mothers for a time and then either abandoned or sold to a local power figure. These kids can be procured for the soldiery, brothels, merchant apprenticeships, priesthoods, and household servants. In any case, they most often do not spend more than 10 years in their parent's care, because it is far too profitable to sell them as labor beyond that. Due to this dynamic, there is generally no inheritance or decent way to even trace who is descended from who. Adom kuro generally do not have last names unless they have created households and kingdoms of their own, at which point they adopt one.&lt;br /&gt;
&lt;br /&gt;
The term &amp;quot;household&amp;quot; is quite different from surface dwelling societies. Instead of a central group of biologically related people and their servants, soldiers, and retainers, an adom kuro household is headed by a &amp;quot;Lord&amp;quot; and anyone admitted to that Lord's service. The actual title varies regionally and by preference and gender. There is no overarching system of adom kuro-specific titles or hierarchy. Instead, what is known in a household is that the Lord is responsible for providing protection for members of the household. In return, the household members serve the Lord with absolute obedience and loyalty. As stated, household members can come from anywhere: they can be purchased as children, they can be obtained for an initial sum to purchase loyalty, they can be captured, or otherwise compelled, etc. It is extremely common for a large adom kuro household to contain numerous adom kuro and other races who have taken the same protection deal.&lt;br /&gt;
&lt;br /&gt;
When a household becomes exceptionally large, it may subdivide. This is more akin to traditional medieval vassal-ship, but with no blood relative component. A Lord may allow a member of his household to found another smaller household with loyalty solely to him. For households of great size, there may be many layers of vassalship proclaiming loyalty up a chain of Lords to a central figure who may be powerful enough to rule a kingdom. However, again, none of this is based on genetics or familial inheritance.&lt;br /&gt;
&lt;br /&gt;
As with traditional vassalship, the Lord can impose whatever restrictions and tributes he wishes from his loyal subjects. This can be in the form of taxes, soldiers, harem slaves, etc.&lt;br /&gt;
&lt;br /&gt;
Because there is no familial inheritance, it is recognized that a Lord's death can result in a lot of chaos. With no clear successor to take over a household, it is common for households to disband after the Lord dies, and the resulting infighting and political maneuvering creates new organizations from that. There are always plotters in every household that scheme to take over rulership, but the rank and file members tend to be quite scared of the prospect of the resulting death of their protector and fight hard to keep the Lord alive. This is true as well from outside threats from other households.&lt;br /&gt;
&lt;br /&gt;
Networks of households can become fairly branched and hierchical, even though there is generally no hierarchy within each given household. There is the Lord, and there is everyone else. All of them contend for favor, and favor is bestowed as fits the Lord's fancies. Complications in society occur however when a Lord has higher loyalties of his own. In Underdark society, when an adom kuro Lord joins an organization, it is a foregone conclusion that all members of his household are also joined to that society. So, for example, if an adom kuro Lord in the city of Sharis joins the Alley Reapers thieve's guild for that city, it is assumed that all members of that Lord's household are now counted as members of that guild. It is understood that the Lord will order his entire household, at the very least, not to oppose the guild's operations, and whenever possible the Lord will allow members of his house with the appropriate skillsets to participate in guild affairs in his name. This is true of course for any other type of society, such as a Temple, a magical order (although The Nine Orders not have much sway in the Underdark), or a crafting guild.&lt;br /&gt;
&lt;br /&gt;
If a Lord belongs to multiple societies, this can become exceptionally complicated. Additionally, not all races ascribe to the adom kuro societal structure, including some adom kuro. Thus, there may be individual members of thieve's guild and temples who are not part of any specific household. Some of these individuals may be as powerful as Lords, or more.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Adomkuro worship a wide variety of demon lords and entities of the underdark. For them, worship is a means to advance and is not done out of any matter of the heart. Depending on the demands of the entity that they worship, their religious duties can be quite different from group to group.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
The Adomkuro speak a bastardized form of the Common Tongue, which has become formally regarded as Undercommon. Their language has spread throughout the underdark and become the universal language used below the surface. Undercommon borrows a lot of words from the Tanar'ri language, as well as some [[Dwergan|dwarven]] words, and though it is hard for someone speaking another human language to discern, it is possible with some effort.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Adomkuro first names are given at birth and rarely used by the person in life. Most Adomkuro will give a false name when asked to identify themselves, never revealing their true names. This can be a throwback to behavior exhibited by demons, who jealously guard their names as a source of power, or it can simply be a desire to not be tracked and followed. Because of this, a Adomkuro will drop identities and take up new ones quite often. Last names are either forgotten, or not known at all in the first place. Few Adomkuro know who their fathers were, because of the dynamics of their society. As part of their false identities, it is common for Adomkuro to give themselves a descriptive title instead of a last name, such as &amp;quot;The Dwarf Killer&amp;quot;, or &amp;quot;The Black&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Buzz, Cural, Fero, Iano, Karn, Perto, Sul, Teero, Waynde, Weal&lt;br /&gt;
&lt;br /&gt;
=== Female Names ===&lt;br /&gt;
&lt;br /&gt;
Brena, Conna, Copa, Della, Eleni, Gertera, Hana, Lilith, Madra, Tela&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Adomkuro are frequently given missions to do by the ones they serve. These can include murder, pillage, and theft, as well as a host of other malign activities. Much of their lives are spent in the pursuit of gain, so adventuring is a common profession among Adomkuro. The only ones who stay back in their colonies are the infirm and the tradespeople, who try to achieve gain through the use of their business and manual talents.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Human|Human racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=45275 Source material]&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Human Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Adomkuro_pic.png&amp;diff=51702</id>
		<title>File:Adomkuro pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Adomkuro_pic.png&amp;diff=51702"/>
		<updated>2022-09-30T02:43:03Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Example of an Adomkuro from the underdark.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of an Adomkuro from the underdark.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Goblin&amp;diff=51701</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Goblin&amp;diff=51701"/>
		<updated>2022-09-30T01:34:32Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Goblinoid Races:''' {{GoblinoidRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Dwarf]], [[Gnome]] or [[Halfling]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' -1 [[NWN:Strength|Str]] -1 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Size Category:''' &lt;br /&gt;
*[[NWN:Size_category|Small]] - As a Small creature, Goblins gain a +1 to AC and a +1 to Attack, as well as a -4 to Grapple checks (Bigby's Grasping Hand and Knockdown attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:''' [[NWN:Alertness|Alertness]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Goblins are a static model. Regardless of what is chosen during character generation, all Goblins have the same appearance.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Goblin_pic.png|thumb|Example of a goblin.]]&lt;br /&gt;
'''Goblins''' are the smallest of [[Maleki]]'s races on Avlis. For diminutive creatures, they make grand plans of conquest and dominion, but always lack the resources and focus to pull them off. Through the centuries, they have managed some refinement, however, and have eeked out a living among the orcs and other races as second-class citizens.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
While the word 'goblin' normally brings images to bear of mindless mottled green creatures running around for the sole purpose of being battle fodder, the goblins of Avlis tend to be a bit more intelligent and infinitely less suicidal than those images would dictate. Goblin personalities are far from orderly and constant, but they more or less meander along the same direction. Survival is their key craving, and depending on how successful they are at it, other priorities may come into play. Goblins who manage to make their living in civilized environments will begin to crave luxuries and pleasures that they can buy with their hard-earned cash. The term 'hard-earned' may vary from individual to individual, as many goblins are not above stealing, lying, or even killing for their pay. However, once the pay is obtained, these goblins like to have a good time with it. Delusions of grandeur are also common among these folk. Goblins often think more highly of themselves than is necessary, and this can lead to grand plots of destruction, chaos, and oppression. Nevertheless, only in extreme examples of powerful individuals have visions like these ever bore fruit.&lt;br /&gt;
&lt;br /&gt;
Ultimately, goblins are social creatures who like the company of other goblins, however if being around other goblins inhibits their ability to survive or get ahead in life, they will prefer getting ahead. While roaming in the wilds, goblins always prefer safety in numbers, though individuals living in the cities are quite often found alone. None of these qualities are born out of a deep love for their fellow goblilns, so much as an innate knowledge of statistics that says when bad things happen, it is always good to have other targets around for those bad things in the hopes that they will not come too close.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Goblins are small bipedal creatures with long pointy ears, and skin ranging from brown to green with an orange tinge. They have short spindly legs ending in clawed toes with four digits, and stubby arms with grimy mottled hands with five clawed fingers. Their small frame makes them weak, though they make up for it in numbers when necessary. The tallest goblins will reach 3 1/2 feet, though on average males are between 3 and 3 1/2 feet tall and females are around four inches shorter than that. Goblin eye color is usually black, while oranges, yellows, and reds are also common. Compared to their faces, their eyes are proportionately large, giving them good eyesight at night. Hair is somewhat uncommon among goblins. Those that have hair will usually only have a few wisps and patches of black or brown growing on their heads.&lt;br /&gt;
&lt;br /&gt;
Goblins will dress according to whatever clothing is available. When existing far from civilization, they will don animal skins and poor-quality fabrics, but when they live in cities among other civilized races, they will wear finer clothing purchased from merchants.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Other races generally only perceive goblins as a threat when they exist in large numbers and are semi-focussed on a single goal. In cases like these, drastic action will be taken against the group, but more often than not a small contingent of goblins living among [[Orc|orcs]], [[Dracon|dracon]], or even [[Human|humans]] will be overlooked. Orcish cities tend to contain the pinnacle of goblin civilization also. In these areas it is common to find goblins as priests of Maleki, some of which may even have minor influence in the government. Maleki's church prizes intelligent goblins for their ability to be inconspicuous when needed, and for their talent for getting in and out of tight places.&lt;br /&gt;
