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	<updated>2026-05-12T20:09:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Titania&amp;diff=55427</id>
		<title>Titania</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Titania&amp;diff=55427"/>
		<updated>2025-09-26T16:23:48Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
'''Alignment:''' [[Alignment#Chaotic_Good|Chaotic Good]]&lt;br /&gt;
&lt;br /&gt;
'''Worshipped by:''' Any Seelie Court Titanian [[Fey|Fairy]] (Must be full-blooded Fey to convert)&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Seelie Court Titanian Fairies, Friendship, Fey Magic&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Animal|Animal]], [[Magic:Level#Fire|Fire]], [[Magic:Level#Magic|Magic]], [[Magic:Level#Plant|Plant]], [[Magic:Level#Protection|Protection]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[O'Ma]] sought the aid of '''Titania''' the fairy goddess when he wanted to create a race. Titania said that no other race was as effective at working with others towards goodness and uncomplicated at the same time as the [[Fey|fairy races]]. O'Ma liked this idea, but he did not like the fact that a lot of fairy races needed humanoids of other races to reproduce. He didn't want any of his races to be dependent on any other, so he imbued all of the fairy races with the ability to reproduce amongst themselves by making both males and females in every subspecies. Soon after, the planet was populated with nymphs, both male and female, as well as [[Sylph|sylphs]] and [[Dryad|dryads]] of both sexes, among others. Titania was outraged by this act because she thought that O'Ma was criticizing her creations and upsetting a delicate balance in the reproduction of the other eight races. So, in order to set the balance right again, or at least sway it, Titania created some fairy races on a demiplane of her home that could not reproduce by themselves because they were only female, and some fairy races that were just like her old fairy creations, i.e. sprites, [[Nixie|nixies]], etc. She then gave the fairies the means to travel to Avlis magically by themselves, since she couldn't use her own magic to put them there by herself. Titania did this without permission, or the knowledge of O'Ma. Not knowing what was going on, O'Ma later granted Titania direct access to Avlis in order to ease her anger. The two fairy races existed in different places for a short while, each without the other's knowledge. O'Ma's fairies fit well into the scheme of common goals of goodness that the three gods of good favored.&lt;br /&gt;
&lt;br /&gt;
Titania has a temple in [[Mikona]], and a shrine in the [[T'Nanshi]] wilds ([[Titania's Grove]]).&lt;br /&gt;
&lt;br /&gt;
See also: [[Wikipedia:Titania (Dungeons &amp;amp; Dragons)|Wikipedia entry on Titania]].&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Verossa&amp;diff=55426</id>
		<title>Verossa</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Verossa&amp;diff=55426"/>
		<updated>2025-09-26T16:22:19Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lesser Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Verossa_Small.jpg|right|150px]]&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Rusty Red, Brown&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Chaotic_Evil|Chaotic Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers Alignment:''' Any Chaotic, Any Unseelie Court Titanian [[Fey|Fairy]] &lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Natural Destruction, Unseelie Court Titanian Fairies&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Destruction|Destruction]], [[Magic:Level#Air|Air]], [[Magic:Level#Earth|Earth]], [[Magic:Level#Fire|Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Verossa''' is the evil goddess of natural destruction. Like the other minor gods and goddesses, she controls a smaller aspect of the world, rather than being a proponent of a large philosophy.&lt;br /&gt;