&lt;br /&gt;
Goodly races such as [[Elf|elves]] and [[Fey|fairies]] have little tolerance for goblins and will shoo them away whenever a dangerous group seems to be forming. If the goblins are part of a larger force led by other giant-kin, they will not be spared, but if they are only small clusters of wandering merchants or traders, they will be tolerated with a cautious eye.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Goblins tend towards chaotic evil. All actions taken by a goblin are self-motivated and are intended to lead towards some sort of personal benefit. Laws are a nuisance for them, but they realize that following some laws may be necessary to keep them from becoming a pile of goo at the end of a city guard's mace.&lt;br /&gt;
&lt;br /&gt;
== Goblin Lands ==&lt;br /&gt;
&lt;br /&gt;
Most goblins live in small groups of extended families that occupy tiny villages in remote areas that are safe from attack by bigger creatures or overzealous goodly races. Some of these extended groupings can become quite large, reaching sizes comparable to large towns. Goblins have no national or even regional organizations that these villages fall under. In general, the strongest and smartest goblin will lead the group and try to keep them close by to act as numerous targets for any possible danger. A good number of goblins have gone to live in cities made by orcs, humans, and other races. The orcish capitol of [[Brekon (city)|Brekon]] is home to many of these individuals, and the &lt;br /&gt;
[[The Seven Cities|Seven Cities]] also contain some very successful goblins who make their living in the cosmopolitan atmosphere of tolerance found there.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Most goblins follow their creator, Maleki, though they can often be found paying homage to whatever god they think seems to bring them the most luck. Goblins believe strongly in luck and fortune as things that are given out by the deities. This makes them superstitious at times, and can lead to large swings in behavior and mood, which are also in line with Maleki's teachings.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Goblins have their own language that does not seem to be related to any others spoken by other giant-kin or other major races. Most of them can also speak a thickly accented form of common, especially those that live in urban environments, or those that make a living through travel.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Single syllable first names are the norm for goblins. First and last names are acquired at birth, but last names may sometimes change based on actions taken in life. If a goblin performs a negative or embarrassing deed, its last name can reflect this. By contrast, heroic or lucky deeds can be exaggerated in a name.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Bam, Dak, Glarn, Gork, Parth, Shal, Stook, Teek, Van, Zak&lt;br /&gt;
&lt;br /&gt;
=== Female Names === &lt;br /&gt;
&lt;br /&gt;
Bae, Cel, Dov, Ita, Lu, Mae, Rai, Tal, Tee, Zani&lt;br /&gt;
&lt;br /&gt;
=== Last Names ===&lt;br /&gt;
&lt;br /&gt;
Elfslayer, Knobbyhead, Ruler of Kings, The Brekonian, The Smelly&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Goblins will only leave the safety of their dwellings and groups if they see some big gain in doing so. When grand plans and unimpeded desires take them to places of civilization, they will often run into the underground societies and shady characters of the area. A few goblins will leave the safety of their villages in the name of profit and financial gain, which are needed for the purposes of pleasure.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Goblinoid|Goblinoid racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Goblinoid Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Goblin_pic.png&amp;diff=51700</id>
		<title>File:Goblin pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Goblin_pic.png&amp;diff=51700"/>
		<updated>2022-09-30T01:30:56Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Example of a goblin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of a goblin.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Ronan_Ceril&amp;diff=51697</id>
		<title>PCs:Ronan Ceril</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Ronan_Ceril&amp;diff=51697"/>
		<updated>2022-09-29T02:08:46Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 2em; margin-bottom: 0.5em; border: 1px solid black; float: right; width:250px;&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Image:Ronanhalf.jpg|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 1em; margin-bottom: 0.5em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ronan Ceril'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Classes:''' [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Guild affiliations:'''&amp;lt;br&amp;gt;[[Guild:AshenOrder | Ashen Order of the Stars]]&amp;lt;br&amp;gt;[[Guild:Battlemagi | Battlemage]] of Andrinor&lt;br /&gt;
|-&lt;br /&gt;
| '''Most active on server:''' [[Visimontium]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Contact:''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=25297 Leave a message]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PC}}&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
'''Origins'''&lt;br /&gt;
&lt;br /&gt;
Ronan was born in the country of Jin'waith, and eventually appeared at the isles of Arkaz washed up on shore. On Nuvar, he ended up at the Nuvar School of Magic, teaching lessons; eventually he became the Archmage of the School. During that time it seems he was studying magic under a powerful necromancer named Jarmanis. After Jarmanis ascended to godhood, Ronan left Nuvar for the city of Visimontium.&lt;br /&gt;
&lt;br /&gt;
'''Avlis'''&lt;br /&gt;
&lt;br /&gt;
Upon arrival to Visimontium, Ronan became invested in the assistance of Blandenburg and M'chek against the individual known as Marko Deadheart, an ex-priest of Dagath who sought to create a 'deathstone'. Somewhat after Marko's defeat, he joined the Ebony Order of the Moon.&lt;br /&gt;
&lt;br /&gt;
During the attacks by the shadow Tanasi and spiritkin sieges on Elysia, Ronan became a temporary caretaker to Elysia's graveyard. When the lifestone nearby was threatened with annihilation he called upon an army of the dead to rise and fight off the coal dragons and monsters that threatened it. Although he was after banished from the graveyard, after many years the banishment was lifted.&lt;br /&gt;
&lt;br /&gt;
Ronan is known to have become involved in the matters of the Spiritkin. He bonded to a Spiritkin known as Pride. Long after many of the Spiritkin had fallen, Pride became altered by Desire and attacked several nations with hordes of undead. Ronan along with a task force tracked her down after each attack, and he sealed her away for a time. When the two reappeared together in public, Pride was herself again.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Ronan is a tall, thin man who walks with good posture. He carries a small, wooden arcane staff with two metal tips: one of mithril and one of adamantium. The staff is inscribed with arcane markings. Mixed among the runes is an inscription of a star on a scroll. His clothes are of deep blue silk. His hair is dull color between brown and blonde that looks gray in low light; it is parted unevenly. His left hand, when it is visible, appears to have not skin, but thick black scales that resemble the overlapping scales of a dragon's hand.&lt;br /&gt;
[[File:Hope_young.png|200px|thumb|left|Painting of Hope]]&lt;br /&gt;
===At Current===&lt;br /&gt;
Ronan has a residence in Visimontium, and is sometimes seen about Zvidureth. Ronan is known to travel a great deal, and where he goes, he asks questions about history and discusses the arcane. He has an unusual fascination with ancient ruins and history, particularly as concerns the ruins known as Zelvan Dur. Ronan was the Senior Mage of Visimontium for the [[Guild:EbonyOrder | Ebony Order]] for a time, and was promoted to Great Mage of Relations for a long while. He was responsible for the reorganization and revival of the [[Guild:Battlemagi | Battlemagi of Andrinor]], where he works closely with [[NPCs:Rayna_Na%27Tanlynn | Rayna]] and the church.&lt;br /&gt;
&lt;br /&gt;
Ronan has taken in many apprentices during his career, including [http://www.arkaz.com/lore/index.php?title=Miranda_Rose Miranda Rose], [[PCs:Xsaiav'lairnn Mystrif | Xsaiav'lairnn Mystrif]],[[Zachael Anchises]], [[Mayzen]], [[Alielle Bonefox]], and [[PCs:Elradra | Elradra]]. In addition to his apprentices, he teaches artificing and magic to a great many aspiring mages, most of which are Ebony members or Ebony initiates.&lt;br /&gt;
&lt;br /&gt;
Ronan is known to have two daughters, [[NPCs:Hope|Hope]] and [[NPCs:Emit|Emit]], and to be the 'First Mortal' of a Spiritkin known as [[NPCs:Pride|Pride]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Path===&lt;br /&gt;
[[File:Ronan_casting.png|thumb|Image of Ronan performing a ritual in an undetermined area.]]&lt;br /&gt;
As a well-known necromancer, Ronan practices an art called 'spirit necromancy'. This path focuses not on the creation of the dead, but on communication with the deceased through contacting them on the ethereal plane or from the beyond. &lt;br /&gt;
&lt;br /&gt;
===Published Books===&lt;br /&gt;
''Theories of Cooperative Magic'', Published in Nuvar, a rare book not currently in print.&lt;br /&gt;
&lt;br /&gt;
''Types of Undead'', Published in Negaria, currently in circulation.&lt;br /&gt;
&lt;br /&gt;
''Theories of Spirit Necromancy'', Published in Negaria, currently in circulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ceril]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Ronan_casting.png&amp;diff=51695</id>
		<title>File:Ronan casting.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Ronan_casting.png&amp;diff=51695"/>
		<updated>2022-09-29T02:05:18Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Image of Ronan Ceril.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image of Ronan Ceril.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Human,_Romini&amp;diff=51682</id>
		<title>Human, Romini</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Human,_Romini&amp;diff=51682"/>
		<updated>2022-09-27T05:27:05Z</updated>

		<summary type="html">&lt;p&gt;Ronan: /* Traditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Human Races &amp;amp; Ethnicities:''' {{HumanRaces}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
 In NWN Avlis, this is a [[Human]] ethnicity. You can create a Human PC with this background. No need to specify subrace.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Quick to Master|Quick to Master]]&lt;br /&gt;
* [[NWN:Skilled|Skilled]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Not all [[Human|humans]] live under the feudalistic or parliamentary institutions of the great nations. A good number of them belong to tight-knit family and tribal groups that occupy the countryside, roaming around Avlis' diverse terrain in migratory fashion. The sheer number of tribes and groups that roam the lands are even more diversified than the lands themselves. However, the myriad of units and mobile nations can be grouped into three general categories: Romini, [[Human, Jechrani|Jechrani]], and [[Human, Tyeduan|Tyeduans]].&lt;br /&gt;
&lt;br /&gt;
Owing allegance to no nation or people, the '''Romini''' are the oldest and supposed favorite mortal creation of the god [[Mikon]]. The first humans to appear on Avlis were the ancestors of the Romini, created directly by Mikon. When created, Mikon commanded them to spread over the planet and bring balance to the world. They were told to be free, yet fair, and to call no one place their home, but rather many places.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
All three tribal peoples have basic personality traits that belie their rural upbringing and codes. Superstition is a mainstay of their cultures, and all of them have rich oral traditions dealing with daily life events and how a person meets and participates in life's joy and pain. This proximity with the primal forces of existence gives them an inner peace and happiness, even at the same time that it toughens them to the elements and the cruelty that life can sometimes pose.&lt;br /&gt;