&lt;br /&gt;
Wherever there is natural destruction of any kind, be it lightning, floods, storms, decay, fire, rain, snow, sleet, hail, there is the power of Verossa. It is this raw destructive power that she wields which attracts many evil power-hungry priests to her fold.&lt;br /&gt;
&lt;br /&gt;
Verossa can make both clerics and druids. Clerics and druids of Verossa must be chaotic evil, but all chaotic characters can appreciate the awesome destructive power of nature. Those that do will often acknowledge Verossa in a prayer before travel, mainly for the purpose of warding her off. Some primitive commoners will even sacrifice small animals to &amp;quot;appease&amp;quot; her before a journey. Travel is very important on Avlis since it is largely done on foot. So the common folk take the dangers of weather on a journey very seriously.&lt;br /&gt;
&lt;br /&gt;
Verossa is not exactly the goddess of weather because she doesn't have the ability to do NICE things with it. She only has limited control over the negative effects of it, in addition to any other kinds of non-weather related natural destructive effects. However, most of her abilities all lead back to bad weather.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;natural destruction&amp;quot; is up for semantic debate. Verossa seems to have a strict code followed by her &amp;quot;official&amp;quot; church. Un-natural destruction, i.e. murder and senseless harm is forbidden &amp;quot;officially&amp;quot;, but like in any religion there are extremists who take the law a bit far. Oddly enough these extremists, often druids, still get spells granted to them even when they take their definition of &amp;quot;natural destruction&amp;quot; a bit too far.  Rangers who follow Verossa are sometimes known as the Hand of Verossa.&lt;br /&gt;
&lt;br /&gt;
Verossa is the mother to the god [[Evrak]], who was sired by [[Maleki]], and the daughter to [[Dru'El]].&lt;br /&gt;
&lt;br /&gt;
A temple to Verossa is said to exist somewhere in the wilds of [[T'Nanshi]].&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Verossa&amp;diff=55425</id>
		<title>Verossa</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Verossa&amp;diff=55425"/>
		<updated>2025-09-26T16:21:56Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lesser Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Verossa_Small.jpg|right|150px]]&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Rusty Red, Brown&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Chaotic_Evil|Chaotic Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers Alignment:''' Any Chaotic, Any Unseelie Court [[Fey|Fairy]] &lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Natural Destruction, Unseelie Court Titanian Fairies&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Destruction|Destruction]], [[Magic:Level#Air|Air]], [[Magic:Level#Earth|Earth]], [[Magic:Level#Fire|Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Verossa''' is the evil goddess of natural destruction. Like the other minor gods and goddesses, she controls a smaller aspect of the world, rather than being a proponent of a large philosophy.&lt;br /&gt;
&lt;br /&gt;
Wherever there is natural destruction of any kind, be it lightning, floods, storms, decay, fire, rain, snow, sleet, hail, there is the power of Verossa. It is this raw destructive power that she wields which attracts many evil power-hungry priests to her fold.&lt;br /&gt;
&lt;br /&gt;
Verossa can make both clerics and druids. Clerics and druids of Verossa must be chaotic evil, but all chaotic characters can appreciate the awesome destructive power of nature. Those that do will often acknowledge Verossa in a prayer before travel, mainly for the purpose of warding her off. Some primitive commoners will even sacrifice small animals to &amp;quot;appease&amp;quot; her before a journey. Travel is very important on Avlis since it is largely done on foot. So the common folk take the dangers of weather on a journey very seriously.&lt;br /&gt;