&lt;br /&gt;
[[Mikon]]'s greatest gift to the Romini was the freedom to choose their life paths on an individual basis. He did not restrict them to the ways of good or evil, nor law or chaos. He simply told them to be. He told them that they must do what the moment requires and not to worry about past or future, but rather to exist as needed for the immediate time period. Much to Mikon's pride, his creation took his words to heart and did exactly as he bade them. The Romini spread throughout Avlis and adopted whatever personalities suited their cause. In addition to possessing the inner joy that nomad people often have, the Romini are crafty and cunning. No matter what their philosophy in life, they refuse to be oppressed and will strike back at oppression with eerie effectiveness, grace, and subversiveness.&lt;br /&gt;
&lt;br /&gt;
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aid them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini born in [[Tyedu]] who meets a Romini from [[M'Chek]] will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If one is Romini, they are part of the overall Romini identity... one of them. If one is not, they are georgio, the most commonly used term for a non-Romini. ''(See [[Human, Romini#Language|Language]], below)''.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
For tribal humans, physical features are largely dependent on region. Romini tend to occupy the middle ranges between 5 1/2 and 6 1/2 feet for males, and 5 to 5 1/2 feet for females.&lt;br /&gt;
&lt;br /&gt;
Skin and eye color also vary with region. The Romini tend to have olive, even black, complexions and brown eyes.&lt;br /&gt;
&lt;br /&gt;
It is said that Romini stock is the purest form of tribal human that has undergone the least amount of interbreeding, and possesse the features closest to what Mikon created.&lt;br /&gt;
&lt;br /&gt;
Variations in dress are too numerous to describe here. Not only do they vary with major tribal category, but they also vary with individual tribes. Romini folk often make clothing out of homespun material.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Nearly all human tribes are viewed with suspicion by their more civilized counterparts. The feeling is mutual, for tribal societies tend to be very superstitious and slow to trust an outsider. For the most part, tribal humans do not concern themselves much with non-human affairs. Tribes will often war amongst themselves, or with neighboring groups of nationalized humans over land rights and natural resources, but rarely do they get involved with the affairs of the wider world.&lt;br /&gt;
&lt;br /&gt;
The Romini as a people are on tolerable terms with all races and nations, though on a societal level they are seen as thieves and troublemakers whenever they roll into town. City-folk often have stories about being cheated or kidnapped by the Romini.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans have no particular majority when it comes to following morals or ethics. Their philosophies on law and chaos as well as good and evil vary by tribe and by individual. Among all the races, they deviate from their creator's alignment the most often.&lt;br /&gt;
&lt;br /&gt;
== Romini Lands ==&lt;br /&gt;
&lt;br /&gt;
After creation by Mikon, tribal humans collected in the areas all over the continent of Negaria. Some went northward and formed the Romini tribes that eventually became the [[Kurathene|Kurathene Empire]] and the clans of Tyedu. The largest and most populous group stayed in the area of M'Chek, which was supposedly the site of Mikon's prison when he was kept by the [[Negerai]] during the early days of creation.&lt;br /&gt;
&lt;br /&gt;
The Romini are true wanderers, not settling anywhere for very long, and ranging very widely up and down the continent throughout their lifetimes.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The Romini people have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in [[Mikona]], nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
''Main article: [[Romini language]]''&lt;br /&gt;
&lt;br /&gt;
The language formally known as the Common Tongue was given to the first humans when Mikon created them. Since then, the language has remained largely unchanged, and it has been adopted as the universal language of Negaria by all races. Nevertheless, dialects of this language exist. Romini speak a dialect called &amp;quot;Flare.&amp;quot; This language has become a way for all Romini to be able to converse with one another, and to keep their unique culture alive.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Most tribal humans have a common tradition of being able to change one's name during their lifetime due to some great (or infamous) deed that they committed. Romini often take first names that are popular in the area where they live. Their last name depicts who their father was, and they may have a clan designation after that.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Dimitri, Nicholai, Pieter &lt;br /&gt;
&lt;br /&gt;
=== Female Names === &lt;br /&gt;
&lt;br /&gt;
Demetria, Josalina, Vera &lt;br /&gt;
&lt;br /&gt;
=== Clan Names ===&lt;br /&gt;
&lt;br /&gt;
Johnsking, Trenson, Rikonovich, Lowara, Aurari, Usari, Sinti, Kaldervich, Nawari, Domari&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans value their home lives tremendously. After coming of age, they will rarely wander away from the tribe they are dutifully bound to protect and serve. However, many tribes have tests that require young tribal members to take long journeys of self-discovery by themselves. These can often lead to many new and interesting experiences. Other causes for leaving may include playing on their strong sense of duty and collectivism.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
&lt;br /&gt;
'''The Romini''' are the oldest and supposed favorite mortal creation of the god Mikon, owing allegance to no nation or people. They have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in Mikona, nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.&lt;br /&gt;
&lt;br /&gt;
When it is time to wander, a Romini will go. When it is time to settle, a Romini will stay. But they form no attachments to what they do. If a camp is needed they will camp. Some of those camps can become semi-permanent places of settlement, although the inhabitants that live there are seldom the same from one year to the next. Romini are fond of moving around the world and experiencing their freedom. They can be found in every nation making their camps, some temporary, some not.&lt;br /&gt;
&lt;br /&gt;
No nation in the world will refuse the Romini entry either. They never participate in the affairs of the nations. They only exist to exist, and thus are considered harmless by their hosts. They do not partake of wars or national struggles, even if it concerns their patron god Mikon. They choose not to.&lt;br /&gt;
&lt;br /&gt;
Romini will make their living any way they can. Some are accomplished craftsmen who sell their wares. Others are singers or entertainers, and some even make their livings at others' expense. Romini can range the whole gamut of the spectrum between pleasant and downright nasty. Nations will not refuse them, but individuals will often be wary of them for their diversity in world views on making a living.&lt;br /&gt;
&lt;br /&gt;
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aide them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini from Tyedu who meets a Romini from M'Chek will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If you are Romini, you are Romini... one of them. If you are not, you are georgio, the term for a non-romini.&lt;br /&gt;
&lt;br /&gt;
Because the Romini don't make their own cities, they do not have any use for governments. All of their society is one big extended family. The father is the head of the immediate family, and his brothers are the uncles and their children are cousins, etc. If a number of related families wind up travelling together a lot, a single man or woman will often be chosen as the leader of the troop. Whomever it is, the leader will make the decisions on where the group goes, though no one is obligated to follow. They are free to decide for themselves. However, the group often does as the leader asks.&lt;br /&gt;
&lt;br /&gt;
If a leader comes into control of a particularly large group of extended family, they will sometimes be dubbed as a Romini King. Kings are really just older men who are recognized by a lot of families as being pretty good at deciding where to go and how to run daily affairs. At any time, there are tens of Romini Kings on the continent, each presiding over an independent large group of travelling or camped Romini. The title is more of an affectionate designation given by the members of the bunch as a sign of respect and trust. It is not passed down through heredity or any other means. It can only be earned by wise deeds.&lt;br /&gt;
&lt;br /&gt;
As mentioned, smaller groups of Romini do not need these types of elders because the father of the bunch is enough to run everything. The size of the band is what determines how it is run.&lt;br /&gt;
&lt;br /&gt;
== Traditions ==&lt;br /&gt;
&lt;br /&gt;
Romini refer to non-Romini as &amp;quot;georgio&amp;quot;. It is a somewhat derogatory term, depending on how you put it in context. In any context, it is generally not incredibly nice.&lt;br /&gt;
&lt;br /&gt;
Never greet another Romini before washing in the morning.&lt;br /&gt;
&lt;br /&gt;
A woman can scare away evil spirits by waving one of her skirts in the air. She can also touch a male she is extremely displeased by with her skirt. This way they are cursed and NO male can talk to them until they have been cleansed by the Krisatora (a gathering of 'judges' from different Romini tribes).&lt;br /&gt;
&lt;br /&gt;
Note: The Krisatora is not called specifically for this purpose, it is called to settle disagreements&lt;br /&gt;
between the Romini in general.&lt;br /&gt;
&lt;br /&gt;
A child is only Romini if the father is.&lt;br /&gt;
&lt;br /&gt;
There is a bride price and marriage occurs between age 18-25.&lt;br /&gt;
&lt;br /&gt;
Physical appearance is least important in selecting a partner. Marriage partners are judged on their merits, such as health, stamina, strength, dispositions, manners, and skills. The character of the partner's family, as well as their prestige in the community, is also taken into account.&lt;br /&gt;
&lt;br /&gt;
There are many superstitious omens of death, the most common of which is the cry of the owl at night.&lt;br /&gt;
&lt;br /&gt;
There must be no danger of a lingering hidden envy or secret resentment on the part of those who are about to begin a journey to the world of the dead.&lt;br /&gt;
&lt;br /&gt;
The dying Romini must never be left alone. This is not only out of compassion for his condition, but also for fear of possible anger.&lt;br /&gt;
&lt;br /&gt;
He or she must not die in his or her habitual place.&lt;br /&gt;
&lt;br /&gt;
When death finally comes, the lamentation increases. From that time until the burial, certain traditional customs are observed. Above all, there is total absorption in the mourning, with no distractions or activities. There is no washing or shaving or combing of the hair. No food is prepared. Only the drinking of coffee, brandy, or other liquors is permitted. Mirrors might be covered and vessels containing water emptied.&lt;br /&gt;
&lt;br /&gt;
Some tribes may plug the nostrils of the deceased with beeswax or pearls to prevent evil spirits from entering the body.&lt;br /&gt;
&lt;br /&gt;
An important step is the gathering together of those things that will be useful to the deceased during the journey from life to be placed in the coffin. These can include almost anything, such as clothing, tools, eating utensils, jewelry, and money.&lt;br /&gt;
&lt;br /&gt;
The color worn by mourners at Romini funerals, until recent times, has traditionally been white or red.&lt;br /&gt;
&lt;br /&gt;
The Romini believe that the soul of the dead might be reincarnated in another man or animal.&lt;br /&gt;
&lt;br /&gt;
The posessions of the deceased may be sold, buried or burned but never kept.&lt;br /&gt;