&lt;br /&gt;
Verossa is not exactly the goddess of weather because she doesn't have the ability to do NICE things with it. She only has limited control over the negative effects of it, in addition to any other kinds of non-weather related natural destructive effects. However, most of her abilities all lead back to bad weather.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;natural destruction&amp;quot; is up for semantic debate. Verossa seems to have a strict code followed by her &amp;quot;official&amp;quot; church. Un-natural destruction, i.e. murder and senseless harm is forbidden &amp;quot;officially&amp;quot;, but like in any religion there are extremists who take the law a bit far. Oddly enough these extremists, often druids, still get spells granted to them even when they take their definition of &amp;quot;natural destruction&amp;quot; a bit too far.  Rangers who follow Verossa are sometimes known as the Hand of Verossa.&lt;br /&gt;
&lt;br /&gt;
Verossa is the mother to the god [[Evrak]], who was sired by [[Maleki]], and the daughter to [[Dru'El]].&lt;br /&gt;
&lt;br /&gt;
A temple to Verossa is said to exist somewhere in the wilds of [[T'Nanshi]].&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Titania&amp;diff=55424</id>
		<title>Titania</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Titania&amp;diff=55424"/>
		<updated>2025-09-26T16:21:09Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
'''Alignment:''' [[Alignment#Chaotic_Good|Chaotic Good]]&lt;br /&gt;
&lt;br /&gt;
'''Worshipped by:''' Any Seelie Court [[Fey|Fairy]] (Must be full-blooded Fey to convert)&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Seelie Court Titanian Fairies, Friendship, Fey Magic&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Animal|Animal]], [[Magic:Level#Fire|Fire]], [[Magic:Level#Magic|Magic]], [[Magic:Level#Plant|Plant]], [[Magic:Level#Protection|Protection]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[O'Ma]] sought the aid of '''Titania''' the fairy goddess when he wanted to create a race. Titania said that no other race was as effective at working with others towards goodness and uncomplicated at the same time as the [[Fey|fairy races]]. O'Ma liked this idea, but he did not like the fact that a lot of fairy races needed humanoids of other races to reproduce. He didn't want any of his races to be dependent on any other, so he imbued all of the fairy races with the ability to reproduce amongst themselves by making both males and females in every subspecies. Soon after, the planet was populated with nymphs, both male and female, as well as [[Sylph|sylphs]] and [[Dryad|dryads]] of both sexes, among others. Titania was outraged by this act because she thought that O'Ma was criticizing her creations and upsetting a delicate balance in the reproduction of the other eight races. So, in order to set the balance right again, or at least sway it, Titania created some fairy races on a demiplane of her home that could not reproduce by themselves because they were only female, and some fairy races that were just like her old fairy creations, i.e. sprites, [[Nixie|nixies]], etc. She then gave the fairies the means to travel to Avlis magically by themselves, since she couldn't use her own magic to put them there by herself. Titania did this without permission, or the knowledge of O'Ma. Not knowing what was going on, O'Ma later granted Titania direct access to Avlis in order to ease her anger. The two fairy races existed in different places for a short while, each without the other's knowledge. O'Ma's fairies fit well into the scheme of common goals of goodness that the three gods of good favored.&lt;br /&gt;
&lt;br /&gt;
Titania has a temple in [[Mikona]], and a shrine in the [[T'Nanshi]] wilds ([[Titania's Grove]]).&lt;br /&gt;
&lt;br /&gt;
See also: [[Wikipedia:Titania (Dungeons &amp;amp; Dragons)|Wikipedia entry on Titania]].&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Guild:AKN&amp;diff=55392</id>
		<title>Guild:AKN</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Guild:AKN&amp;diff=55392"/>
		<updated>2025-08-08T23:01:52Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==The Guild for Advancement of Knowledge in Nature==&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Base of Operations:''' [[Ferrell]], [[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
'''DM sponsors:''' [[User:Nighthawk4|Nighthawk4]]&lt;br /&gt;
&lt;br /&gt;
===Active Directors===&lt;br /&gt;
'''Headmaster:''' Archibald Thel&lt;br /&gt;
&lt;br /&gt;
'''Assistant Director:''' Ewnin Amnannu&lt;br /&gt;
&lt;br /&gt;
===What is the AKN?===&lt;br /&gt;
The Guild for Advancement of Knowledge &amp;amp; Nature, otherwise known as the AKN, is a private academy which instructs its members on the finer techniques of alchemy and herbalism. Business is not the goal of the AKN and members are allowed to use, sell, or give away their work as they please provided these members follow a set of reasonable guidelines. The AKN exists primarily to teach.&lt;br /&gt;
&lt;br /&gt;
===What does the AKN do?===&lt;br /&gt;
Besides teaching, the AKN's other main focus is on research. The knowledge garnered from this research is frequently used to assist people who need services, such as those afflicted with the infamous spite.&lt;br /&gt;
&lt;br /&gt;
===How does the AKN teach?===&lt;br /&gt;
After becoming a member of the guild the new entreant is given the title of Apprentice. Methods of education for new members vary. Members of equal rank are encouraged to share information with one another. Classes on specific recipes or by rank of recipe are held by older members. Finally, there is a system of mentorship in which someone will take the Apprentice under his or her wing.&lt;br /&gt;
&lt;br /&gt;
===How does one join the AKN?===&lt;br /&gt;
Joining the AKN can occur by contacting an officer or speaking to a teacher during a scheduled class. &lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?f=86&amp;amp;t=135613#p1410882 Membership application instructions and orientation schedule].&lt;br /&gt;
&lt;br /&gt;
===What benefits come with higher status?===&lt;br /&gt;
High Apprentices are officially able to take on a private mentorship status with Apprentices. Journeymen receive access to a larger array of guild storage facilities. Masters obtain a room with a personal locker inside. Higher ranks also allow for taking higher-level herbal and alchemical courses offered by various instructors.&lt;br /&gt;
&lt;br /&gt;
===What other information exists about ranks in the AKN?===&lt;br /&gt;
The ranking system is used to denote the official level of education a student has acquired. Any member may take a test to be promoted to the next level of rank so long as there is someone to administer it. Members wishing to take a test will be required to file an application under the Petition for Rank Advancement. A letter will be sent to the member informing them in advance what recipes he or she will be expected to produce and/or teach and the member will need to bring the guild fee relative to the level of rank they are testing for. The ranks and their monetary fees are divided as follows: Apprentice (10,000), Journeyman (30,000), and Master (50,000). Failing a test only results in a delay of promotion; payment to the guild does not occur until the student has achieved success.&lt;br /&gt;
&lt;br /&gt;
===What are the AKN fees used for?===&lt;br /&gt;