&lt;br /&gt;
There are fortune tellers, spirit healers (advising) and people able to bestow curses.&lt;br /&gt;
&lt;br /&gt;
Good luck charms, amulets, and talismans are common and carried to prevent misfortune or illness. Some carry bread in their pockets.&lt;br /&gt;
&lt;br /&gt;
== Sayings ==&lt;br /&gt;
&lt;br /&gt;
It is easier to milk a cow that stands still.&lt;br /&gt;
&lt;br /&gt;
Bury me standing. I've been on my knees all my life.&lt;br /&gt;
&lt;br /&gt;
With the ears, and not with the eyes. (Often said when looking for a wife)&lt;br /&gt;
&lt;br /&gt;
Beauty cannot be eaten with a spoon. ''Divan na pe xaljo peska jehk koutak.''&lt;br /&gt;
&lt;br /&gt;
One madman makes many madmen and many madmen makes madness.&lt;br /&gt;
&lt;br /&gt;
There are lies more beleivable than the truth.&lt;br /&gt;
&lt;br /&gt;
This song was offered as a gift to worthy men.&lt;br /&gt;
&lt;br /&gt;
In the village without dogs the farmers walk without sticks.&lt;br /&gt;
&lt;br /&gt;
The law is a rule to a fool, but a guide to the wise.&lt;br /&gt;
&lt;br /&gt;
A bird does not sing because it has an answer - it sings because it has a song. ''Jehk desteredre pe kerel na gilyavel omiral pe isnan jehk dook - pe gilyavel omiral pe isnan jehk gili.''&lt;br /&gt;
&lt;br /&gt;
Of course one has to go out on a limb - after all, that is where the fruit is.&lt;br /&gt;
&lt;br /&gt;
A life with love will have some thorns, but a life without love will have no roses. ''Jehk zuvindi peska jubisarel peisido kanro niste, per jehk zuvindi na peska jubisarel peisido na rusjija.''&lt;br /&gt;
&lt;br /&gt;
A thousand roads mean a thousand new ways to follow the wind. ''Jekh milya drom, jehk milya dromoi nevi denedìnav o braval.''&lt;br /&gt;
&lt;br /&gt;
A man is not where he lives, but where he loves.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human|Human Racial Group]]&lt;br /&gt;
* [[Romini language]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=13120 Source article]&lt;br /&gt;
&lt;br /&gt;
[[Category:Human Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Human,_Romini&amp;diff=51681</id>
		<title>Human, Romini</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Human,_Romini&amp;diff=51681"/>
		<updated>2022-09-27T05:26:19Z</updated>

		<summary type="html">&lt;p&gt;Ronan: /* Traditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Human Races &amp;amp; Ethnicities:''' {{HumanRaces}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
 In NWN Avlis, this is a [[Human]] ethnicity. You can create a Human PC with this background. No need to specify subrace.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Quick to Master|Quick to Master]]&lt;br /&gt;
* [[NWN:Skilled|Skilled]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Not all [[Human|humans]] live under the feudalistic or parliamentary institutions of the great nations. A good number of them belong to tight-knit family and tribal groups that occupy the countryside, roaming around Avlis' diverse terrain in migratory fashion. The sheer number of tribes and groups that roam the lands are even more diversified than the lands themselves. However, the myriad of units and mobile nations can be grouped into three general categories: Romini, [[Human, Jechrani|Jechrani]], and [[Human, Tyeduan|Tyeduans]].&lt;br /&gt;
&lt;br /&gt;
Owing allegance to no nation or people, the '''Romini''' are the oldest and supposed favorite mortal creation of the god [[Mikon]]. The first humans to appear on Avlis were the ancestors of the Romini, created directly by Mikon. When created, Mikon commanded them to spread over the planet and bring balance to the world. They were told to be free, yet fair, and to call no one place their home, but rather many places.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
All three tribal peoples have basic personality traits that belie their rural upbringing and codes. Superstition is a mainstay of their cultures, and all of them have rich oral traditions dealing with daily life events and how a person meets and participates in life's joy and pain. This proximity with the primal forces of existence gives them an inner peace and happiness, even at the same time that it toughens them to the elements and the cruelty that life can sometimes pose.&lt;br /&gt;
&lt;br /&gt;
[[Mikon]]'s greatest gift to the Romini was the freedom to choose their life paths on an individual basis. He did not restrict them to the ways of good or evil, nor law or chaos. He simply told them to be. He told them that they must do what the moment requires and not to worry about past or future, but rather to exist as needed for the immediate time period. Much to Mikon's pride, his creation took his words to heart and did exactly as he bade them. The Romini spread throughout Avlis and adopted whatever personalities suited their cause. In addition to possessing the inner joy that nomad people often have, the Romini are crafty and cunning. No matter what their philosophy in life, they refuse to be oppressed and will strike back at oppression with eerie effectiveness, grace, and subversiveness.&lt;br /&gt;
&lt;br /&gt;
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aid them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini born in [[Tyedu]] who meets a Romini from [[M'Chek]] will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If one is Romini, they are part of the overall Romini identity... one of them. If one is not, they are georgio, the most commonly used term for a non-Romini. ''(See [[Human, Romini#Language|Language]], below)''.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
For tribal humans, physical features are largely dependent on region. Romini tend to occupy the middle ranges between 5 1/2 and 6 1/2 feet for males, and 5 to 5 1/2 feet for females.&lt;br /&gt;
&lt;br /&gt;
Skin and eye color also vary with region. The Romini tend to have olive, even black, complexions and brown eyes.&lt;br /&gt;
&lt;br /&gt;
It is said that Romini stock is the purest form of tribal human that has undergone the least amount of interbreeding, and possesse the features closest to what Mikon created.&lt;br /&gt;
&lt;br /&gt;
Variations in dress are too numerous to describe here. Not only do they vary with major tribal category, but they also vary with individual tribes. Romini folk often make clothing out of homespun material.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Nearly all human tribes are viewed with suspicion by their more civilized counterparts. The feeling is mutual, for tribal societies tend to be very superstitious and slow to trust an outsider. For the most part, tribal humans do not concern themselves much with non-human affairs. Tribes will often war amongst themselves, or with neighboring groups of nationalized humans over land rights and natural resources, but rarely do they get involved with the affairs of the wider world.&lt;br /&gt;
&lt;br /&gt;
The Romini as a people are on tolerable terms with all races and nations, though on a societal level they are seen as thieves and troublemakers whenever they roll into town. City-folk often have stories about being cheated or kidnapped by the Romini.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans have no particular majority when it comes to following morals or ethics. Their philosophies on law and chaos as well as good and evil vary by tribe and by individual. Among all the races, they deviate from their creator's alignment the most often.&lt;br /&gt;
&lt;br /&gt;
== Romini Lands ==&lt;br /&gt;
&lt;br /&gt;
After creation by Mikon, tribal humans collected in the areas all over the continent of Negaria. Some went northward and formed the Romini tribes that eventually became the [[Kurathene|Kurathene Empire]] and the clans of Tyedu. The largest and most populous group stayed in the area of M'Chek, which was supposedly the site of Mikon's prison when he was kept by the [[Negerai]] during the early days of creation.&lt;br /&gt;
&lt;br /&gt;
The Romini are true wanderers, not settling anywhere for very long, and ranging very widely up and down the continent throughout their lifetimes.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The Romini people have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in [[Mikona]], nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
''Main article: [[Romini language]]''&lt;br /&gt;
&lt;br /&gt;
The language formally known as the Common Tongue was given to the first humans when Mikon created them. Since then, the language has remained largely unchanged, and it has been adopted as the universal language of Negaria by all races. Nevertheless, dialects of this language exist. Romini speak a dialect called &amp;quot;Flare.&amp;quot; This language has become a way for all Romini to be able to converse with one another, and to keep their unique culture alive.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Most tribal humans have a common tradition of being able to change one's name during their lifetime due to some great (or infamous) deed that they committed. Romini often take first names that are popular in the area where they live. Their last name depicts who their father was, and they may have a clan designation after that.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Dimitri, Nicholai, Pieter &lt;br /&gt;
&lt;br /&gt;
=== Female Names === &lt;br /&gt;
&lt;br /&gt;
Demetria, Josalina, Vera &lt;br /&gt;
&lt;br /&gt;
=== Clan Names ===&lt;br /&gt;
&lt;br /&gt;
Johnsking, Trenson, Rikonovich, Lowara, Aurari, Usari, Sinti, Kaldervich, Nawari, Domari&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans value their home lives tremendously. After coming of age, they will rarely wander away from the tribe they are dutifully bound to protect and serve. However, many tribes have tests that require young tribal members to take long journeys of self-discovery by themselves. These can often lead to many new and interesting experiences. Other causes for leaving may include playing on their strong sense of duty and collectivism.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
&lt;br /&gt;
'''The Romini''' are the oldest and supposed favorite mortal creation of the god Mikon, owing allegance to no nation or people. They have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in Mikona, nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.&lt;br /&gt;
&lt;br /&gt;
When it is time to wander, a Romini will go. When it is time to settle, a Romini will stay. But they form no attachments to what they do. If a camp is needed they will camp. Some of those camps can become semi-permanent places of settlement, although the inhabitants that live there are seldom the same from one year to the next. Romini are fond of moving around the world and experiencing their freedom. They can be found in every nation making their camps, some temporary, some not.&lt;br /&gt;
&lt;br /&gt;
No nation in the world will refuse the Romini entry either. They never participate in the affairs of the nations. They only exist to exist, and thus are considered harmless by their hosts. They do not partake of wars or national struggles, even if it concerns their patron god Mikon. They choose not to.&lt;br /&gt;
&lt;br /&gt;
Romini will make their living any way they can. Some are accomplished craftsmen who sell their wares. Others are singers or entertainers, and some even make their livings at others' expense. Romini can range the whole gamut of the spectrum between pleasant and downright nasty. Nations will not refuse them, but individuals will often be wary of them for their diversity in world views on making a living.&lt;br /&gt;
&lt;br /&gt;
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aide them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini from Tyedu who meets a Romini from M'Chek will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If you are Romini, you are Romini... one of them. If you are not, you are georgio, the term for a non-romini.&lt;br /&gt;
&lt;br /&gt;
Because the Romini don't make their own cities, they do not have any use for governments. All of their society is one big extended family. The father is the head of the immediate family, and his brothers are the uncles and their children are cousins, etc. If a number of related families wind up travelling together a lot, a single man or woman will often be chosen as the leader of the troop. Whomever it is, the leader will make the decisions on where the group goes, though no one is obligated to follow. They are free to decide for themselves. However, the group often does as the leader asks.&lt;br /&gt;