The fees are used for securing, renovating, updating, and improving the existing guild hall in Ferrell, which contains the utilities necessary for studying and practice. Fees may also be used to further research through the payment of information from others or purchasing rare and valuable supplies. If a member who has paid these fees continues to work dilligently and achieves the rank of Master, all the fees are allocated to furnishing his or her new Master's room instead.&lt;br /&gt;
&lt;br /&gt;
===Why should anyone join the AKN?===&lt;br /&gt;
The AKN exists to provide the service of valuable education. The lore obtained within the guild can both enrich and save lives in dire situations, as well as broadening a person's horizons without putting oneself at risk.&lt;br /&gt;
&lt;br /&gt;
Eldraea, a longtime member of the guild and a respected citizen of Elysia, says: &amp;quot;I myself joined the AKN to be able to study under some of the best alchemists and herbalists on the face of Avlis, so that I could produce the tools of a healer, and to pass on the knowledge I learned to the next generation of apprentices. The AKN offers an atmosphere where everyone is equal, and where everyone can decide for themselves how much time they wish to invest in the crafting process. There are no monthly dues one must adhere to, and there is always a friendly face around that will gladly help you with the problems you might face.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==The AKN Craftsman Union==&lt;br /&gt;
&lt;br /&gt;
===What is the AKN Craftsmen Union?===&lt;br /&gt;
The AKN Craftsmen Union is a new form of membership being offered by the AKN to practitioners of and hopeful practitioners of all trade skills beyond alchemy and herbalism. Members of the AKN Craftsmen Union will be permitted the use of the AKN boards for finding teachers, students, and other services as well as access to AKN facilities for crafting, and use of classrooms as though they held the AKN Apprentice rank. We want anyone who is interested in learning a trade to have the best opportunity to do so. We believe this new service will help expand the opportunities available and connect students to teachers no matter what time of availability they may have.&lt;br /&gt;
&lt;br /&gt;
===What trade skills are these just out of curiosity?===&lt;br /&gt;
Practitioners or hopeful practitioners of blacksmithing, armorcrafting, weaponcrafting, tailoring, carpentry, gemcutting, jewelcrafting, and artificing are all permitted. Those wishing to pursue alchemy and herbalism would be better served by joining as an AKN Alchemy and Herbalism Apprentice which also includes membership in the AKN Craftsmen Union.&lt;br /&gt;
&lt;br /&gt;
===What about ranks?===&lt;br /&gt;
Those who choose to join as members of the AKN Craftsmen Union are only permitted access to facilities as though they were AKN Alchemy and Herbalism Apprentices and must pay a 10,000 gold fee to join. We do not offer formal paths of advancement for AKN Craftsmen Union members. Access will be permanently restricted to AKN Apprentice privileges.&lt;br /&gt;
&lt;br /&gt;
Access to facilities afforded to AKN Journeymen and Masters including storage is not permitted. Those who wish to pursue AKN alchemy and herbalism certification must notify an executive of their intent so they may be switched over to the AKN Alchemy and Herbalism Apprentice rank. There is no fee to transition. We may offer further paths of certification in the future as circumstances warrant. &lt;br /&gt;
&lt;br /&gt;
===Can I be a part of other trade associations?===&lt;br /&gt;
We do not restrict membership with other trade associations. In fact, members of other associations are encouraged to join and use the AKN Craftsmen Union as a means to find new students or members and spread knowledge of their craft. We only ask that they, in turn, encourage their own members to join the union to contribute.&lt;br /&gt;
&lt;br /&gt;