&lt;br /&gt;
If a leader comes into control of a particularly large group of extended family, they will sometimes be dubbed as a Romini King. Kings are really just older men who are recognized by a lot of families as being pretty good at deciding where to go and how to run daily affairs. At any time, there are tens of Romini Kings on the continent, each presiding over an independent large group of travelling or camped Romini. The title is more of an affectionate designation given by the members of the bunch as a sign of respect and trust. It is not passed down through heredity or any other means. It can only be earned by wise deeds.&lt;br /&gt;
&lt;br /&gt;
As mentioned, smaller groups of Romini do not need these types of elders because the father of the bunch is enough to run everything. The size of the band is what determines how it is run.&lt;br /&gt;
&lt;br /&gt;
== Traditions ==&lt;br /&gt;
&lt;br /&gt;
Romini refer to non-Romini as &amp;quot;georgio&amp;quot;. It is a somewhat derogatory term, depending on how you put it in context. In any context, it is generally not incredibly nice.&lt;br /&gt;
&lt;br /&gt;
Never greet another Romini before washing in the morning.&lt;br /&gt;
&lt;br /&gt;
A woman can scare away evil spirits by waving one of her skirts in the air. She can also touch a male she is extremely displeased by with her skirt. This way they are cursed and NO male can talk to them until they have been cleansed by the Krisatora (a gathering of 'judges' from different Romini tribes).&lt;br /&gt;
&lt;br /&gt;
Note: The Krisatora is not called specifically for this purpose, it is called to settle disagreements&lt;br /&gt;
between the Romini in general.&lt;br /&gt;
&lt;br /&gt;
A child is only Romini if the father is.&lt;br /&gt;
&lt;br /&gt;
There is a bride price and marriage occurs between age 18-25.&lt;br /&gt;
&lt;br /&gt;
Physical appearance is least important in selecting a partner. The prospective brides are judged on their merits, such as health, stamina, strength, dispositions, manners, and skills. The character of the partner's family, as well as their prestige in the community, is also taken into account.&lt;br /&gt;
&lt;br /&gt;
There are many superstitious omens of death, the most common of which is the cry of the owl at night.&lt;br /&gt;
&lt;br /&gt;
There must be no danger of a lingering hidden envy or secret resentment on the part of those who are about to begin a journey to the world of the dead.&lt;br /&gt;
&lt;br /&gt;
The dying Romini must never be left alone. This is not only out of compassion for his condition, but also for fear of possible anger.&lt;br /&gt;
&lt;br /&gt;
He or she must not die in his or her habitual place.&lt;br /&gt;
&lt;br /&gt;
When death finally comes, the lamentation increases. From that time until the burial, certain traditional customs are observed. Above all, there is total absorption in the mourning, with no distractions or activities. There is no washing or shaving or combing of the hair. No food is prepared. Only the drinking of coffee, brandy, or other liquors is permitted. Mirrors might be covered and vessels containing water emptied.&lt;br /&gt;
&lt;br /&gt;
Some tribes may plug the nostrils of the deceased with beeswax or pearls to prevent evil spirits from entering the body.&lt;br /&gt;
&lt;br /&gt;
An important step is the gathering together of those things that will be useful to the deceased during the journey from life to be placed in the coffin. These can include almost anything, such as clothing, tools, eating utensils, jewelry, and money.&lt;br /&gt;
&lt;br /&gt;
The color worn by mourners at Romini funerals, until recent times, has traditionally been white or red.&lt;br /&gt;
&lt;br /&gt;
The Romini believe that the soul of the dead might be reincarnated in another man or animal.&lt;br /&gt;
&lt;br /&gt;
The posessions of the deceased may be sold, buried or burned but never kept.&lt;br /&gt;
&lt;br /&gt;
There are fortune tellers, spirit healers (advising) and people able to bestow curses.&lt;br /&gt;
&lt;br /&gt;
Good luck charms, amulets, and talismans are common and carried to prevent misfortune or illness. Some carry bread in their pockets.&lt;br /&gt;
&lt;br /&gt;
== Sayings ==&lt;br /&gt;
&lt;br /&gt;
It is easier to milk a cow that stands still.&lt;br /&gt;
&lt;br /&gt;
Bury me standing. I've been on my knees all my life.&lt;br /&gt;
&lt;br /&gt;
With the ears, and not with the eyes. (Often said when looking for a wife)&lt;br /&gt;
&lt;br /&gt;
Beauty cannot be eaten with a spoon. ''Divan na pe xaljo peska jehk koutak.''&lt;br /&gt;
&lt;br /&gt;
One madman makes many madmen and many madmen makes madness.&lt;br /&gt;
&lt;br /&gt;
There are lies more beleivable than the truth.&lt;br /&gt;
&lt;br /&gt;
This song was offered as a gift to worthy men.&lt;br /&gt;
&lt;br /&gt;
In the village without dogs the farmers walk without sticks.&lt;br /&gt;
&lt;br /&gt;
The law is a rule to a fool, but a guide to the wise.&lt;br /&gt;
&lt;br /&gt;
A bird does not sing because it has an answer - it sings because it has a song. ''Jehk desteredre pe kerel na gilyavel omiral pe isnan jehk dook - pe gilyavel omiral pe isnan jehk gili.''&lt;br /&gt;
&lt;br /&gt;
Of course one has to go out on a limb - after all, that is where the fruit is.&lt;br /&gt;
&lt;br /&gt;
A life with love will have some thorns, but a life without love will have no roses. ''Jehk zuvindi peska jubisarel peisido kanro niste, per jehk zuvindi na peska jubisarel peisido na rusjija.''&lt;br /&gt;
&lt;br /&gt;
A thousand roads mean a thousand new ways to follow the wind. ''Jekh milya drom, jehk milya dromoi nevi denedìnav o braval.''&lt;br /&gt;
&lt;br /&gt;
A man is not where he lives, but where he loves.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human|Human Racial Group]]&lt;br /&gt;
* [[Romini language]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=13120 Source article]&lt;br /&gt;
&lt;br /&gt;
[[Category:Human Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Human,_Romini&amp;diff=51680</id>
		<title>Human, Romini</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Human,_Romini&amp;diff=51680"/>
		<updated>2022-09-27T05:25:25Z</updated>

		<summary type="html">&lt;p&gt;Ronan: /* History and Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Human Races &amp;amp; Ethnicities:''' {{HumanRaces}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
 In NWN Avlis, this is a [[Human]] ethnicity. You can create a Human PC with this background. No need to specify subrace.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Quick to Master|Quick to Master]]&lt;br /&gt;
* [[NWN:Skilled|Skilled]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Not all [[Human|humans]] live under the feudalistic or parliamentary institutions of the great nations. A good number of them belong to tight-knit family and tribal groups that occupy the countryside, roaming around Avlis' diverse terrain in migratory fashion. The sheer number of tribes and groups that roam the lands are even more diversified than the lands themselves. However, the myriad of units and mobile nations can be grouped into three general categories: Romini, [[Human, Jechrani|Jechrani]], and [[Human, Tyeduan|Tyeduans]].&lt;br /&gt;
&lt;br /&gt;
Owing allegance to no nation or people, the '''Romini''' are the oldest and supposed favorite mortal creation of the god [[Mikon]]. The first humans to appear on Avlis were the ancestors of the Romini, created directly by Mikon. When created, Mikon commanded them to spread over the planet and bring balance to the world. They were told to be free, yet fair, and to call no one place their home, but rather many places.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
All three tribal peoples have basic personality traits that belie their rural upbringing and codes. Superstition is a mainstay of their cultures, and all of them have rich oral traditions dealing with daily life events and how a person meets and participates in life's joy and pain. This proximity with the primal forces of existence gives them an inner peace and happiness, even at the same time that it toughens them to the elements and the cruelty that life can sometimes pose.&lt;br /&gt;
&lt;br /&gt;
[[Mikon]]'s greatest gift to the Romini was the freedom to choose their life paths on an individual basis. He did not restrict them to the ways of good or evil, nor law or chaos. He simply told them to be. He told them that they must do what the moment requires and not to worry about past or future, but rather to exist as needed for the immediate time period. Much to Mikon's pride, his creation took his words to heart and did exactly as he bade them. The Romini spread throughout Avlis and adopted whatever personalities suited their cause. In addition to possessing the inner joy that nomad people often have, the Romini are crafty and cunning. No matter what their philosophy in life, they refuse to be oppressed and will strike back at oppression with eerie effectiveness, grace, and subversiveness.&lt;br /&gt;
&lt;br /&gt;
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aid them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini born in [[Tyedu]] who meets a Romini from [[M'Chek]] will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If one is Romini, they are part of the overall Romini identity... one of them. If one is not, they are georgio, the most commonly used term for a non-Romini. ''(See [[Human, Romini#Language|Language]], below)''.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
For tribal humans, physical features are largely dependent on region. Romini tend to occupy the middle ranges between 5 1/2 and 6 1/2 feet for males, and 5 to 5 1/2 feet for females.&lt;br /&gt;
&lt;br /&gt;
Skin and eye color also vary with region. The Romini tend to have olive, even black, complexions and brown eyes.&lt;br /&gt;
&lt;br /&gt;
It is said that Romini stock is the purest form of tribal human that has undergone the least amount of interbreeding, and possesse the features closest to what Mikon created.&lt;br /&gt;
&lt;br /&gt;
Variations in dress are too numerous to describe here. Not only do they vary with major tribal category, but they also vary with individual tribes. Romini folk often make clothing out of homespun material.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Nearly all human tribes are viewed with suspicion by their more civilized counterparts. The feeling is mutual, for tribal societies tend to be very superstitious and slow to trust an outsider. For the most part, tribal humans do not concern themselves much with non-human affairs. Tribes will often war amongst themselves, or with neighboring groups of nationalized humans over land rights and natural resources, but rarely do they get involved with the affairs of the wider world.&lt;br /&gt;
&lt;br /&gt;
The Romini as a people are on tolerable terms with all races and nations, though on a societal level they are seen as thieves and troublemakers whenever they roll into town. City-folk often have stories about being cheated or kidnapped by the Romini.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans have no particular majority when it comes to following morals or ethics. Their philosophies on law and chaos as well as good and evil vary by tribe and by individual. Among all the races, they deviate from their creator's alignment the most often.&lt;br /&gt;
&lt;br /&gt;
== Romini Lands ==&lt;br /&gt;
&lt;br /&gt;
After creation by Mikon, tribal humans collected in the areas all over the continent of Negaria. Some went northward and formed the Romini tribes that eventually became the [[Kurathene|Kurathene Empire]] and the clans of Tyedu. The largest and most populous group stayed in the area of M'Chek, which was supposedly the site of Mikon's prison when he was kept by the [[Negerai]] during the early days of creation.&lt;br /&gt;
&lt;br /&gt;
The Romini are true wanderers, not settling anywhere for very long, and ranging very widely up and down the continent throughout their lifetimes.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The Romini people have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in [[Mikona]], nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