We hope this exciting new service will pave the way for wonderful new opportunities for all tradesmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guilds|AKN]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Druid&amp;diff=55223</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Druid&amp;diff=55223"/>
		<updated>2025-02-19T08:22:32Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Removed Keros and added Aarilax for valid Druid deities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
{{Classes}}&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
|name=Druid&lt;br /&gt;
|image=&lt;br /&gt;
|hitdice=d8&lt;br /&gt;
|bab=+3/4 levels&lt;br /&gt;
|prof=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Armor Proficiency (Light)|Light Armor]]&lt;br /&gt;
*[[NWN:Armor Proficiency (Medium)|Medium Armor]]&lt;br /&gt;
*[[NWN:Shield Proficiency|Shields]]&lt;br /&gt;
*[[NWN:Weapon Proficiency (Druid)|Druid Weapons]]&lt;br /&gt;
|skillpoints=4 + [[NWN:int|INT]] modifier&lt;br /&gt;
|skills=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Animal empathy|Animal empathy]]&lt;br /&gt;
*[[NWN:Concentration|Concentration]]&lt;br /&gt;
*[[NWN:Craft armor|Craft Armor]]&lt;br /&gt;
*[[NWN:Craft trap|Craft Trap]]&lt;br /&gt;
*[[NWN:Craft weapon|Craft Weapon]]&lt;br /&gt;
*[[NWN:Heal (skill)|Heal]]&lt;br /&gt;
*[[NWN:Lore|Lore]]&lt;br /&gt;
*[[NWN:Parry|Parry]]&lt;br /&gt;
*[[NWN:Persuade|Persuade]]&lt;br /&gt;
*[[NWN:Spellcraft|Spellcraft]]&lt;br /&gt;
|saves=&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NWN:Fortitude|Fortitude]]&lt;br /&gt;
*[[NWN:Will|Will]]&lt;br /&gt;
|align=&amp;lt;br&amp;gt;&lt;br /&gt;
*None&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Druids are [[divine]] spellcasters who receive their spells from gods aligned with nature. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&lt;br /&gt;
&lt;br /&gt;
Druids are essentially priests of nature. In the older editions of the D&amp;amp;D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. These are the gods who do have druids:  &lt;br /&gt;
[[Dru'El]], &lt;br /&gt;
[[O'Ma]], &lt;br /&gt;
[[Aarilax]],&lt;br /&gt;
[[Pelar]], &lt;br /&gt;
[[Dre'Ana]], &lt;br /&gt;
[[Titania]],&lt;br /&gt;
[[Ingoren]],&lt;br /&gt;
[[Dagath]], &lt;br /&gt;
[[Skern]],&lt;br /&gt;
[[Balgar]], &lt;br /&gt;
[[Berryn]],&lt;br /&gt;
[[Cha'reth]],&lt;br /&gt;
[[Yeraiah]], and &lt;br /&gt;
[[Verossa]].&lt;br /&gt;
&lt;br /&gt;
Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
'''Spellcasting''': [[NWN:Divine|Divine]] ([[NWN:Wisdom|Wisdom]] based, armor-related chance of [[NWN:spell failure|spell failure]] is ignored). Must have a [[NWN:Wisdom|Wisdom]] score of 10 + the spell's level to cast a spell.&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|&amp;amp;nbsp; BAB &amp;amp;nbsp;&lt;br /&gt;
!colspan=3|Saves&lt;br /&gt;
!rowspan=2|Feats&lt;br /&gt;
!rowspan=22 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!colspan=10|Base spells per day&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!&amp;amp;nbsp; Fort &amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp; Ref &amp;amp;nbsp;&lt;br /&gt;
!&amp;amp;nbsp; Will &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
!&amp;amp;nbsp; 0 &amp;amp;nbsp;&lt;br /&gt;
!1st&lt;br /&gt;
!2nd&lt;br /&gt;
!3rd&lt;br /&gt;
!4th&lt;br /&gt;
!5th&lt;br /&gt;
!6th&lt;br /&gt;
!7th&lt;br /&gt;
!8th&lt;br /&gt;
!9th&lt;br /&gt;
|- align=center&lt;br /&gt;
|1st || +0 || +2 || +0 || +2 ||align=left|[[CTS Mechanics|Animal Companion]], [[Nature Sense]]&lt;br /&gt;
|3 ||1 || -|| - || - || - || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|2nd || +1 || +3 || +0 || +3 ||align=left|[[NWN:woodland stride|Woodland Stride]]&lt;br /&gt;
|4 ||2 || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|3rd || +2 || +3 || +1 || +3 ||align=left|[[NWN:trackless step|Trackless Step]]&lt;br /&gt;