''Main article: [[Romini language]]''&lt;br /&gt;
&lt;br /&gt;
The language formally known as the Common Tongue was given to the first humans when Mikon created them. Since then, the language has remained largely unchanged, and it has been adopted as the universal language of Negaria by all races. Nevertheless, dialects of this language exist. Romini speak a dialect called &amp;quot;Flare.&amp;quot; This language has become a way for all Romini to be able to converse with one another, and to keep their unique culture alive.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Most tribal humans have a common tradition of being able to change one's name during their lifetime due to some great (or infamous) deed that they committed. Romini often take first names that are popular in the area where they live. Their last name depicts who their father was, and they may have a clan designation after that.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Dimitri, Nicholai, Pieter &lt;br /&gt;
&lt;br /&gt;
=== Female Names === &lt;br /&gt;
&lt;br /&gt;
Demetria, Josalina, Vera &lt;br /&gt;
&lt;br /&gt;
=== Clan Names ===&lt;br /&gt;
&lt;br /&gt;
Johnsking, Trenson, Rikonovich, Lowara, Aurari, Usari, Sinti, Kaldervich, Nawari, Domari&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans value their home lives tremendously. After coming of age, they will rarely wander away from the tribe they are dutifully bound to protect and serve. However, many tribes have tests that require young tribal members to take long journeys of self-discovery by themselves. These can often lead to many new and interesting experiences. Other causes for leaving may include playing on their strong sense of duty and collectivism.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
&lt;br /&gt;
'''The Romini''' are the oldest and supposed favorite mortal creation of the god Mikon, owing allegance to no nation or people. They have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in Mikona, nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.&lt;br /&gt;
&lt;br /&gt;
When it is time to wander, a Romini will go. When it is time to settle, a Romini will stay. But they form no attachments to what they do. If a camp is needed they will camp. Some of those camps can become semi-permanent places of settlement, although the inhabitants that live there are seldom the same from one year to the next. Romini are fond of moving around the world and experiencing their freedom. They can be found in every nation making their camps, some temporary, some not.&lt;br /&gt;
&lt;br /&gt;
No nation in the world will refuse the Romini entry either. They never participate in the affairs of the nations. They only exist to exist, and thus are considered harmless by their hosts. They do not partake of wars or national struggles, even if it concerns their patron god Mikon. They choose not to.&lt;br /&gt;
&lt;br /&gt;
Romini will make their living any way they can. Some are accomplished craftsmen who sell their wares. Others are singers or entertainers, and some even make their livings at others' expense. Romini can range the whole gamut of the spectrum between pleasant and downright nasty. Nations will not refuse them, but individuals will often be wary of them for their diversity in world views on making a living.&lt;br /&gt;
&lt;br /&gt;
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aide them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini from Tyedu who meets a Romini from M'Chek will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If you are Romini, you are Romini... one of them. If you are not, you are georgio, the term for a non-romini.&lt;br /&gt;
&lt;br /&gt;
Because the Romini don't make their own cities, they do not have any use for governments. All of their society is one big extended family. The father is the head of the immediate family, and his brothers are the uncles and their children are cousins, etc. If a number of related families wind up travelling together a lot, a single man or woman will often be chosen as the leader of the troop. Whomever it is, the leader will make the decisions on where the group goes, though no one is obligated to follow. They are free to decide for themselves. However, the group often does as the leader asks.&lt;br /&gt;
&lt;br /&gt;
If a leader comes into control of a particularly large group of extended family, they will sometimes be dubbed as a Romini King. Kings are really just older men who are recognized by a lot of families as being pretty good at deciding where to go and how to run daily affairs. At any time, there are tens of Romini Kings on the continent, each presiding over an independent large group of travelling or camped Romini. The title is more of an affectionate designation given by the members of the bunch as a sign of respect and trust. It is not passed down through heredity or any other means. It can only be earned by wise deeds.&lt;br /&gt;
&lt;br /&gt;
As mentioned, smaller groups of Romini do not need these types of elders because the father of the bunch is enough to run everything. The size of the band is what determines how it is run.&lt;br /&gt;
&lt;br /&gt;
== Traditions ==&lt;br /&gt;
&lt;br /&gt;
Romini refer to non-Romini as &amp;quot;georgio&amp;quot;. It is a somewhat derogatory term, depending on how you put it in context. In any context, it is generally not incredibly nice.&lt;br /&gt;
&lt;br /&gt;
Never greet another Romini before washing in the morning.&lt;br /&gt;
&lt;br /&gt;
A woman can scare away evil spirits by waving one of her skirts in the air. She can also touch a male she is extremely displeased by with her skirt. This way they are cursed and NO male can talk to them until they have been cleansed by the Krisatora (a gathering of 'judges' from different Romini tribes).&lt;br /&gt;
&lt;br /&gt;
Note: The Krisatora is not called specifically for this purpose, it is called to settle disagreements&lt;br /&gt;
between the Romini in general.&lt;br /&gt;
&lt;br /&gt;
A child is only Romini if the father is.&lt;br /&gt;
&lt;br /&gt;
There is a bride price and marriage occurs between age 18-25.&lt;br /&gt;
&lt;br /&gt;
Physical appearance is least important in selecting a bride. The prospective brides are judged on their merits, such as health, stamina, strength, dispositions, manners, and domestic skills. The character of the girl's family, as well as their prestige in the community, is also taken into account.&lt;br /&gt;
&lt;br /&gt;
There are many superstitious omens of death, the most common of which is the cry of the owl at night.&lt;br /&gt;
&lt;br /&gt;
There must be no danger of a lingering hidden envy or secret resentment on the part of those who are about to begin a journey to the world of the dead.&lt;br /&gt;
&lt;br /&gt;
The dying Romini must never be left alone. This is not only out of compassion for his condition, but also for fear of possible anger.&lt;br /&gt;
&lt;br /&gt;
He or she must not die in his or her habitual place.&lt;br /&gt;
&lt;br /&gt;
When death finally comes, the lamentation increases. From that time until the burial, certain traditional customs are observed. Above all, there is total absorption in the mourning, with no distractions or activities. There is no washing or shaving or combing of the hair. No food is prepared. Only the drinking of coffee, brandy, or other liquors is permitted. Mirrors might be covered and vessels containing water emptied.&lt;br /&gt;
&lt;br /&gt;
Some tribes may plug the nostrils of the deceased with beeswax or pearls to prevent evil spirits from entering the body.&lt;br /&gt;
&lt;br /&gt;
An important step is the gathering together of those things that will be useful to the deceased during the journey from life to be placed in the coffin. These can include almost anything, such as clothing, tools, eating utensils, jewelry, and money.&lt;br /&gt;
&lt;br /&gt;
The color worn by mourners at Romini funerals, until recent times, has traditionally been white or red.&lt;br /&gt;
&lt;br /&gt;
The Romini believe that the soul of the dead might be reincarnated in another man or animal.&lt;br /&gt;
&lt;br /&gt;
The posessions of the deceased may be sold, buried or burned but never kept.&lt;br /&gt;
&lt;br /&gt;
There are fortune tellers, spirit healers (advising) and people able to bestow curses.&lt;br /&gt;
&lt;br /&gt;
Good luck charms, amulets, and talismans are common and carried to prevent misfortune or illness. Some carry bread in their pockets.&lt;br /&gt;
&lt;br /&gt;
== Sayings ==&lt;br /&gt;
&lt;br /&gt;
It is easier to milk a cow that stands still.&lt;br /&gt;
&lt;br /&gt;
Bury me standing. I've been on my knees all my life.&lt;br /&gt;
&lt;br /&gt;
With the ears, and not with the eyes. (Often said when looking for a wife)&lt;br /&gt;
&lt;br /&gt;
Beauty cannot be eaten with a spoon. ''Divan na pe xaljo peska jehk koutak.''&lt;br /&gt;
&lt;br /&gt;
One madman makes many madmen and many madmen makes madness.&lt;br /&gt;
&lt;br /&gt;
There are lies more beleivable than the truth.&lt;br /&gt;
&lt;br /&gt;
This song was offered as a gift to worthy men.&lt;br /&gt;
&lt;br /&gt;
In the village without dogs the farmers walk without sticks.&lt;br /&gt;
&lt;br /&gt;
The law is a rule to a fool, but a guide to the wise.&lt;br /&gt;
&lt;br /&gt;
A bird does not sing because it has an answer - it sings because it has a song. ''Jehk desteredre pe kerel na gilyavel omiral pe isnan jehk dook - pe gilyavel omiral pe isnan jehk gili.''&lt;br /&gt;
&lt;br /&gt;
Of course one has to go out on a limb - after all, that is where the fruit is.&lt;br /&gt;
&lt;br /&gt;
A life with love will have some thorns, but a life without love will have no roses. ''Jehk zuvindi peska jubisarel peisido kanro niste, per jehk zuvindi na peska jubisarel peisido na rusjija.''&lt;br /&gt;
&lt;br /&gt;
A thousand roads mean a thousand new ways to follow the wind. ''Jekh milya drom, jehk milya dromoi nevi denedìnav o braval.''&lt;br /&gt;
&lt;br /&gt;
A man is not where he lives, but where he loves.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human|Human Racial Group]]&lt;br /&gt;
* [[Romini language]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=13120 Source article]&lt;br /&gt;
&lt;br /&gt;
[[Category:Human Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Human,_Romini&amp;diff=51679</id>
		<title>Human, Romini</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Human,_Romini&amp;diff=51679"/>
		<updated>2022-09-27T05:23:33Z</updated>

		<summary type="html">&lt;p&gt;Ronan: /* Traditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Human Races &amp;amp; Ethnicities:''' {{HumanRaces}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
 In NWN Avlis, this is a [[Human]] ethnicity. You can create a Human PC with this background. No need to specify subrace.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Quick to Master|Quick to Master]]&lt;br /&gt;
* [[NWN:Skilled|Skilled]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Not all [[Human|humans]] live under the feudalistic or parliamentary institutions of the great nations. A good number of them belong to tight-knit family and tribal groups that occupy the countryside, roaming around Avlis' diverse terrain in migratory fashion. The sheer number of tribes and groups that roam the lands are even more diversified than the lands themselves. However, the myriad of units and mobile nations can be grouped into three general categories: Romini, [[Human, Jechrani|Jechrani]], and [[Human, Tyeduan|Tyeduans]].&lt;br /&gt;
&lt;br /&gt;
Owing allegance to no nation or people, the '''Romini''' are the oldest and supposed favorite mortal creation of the god [[Mikon]]. The first humans to appear on Avlis were the ancestors of the Romini, created directly by Mikon. When created, Mikon commanded them to spread over the planet and bring balance to the world. They were told to be free, yet fair, and to call no one place their home, but rather many places.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
All three tribal peoples have basic personality traits that belie their rural upbringing and codes. Superstition is a mainstay of their cultures, and all of them have rich oral traditions dealing with daily life events and how a person meets and participates in life's joy and pain. This proximity with the primal forces of existence gives them an inner peace and happiness, even at the same time that it toughens them to the elements and the cruelty that life can sometimes pose.&lt;br /&gt;