|4 ||2 ||1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|4th || +3 || +4 || +1 || +4 ||align=left|[[NWN:resist nature's lure|Resist Nature's Lure]]&lt;br /&gt;
|5 ||3 ||2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|5th || +3 || +4 || +1 || +4 ||align=left|[[NWN:wild shape|Wild Shape]] 1x/day&lt;br /&gt;
|5 ||3 ||2 ||1 || - || - || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|6th || +4 || +5 || +2 || +5 ||align=left|Wild Shape 2x/day&lt;br /&gt;
|5 ||3 ||3 ||2 || - || - || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|7th || +5 || +5 || +2 || +5 ||align=left|Wild Shape 3x/day&lt;br /&gt;
|6 ||4 ||3 ||2 ||1 || - || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|8th || +6/+1 || +6 || +2 || +6 ||align=left|&lt;br /&gt;
|6 ||4 ||3 ||3 ||2 || - || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|9th || +6/+1 || +6 || +3 || +6 ||align=left|[[NWN:venom immunity|Venom Immunity]]&lt;br /&gt;
|6 ||4 ||4 ||3 ||2 ||1 || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|10th || +7/+2 || +7 || +3 || +7 ||align=left|Wild Shape 4x/day&lt;br /&gt;
|6 ||4 ||4 ||3 ||3 ||2 || - || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|11th || +8/+3 || +7 || +3 || +7 ||align=left|&lt;br /&gt;
|6 ||5 ||4 ||4 ||3 ||2 ||1 || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|12th || +9/+4 || +8 || +4 || +8 ||align=left|Wild Shape improved forms&lt;br /&gt;
|6 ||5 ||4 ||4 ||3 ||3 ||2 || - || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|13th || +9/+4 || +8 || +4 || +8 ||align=left|&lt;br /&gt;
|6 ||5 ||5 ||4 ||4 ||3 ||2 ||1 || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|14th || +10/+5 || +9 || +4 || +9 ||align=left|Wild Shape 5x/day&lt;br /&gt;
|6 ||5 ||5 ||4 ||4 ||3 ||3 ||2 || - || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|15th || +11/+6/+1 || +9 || +5 || +9 ||align=left|&lt;br /&gt;
|6 ||5 ||5 ||5 ||4 ||4 ||3 ||2 ||1 || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|16th || +12/+7/+2 || +10 || +5 || +10 ||align=left|[[NWN:elemental shape|Elemental Shape (Huge)]] 1x/day&lt;br /&gt;
|6 ||5 ||5 ||5 ||4 ||4 ||3 ||3 ||2 || -&lt;br /&gt;
|- align=center&lt;br /&gt;
|17th || +12/+7/+2 || +10 || +5 || +10 ||align=left|Elemental Shape 2x/day&lt;br /&gt;
|6 ||5 ||5 ||5 ||5 ||4 ||4 ||3 ||2 ||1&lt;br /&gt;
|- align=center&lt;br /&gt;
|18th || +13/+8/+3 || +11 || +6 || +11 ||align=left|Wild Shape 6x/day&lt;br /&gt;
|6 ||5 ||5 ||5 ||5 ||4 ||4 ||3 ||3 ||2&lt;br /&gt;
|- align=center&lt;br /&gt;
|19th || +14/+9/+4 || +11 || +6 || +11 ||align=left|Elemental Shape 3x/day&lt;br /&gt;
|6 ||5 ||5 ||5 ||5 ||5 ||4 ||4 ||3 ||3&lt;br /&gt;
|- align=center&lt;br /&gt;
|20th || +15/+10/+5 || +12 || +6 || +12 ||align=left|[[NWN:elemental shape|Elemental Shape (Elder)]]&lt;br /&gt;
|6 ||5 ||5 ||5 ||5 ||5 ||4 ||4 ||4 ||4&lt;br /&gt;
|}&lt;br /&gt;
'''Selectable Class Feats''': [[NWN:Ambidexterity|Ambidexterity]], [[NWN:Brew Potion|Brew Potion]], [[NWN:Craft Wand|Craft Wand]], [[NWN:Deflect Arrows|Deflect Arrows]],  [[NWN:Quicken Spell|Quicken Spell]], [[NWN:Skill Focus|Skill Focus]], [[NWN:Scribe Scroll|Scribe Scroll]], [[NWN:Spell Focus|Spell Focus]], [[NWN:Two-Weapon Fighting|Two-Weapon Fighting]]&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Druids gain their spells from the god(s) they follow, much the same way a Cleric or Paladin does. It does not come from nebulous force of nature, or the earth itself. It is the power of their god, channeled though them. It isn't the druid who picks the target of lightning when he or she calls it down, but rather his or her god that directs it.&lt;br /&gt;
&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;
! Cantrips&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 2nd Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 4th Level&lt;br /&gt;
|-&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 0 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Cure Minor Wounds|Cure Minor Wounds]]&amp;amp;nbsp;&lt;br /&gt;