&lt;br /&gt;
[[Mikon]]'s greatest gift to the Romini was the freedom to choose their life paths on an individual basis. He did not restrict them to the ways of good or evil, nor law or chaos. He simply told them to be. He told them that they must do what the moment requires and not to worry about past or future, but rather to exist as needed for the immediate time period. Much to Mikon's pride, his creation took his words to heart and did exactly as he bade them. The Romini spread throughout Avlis and adopted whatever personalities suited their cause. In addition to possessing the inner joy that nomad people often have, the Romini are crafty and cunning. No matter what their philosophy in life, they refuse to be oppressed and will strike back at oppression with eerie effectiveness, grace, and subversiveness.&lt;br /&gt;
&lt;br /&gt;
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aid them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini born in [[Tyedu]] who meets a Romini from [[M'Chek]] will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If one is Romini, they are part of the overall Romini identity... one of them. If one is not, they are georgio, the most commonly used term for a non-Romini. ''(See [[Human, Romini#Language|Language]], below)''.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
For tribal humans, physical features are largely dependent on region. Romini tend to occupy the middle ranges between 5 1/2 and 6 1/2 feet for males, and 5 to 5 1/2 feet for females.&lt;br /&gt;
&lt;br /&gt;
Skin and eye color also vary with region. The Romini tend to have olive, even black, complexions and brown eyes.&lt;br /&gt;
&lt;br /&gt;
It is said that Romini stock is the purest form of tribal human that has undergone the least amount of interbreeding, and possesse the features closest to what Mikon created.&lt;br /&gt;
&lt;br /&gt;
Variations in dress are too numerous to describe here. Not only do they vary with major tribal category, but they also vary with individual tribes. Romini folk often make clothing out of homespun material.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Nearly all human tribes are viewed with suspicion by their more civilized counterparts. The feeling is mutual, for tribal societies tend to be very superstitious and slow to trust an outsider. For the most part, tribal humans do not concern themselves much with non-human affairs. Tribes will often war amongst themselves, or with neighboring groups of nationalized humans over land rights and natural resources, but rarely do they get involved with the affairs of the wider world.&lt;br /&gt;
&lt;br /&gt;
The Romini as a people are on tolerable terms with all races and nations, though on a societal level they are seen as thieves and troublemakers whenever they roll into town. City-folk often have stories about being cheated or kidnapped by the Romini.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans have no particular majority when it comes to following morals or ethics. Their philosophies on law and chaos as well as good and evil vary by tribe and by individual. Among all the races, they deviate from their creator's alignment the most often.&lt;br /&gt;
&lt;br /&gt;
== Romini Lands ==&lt;br /&gt;
&lt;br /&gt;
After creation by Mikon, tribal humans collected in the areas all over the continent of Negaria. Some went northward and formed the Romini tribes that eventually became the [[Kurathene|Kurathene Empire]] and the clans of Tyedu. The largest and most populous group stayed in the area of M'Chek, which was supposedly the site of Mikon's prison when he was kept by the [[Negerai]] during the early days of creation.&lt;br /&gt;
&lt;br /&gt;
The Romini are true wanderers, not settling anywhere for very long, and ranging very widely up and down the continent throughout their lifetimes.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The Romini people have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in [[Mikona]], nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
''Main article: [[Romini language]]''&lt;br /&gt;
&lt;br /&gt;
The language formally known as the Common Tongue was given to the first humans when Mikon created them. Since then, the language has remained largely unchanged, and it has been adopted as the universal language of Negaria by all races. Nevertheless, dialects of this language exist. Romini speak a dialect called &amp;quot;Flare.&amp;quot; This language has become a way for all Romini to be able to converse with one another, and to keep their unique culture alive.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Most tribal humans have a common tradition of being able to change one's name during their lifetime due to some great (or infamous) deed that they committed. Romini often take first names that are popular in the area where they live. Their last name depicts who their father was, and they may have a clan designation after that.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Dimitri, Nicholai, Pieter &lt;br /&gt;
&lt;br /&gt;
=== Female Names === &lt;br /&gt;
&lt;br /&gt;
Demetria, Josalina, Vera &lt;br /&gt;
&lt;br /&gt;
=== Clan Names ===&lt;br /&gt;
&lt;br /&gt;
Johnsking, Trenson, Rikonovich, Lowara, Aurari, Usari, Sinti, Kaldervich, Nawari, Domari&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Tribal humans value their home lives tremendously. After coming of age, they will rarely wander away from the tribe they are dutifully bound to protect and serve. However, many tribes have tests that require young tribal members to take long journeys of self-discovery by themselves. These can often lead to many new and interesting experiences. Other causes for leaving may include playing on their strong sense of duty and collectivism.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
&lt;br /&gt;
'''The Romini''' are the oldest and supposed favorite mortal creation of the god Mikon, owing allegance to no nation or people. They have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in Mikona, nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.&lt;br /&gt;
&lt;br /&gt;
When it is time to wander, a Romini will go. When it is time to settle, a Romini will stay. But they form no attachments to what they do. If a camp is needed they will camp. Some of those camps can become semi-permanent places of settlement, although the inhabitants that live there are seldom the same from one year to the next. Romini are fond of moving around the world and experiencing their freedom. They can be found in every nation making their camps, some temporary, some not.&lt;br /&gt;
&lt;br /&gt;
No nation in the world will refuse the Romini entry either. They never participate in the affairs of the nations. They only exist to exist, and thus are considered harmless by their hosts. They do not partake of wars or national struggles, even if it concerns their patron god Mikon. They choose not to.&lt;br /&gt;
&lt;br /&gt;
Romini will make their living any way they can. Some are accomplished craftsmen who sell their wares. Others are singers or entertainers, and some even make their livings at others' expense. Romini can range the whole gamut of the spectrum between pleasant and downright nasty. Nations will not refuse them, but individuals will often be wary of them for their diversity in world views on making a living.&lt;br /&gt;
&lt;br /&gt;
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aide them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini from Tyedu who meets a Romini from M'Chek will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If you are Romini, you are Romini... one of them. If you are not, you are georgio, the term for a non-romini.&lt;br /&gt;
&lt;br /&gt;
Because the Romini don't make their own cities, they do not have any use for governments. All of their society is one big extended family. The father is the head of the immediate family, and his brothers are the uncles and their children are cousins, etc. If a number of related families wind up travelling togethor a lot, a single man will often be chosen as the leader of the troop, sometimes it may even be a wise old woman. Whomever it is, the leader will make the decisions on where the group goes, though no one is obligated to follow. They are free to decide for themselves. However, the group often does as the leader asks.&lt;br /&gt;
&lt;br /&gt;
If a leader comes into control of a particularly large group of extended family, they will sometimes be dubbed as a Romini King. Kings are really just older men who are recognized by a lot of families as being pretty good at deciding where to go and how to run daily affairs. At any time, there are tens of Romini Kings on the continent, each presiding over an independent large group of travelling or camped Romini. The title is more of an affectionate designation given by the members of the bunch as a sign of respect and trust. It is not passed down through heredity or any other means. It can only be earned by wise deeds.&lt;br /&gt;
&lt;br /&gt;
As mentioned, smaller groups of Romini do not need these types of elders because the father of the bunch is enough to run everything. The size of the band is what determines how it is run.&lt;br /&gt;
&lt;br /&gt;
== Traditions ==&lt;br /&gt;
&lt;br /&gt;
Romini refer to non-Romini as &amp;quot;georgio&amp;quot;. It is a somewhat derogatory term, depending on how you put it in context. In any context, it is generally not incredibly nice.&lt;br /&gt;
&lt;br /&gt;
Never greet another Romini before washing in the morning.&lt;br /&gt;
&lt;br /&gt;
A woman can scare away evil spirits by waving one of her skirts in the air. She can also touch a male she is extremely displeased by with her skirt. This way they are cursed and NO male can talk to them until they have been cleansed by the Krisatora (a gathering of 'judges' from different Romini tribes).&lt;br /&gt;
&lt;br /&gt;
Note: The Krisatora is not called specifically for this purpose, it is called to settle disagreements&lt;br /&gt;
between the Romini in general.&lt;br /&gt;
&lt;br /&gt;
A child is only Romini if the father is.&lt;br /&gt;
&lt;br /&gt;
There is a bride price and marriage occurs between age 18-25.&lt;br /&gt;
&lt;br /&gt;
Physical appearance is least important in selecting a bride. The prospective brides are judged on their merits, such as health, stamina, strength, dispositions, manners, and domestic skills. The character of the girl's family, as well as their prestige in the community, is also taken into account.&lt;br /&gt;
&lt;br /&gt;
There are many superstitious omens of death, the most common of which is the cry of the owl at night.&lt;br /&gt;
&lt;br /&gt;
There must be no danger of a lingering hidden envy or secret resentment on the part of those who are about to begin a journey to the world of the dead.&lt;br /&gt;
&lt;br /&gt;
The dying Romini must never be left alone. This is not only out of compassion for his condition, but also for fear of possible anger.&lt;br /&gt;
&lt;br /&gt;
He or she must not die in his or her habitual place.&lt;br /&gt;
&lt;br /&gt;
When death finally comes, the lamentation increases. From that time until the burial, certain traditional customs are observed. Above all, there is total absorption in the mourning, with no distractions or activities. There is no washing or shaving or combing of the hair. No food is prepared. Only the drinking of coffee, brandy, or other liquors is permitted. Mirrors might be covered and vessels containing water emptied.&lt;br /&gt;
&lt;br /&gt;
Some tribes may plug the nostrils of the deceased with beeswax or pearls to prevent evil spirits from entering the body.&lt;br /&gt;
&lt;br /&gt;
An important step is the gathering together of those things that will be useful to the deceased during the journey from life to be placed in the coffin. These can include almost anything, such as clothing, tools, eating utensils, jewelry, and money.&lt;br /&gt;
&lt;br /&gt;
The color worn by mourners at Romini funerals, until recent times, has traditionally been white or red.&lt;br /&gt;
&lt;br /&gt;
The Romini believe that the soul of the dead might be reincarnated in another man or animal.&lt;br /&gt;
&lt;br /&gt;
The posessions of the deceased may be sold, buried or burned but never kept.&lt;br /&gt;
&lt;br /&gt;
There are fortune tellers, spirit healers (advising) and people able to bestow curses.&lt;br /&gt;
&lt;br /&gt;
Good luck charms, amulets, and talismans are common and carried to prevent misfortune or illness. Some carry bread in their pockets.&lt;br /&gt;
&lt;br /&gt;
== Sayings ==&lt;br /&gt;
&lt;br /&gt;
It is easier to milk a cow that stands still.&lt;br /&gt;
&lt;br /&gt;
Bury me standing. I've been on my knees all my life.&lt;br /&gt;
&lt;br /&gt;
With the ears, and not with the eyes. (Often said when looking for a wife)&lt;br /&gt;
&lt;br /&gt;
Beauty cannot be eaten with a spoon. ''Divan na pe xaljo peska jehk koutak.''&lt;br /&gt;
&lt;br /&gt;
One madman makes many madmen and many madmen makes madness.&lt;br /&gt;
&lt;br /&gt;
There are lies more beleivable than the truth.&lt;br /&gt;
&lt;br /&gt;
This song was offered as a gift to worthy men.&lt;br /&gt;
&lt;br /&gt;
In the village without dogs the farmers walk without sticks.&lt;br /&gt;
&lt;br /&gt;
The law is a rule to a fool, but a guide to the wise.&lt;br /&gt;
&lt;br /&gt;
A bird does not sing because it has an answer - it sings because it has a song. ''Jehk desteredre pe kerel na gilyavel omiral pe isnan jehk dook - pe gilyavel omiral pe isnan jehk gili.''&lt;br /&gt;
&lt;br /&gt;
Of course one has to go out on a limb - after all, that is where the fruit is.&lt;br /&gt;
&lt;br /&gt;
A life with love will have some thorns, but a life without love will have no roses. ''Jehk zuvindi peska jubisarel peisido kanro niste, per jehk zuvindi na peska jubisarel peisido na rusjija.''&lt;br /&gt;
&lt;br /&gt;
A thousand roads mean a thousand new ways to follow the wind. ''Jekh milya drom, jehk milya dromoi nevi denedìnav o braval.''&lt;br /&gt;
&lt;br /&gt;
A man is not where he lives, but where he loves.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human|Human Racial Group]]&lt;br /&gt;
* [[Romini language]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=13120 Source article]&lt;br /&gt;
&lt;br /&gt;
[[Category:Human Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Kobold&amp;diff=51676</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Kobold&amp;diff=51676"/>
		<updated>2022-09-25T22:07:49Z</updated>

		<summary type="html">&lt;p&gt;Ronan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Reptilian Races:''' {{ReptilianRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
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== PC Statistics ==&lt;br /&gt;
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'''Base Race:''' [[Dwarf]], [[Gnome]] or [[Halfling]]&lt;br /&gt;
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'''Ability Score Adjustments:''' -1 [[NWN:Strength|Str]] -1 [[NWN:Constitution|Con]]&lt;br /&gt;
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'''Size Category:''' &lt;br /&gt;
*[[NWN:Size_category|Small]] - As a Small creature, Kobolds gain a +1 to AC and a +1 to Attack, as well as a -4 to Grapple checks (Bigby's Grasping Hand and Knockdown attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
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'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
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'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
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'''Notes:'''&lt;br /&gt;
* Kobolds have a static model. Regardless of what is chosen during character generation, all Kobolds have the same appearance.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Kobold_pic.png|thumb|Example of a kobold.]]&lt;br /&gt;
Kobolds are small reptillian humanoids, thought to be dangerous only in great numbers. While Kobolds are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas. On Avlis, kobolds are often the slave labor for [[Shaahesk|lizard man]] societies, though they do occasionally make small settlements of their own in humid jungle areas. Despite the tendancy for shaahesk and other civilized races to see them as vermin or second-class lifeforms, kobolds are known to have their own ideals and aspirations for advancement to the same degree as all other civilized races.&lt;br /&gt;
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== Personality ==&lt;br /&gt;
&lt;br /&gt;
Because of their small size and constant threats endured during daily life, kobolds tend to be very cautious. In extreme cases, this caution can border on the paranoia and hyperactivity seen in some smaller non-sentient reptile species that occupy a spot in the middle of the food chain. On the other extreme end, a kobold can develop a defense mechanism of insane fierceness and rudeness, most often seen in small dogs who are constantly beset by larger breeds. Personality traits such as these usually manifest most clearly when kobolds are in the presence of other species, such as shaahesk. When among their own kind, they tone down their energetic alertness and shift more into a primal system of social interaction. Male kobolds view females as mating partners, and they have a complex system of hand and body signals used to entice their mates. Females who respond favorably will wind up laying a clutch of up to four to six eggs that will hatch in three months' time. Needless to say, this happens a lot. Kobolds breed at an astonishing rate, and they grow to maturity in only twelve years. Among their own gender, male and female kobolds will form cooperative clicks that have necessary advantages in hunting survival and safety in numbers. There seems to be no particular pecking order in these systems, until a female is spotted and some fighting breaks out. These fights rarely end in the death of another kobold, but accidents have been known to happen. Most often, the beaten males will give in and try again for the next female that comes along.&lt;br /&gt;
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== Physical Description ==&lt;br /&gt;
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Kobolds are reptilian creatures standing at most 2 1/2 feet tall, with scales ranging in color from slate grey, to black, as well as certain shades of greens and browns. Their belly scales are usually a slightly lighter shade than those on their backs and limbs. Kobold jaws are fairly wide, and they house a fork-shaped tongue and tiny sharp teeth capable of ripping into meat with practiced ease. Eye colors are usuall red or yellow, though greens are also seen.&lt;br /&gt;
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Kobold limbs are skinny, yet toned and able to respond to danger with quick reactions and reflexes that are much faster than normal humanoids. They are not known for their great physical strength, though they can be fast in an uncontrolled panicky fashion when needed.&lt;br /&gt;
&lt;br /&gt;
Clothing is not a necessity for kobolds. They will wear armor when needed in battle, and they will decorate themselves with trinkets and trophies of victorious battles, but for the most part, they do not feel the need to dress.&lt;br /&gt;
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== Relations ==&lt;br /&gt;
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Among the shaahesk, kobolds are seen as second-class citizens. This is a step above the way the shaahesk are known to treat other races, and it is largely due to the fact that both kobolds and shaahesk are reptiles. Elsewhere, kobolds are not really well-liked. They will be tolerated in small numbers, but too many stories exist of large numbers of kobolds breeding in an area and either eating everything in site or trying to make raids on unwary travelers to steal food and money. The fact that most races know about their propensity for breeding does not increase the tolerance of single individuals by much, but as long as small a group of kobolds is only seen to be of one gender, the panic levels are low.&lt;br /&gt;
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Kobold clicks have varying relations. Sometimes when females are scarce, male clicks will fight for control of a territory where the females are based. This territory can take the form of a city block, a patch of swamp, or even a fortress. These battles can be bloody, but when they are finished, the click will reform and start turning inward on itself in less lethal fighting for mating rights. When females are plentiful, male kobolds seem unconcerned with rivalry, and will generally exist together fairly peacefully.&lt;br /&gt;
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== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Kobolds tend strongly towards neutral evil. Individual kobolds see their own personal gain as being the top goal in life. Usually that gain entails breeding rights and wealth. If forced to work with others, a kobold will do so. They will also adopt principles of safety in numbers, but once the usefulness of the group has passed, they will often turn again towards their own pleasures.&lt;br /&gt;
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== Kobold Lands ==&lt;br /&gt;
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Most kobolds exist in the jungles and swamps of [[Drotid]], though they do not rule this country. No country in particular is controlled only or partially by kobolds, though they may envision such a place in the future. Mainly, kobolds have not succeeded in gaining a foothold in any permanent sense because of their fragility and inability to fight in a widely organized fashion. Thus, they are often content to exist in the shadow of the shaahesk of Drotid, and sometimes try to form breeding colonies in other places for as long as they can go undetected.&lt;br /&gt;
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== Religion ==&lt;br /&gt;
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Kobolds mainly venerate the god [[Aarilax]], because his principles are similar to their own, though it is not certain whether Aarilax created these creatures or only played a role in their birth as a race. Kobolds who worship Aarilax tend to construct elaborate rituals in his honor, which often involve reptilian orgy free-for-alls as part of the experience. At these times, the rivalry for female mating rights usually disappears in the fray.&lt;br /&gt;
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== Language ==&lt;br /&gt;
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Kobolds once had their own language, but during their close proximity to the shaahesk, they have adopted many words from their language. It is rare to find kobolds that speak the pure form of their tongue. Most speak a corrupt mix. Kobolds who travel abroad will usually pick up the common tongue if they must, though it is difficult for them to pronounce.&lt;br /&gt;
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== Names ==&lt;br /&gt;
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Kobolds only have first names that are given at birth. Specifically, kobold first names are similar to those of the shaahesk as far as hisses, chirps, and general pronunciation go. A few will adopt false, and sometimes humorous titles based on deeds that they have accomplished, or think they have accomplished.&lt;br /&gt;
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== Adventurers ==&lt;br /&gt;
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Kobolds who leave their groups usually do so as escaped slaves or for some other reason to run away from the shaahesk. Most of the time, the shaahesk will not put much effort into retrieving a kobold, unless they happen to see it pass by, but kobolds who escape usually do not realize this because they alott themselves more importance than the shaahesk do. Consequently, they will live their lives as refugees, fleeing an enemy who really does not care.&lt;br /&gt;
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==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Reptilian|Reptilian racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Reptilian Races]]&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Kobold_pic.png&amp;diff=51675</id>
		<title>File:Kobold pic.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Kobold_pic.png&amp;diff=51675"/>
		<updated>2022-09-25T22:06:51Z</updated>

		<summary type="html">&lt;p&gt;Ronan: Portrait of a kobold.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Portrait of a kobold.&lt;/div&gt;</summary>
		<author><name>Ronan</name></author>
	</entry>
</feed>