*[[Magic:Flare|Flare]]&lt;br /&gt;
*[[Magic:Light|Light]]&lt;br /&gt;
*[[Magic:Resistance|Resistance]]&lt;br /&gt;
*[[Magic:Virtue|Virtue]]&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 1 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Camouflage|Camouflage]]&lt;br /&gt;
*[[Magic:Cure Light Wounds|Cure Light Wounds]]&lt;br /&gt;
*[[Magic:Endure Elements|Endure Elements]]&lt;br /&gt;
*[[Magic:Entangle|Entangle]]&lt;br /&gt;
*[[Magic:Faerie Fire|Faerie Fire]]&lt;br /&gt;
*[[Magic:Grease|Grease]]&lt;br /&gt;
*[[Magic:Magic Fang|Magic Fang]]&lt;br /&gt;
*[[Magic:Sleep|Sleep]]&lt;br /&gt;
*[[Magic:Summon Creature I|Summon Creature I]]&amp;amp;nbsp;&lt;br /&gt;
*[[Magic:Ultravision|Ultravision]]&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 2 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Barkskin|Barkskin]]&lt;br /&gt;
*[[Magic:Blood Frenzy|Blood Frenzy]]&lt;br /&gt;
*[[Magic:Bulls Strength|Bull's Strength]]&lt;br /&gt;
*[[Magic:Charm Person or Animal|Charm Person or Animal]]&amp;amp;nbsp;&lt;br /&gt;
*[[Magic:Flame Lash|Flame Lash]]&lt;br /&gt;
*[[Magic:Hold Animal|Hold Animal]]&lt;br /&gt;
*[[Magic:Lesser Dispel|Lesser Dispel]]&lt;br /&gt;
*[[Magic:Lesser Restoration |Lesser Restoration ]]&lt;br /&gt;
*[[Magic:One with the Land|One with the Land]]&lt;br /&gt;
*[[Magic:Resist Elements|Resist Elements]]&lt;br /&gt;
*[[Magic:Summon Creature II|Summon Creature II]]&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 3 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Call Lightning|Call Lightning]]&lt;br /&gt;
*[[Magic:Contagion|Contagion]]&lt;br /&gt;
*[[Magic:Cure Moderate Wounds|Cure Moderate Wounds]]&lt;br /&gt;
*[[Magic:Dominate Animal|Dominate Animal]]&lt;br /&gt;
*[[Magic:Greater Magic Fang|Greater Magic Fang]]&lt;br /&gt;
*[[Magic:Greenfire|Greenfire]]&lt;br /&gt;
*[[Magic:Healing Sting|Healing Sting]]&lt;br /&gt;
*[[Magic:Infestation of Maggots|Infestation of Maggots]]&lt;br /&gt;
*[[Magic:Mass Ultravision|Mass Ultravision]]&lt;br /&gt;
*[[Magic:Neutralize Poison|Neutralize Poison]]&lt;br /&gt;
*[[Magic:Poison|Poison]]&lt;br /&gt;
*[[Magic:Protection from Elements|Protection from Elements]]&amp;amp;nbsp;&lt;br /&gt;
*[[Magic:Quillfire|Quillfire]]&lt;br /&gt;
*[[Magic:Remove Disease|Remove Disease]]&lt;br /&gt;
*[[Magic:Spiderskin|Spiderskin]]&lt;br /&gt;
*[[Magic:Spike Growth|Spike Growth]]&lt;br /&gt;
*[[Magic:Summon Creature III|Summon Creature III]]&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 4 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Cure Serious Wounds|Cure Serious Wounds]]&lt;br /&gt;
*[[Magic:Dispel Magic|Dispel Magic]]&lt;br /&gt;
*[[Magic:Flame Strike|Flame Strike]]&lt;br /&gt;
*[[Magic:Freedom of Movement|Freedom of Movement]]&amp;amp;nbsp;&lt;br /&gt;
*[[Magic:Hold Monster|Hold Monster]]&lt;br /&gt;
*[[Magic:Mass Camouflage|Mass Camouflage]]&lt;br /&gt;
*[[Magic:Stoneskin|Stoneskin]]&lt;br /&gt;
*[[Magic:Summon Creature IV|Summon Creature IV]]&lt;br /&gt;
|-style=&amp;quot;background:#ffffff&amp;quot;&lt;br /&gt;
!colspan=5|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
! 5th Level&lt;br /&gt;
! 6th Level&lt;br /&gt;
! 7th Level&lt;br /&gt;
! 8th Level&lt;br /&gt;
! 9th Level&lt;br /&gt;
|-&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 5 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Awaken|Awaken]]&lt;br /&gt;
*[[Magic:Cure Critical Wounds|Cure Critical Wounds]]&lt;br /&gt;
*[[Magic:Death Ward|Death Ward]]&lt;br /&gt;
*[[Magic:Ice Storm|Ice Storm]]&lt;br /&gt;
*[[Magic:Inferno|Inferno]]&lt;br /&gt;
*[[Magic:Monstrous Regeneration|Monstrous Regeneration]]&amp;amp;nbsp;&lt;br /&gt;
*[[Magic:Owl's Insight|Owl's Insight]]&lt;br /&gt;
*[[Magic:Panacea|Panacea]]&lt;br /&gt;
*[[Magic:Slay Living|Slay Living]]&lt;br /&gt;
*[[Magic:Spell Resistance Spell|Spell Resistance]]&lt;br /&gt;
*[[Magic:Summon Creature V|Summon Creature V]]&lt;br /&gt;
*[[Magic:Vine Mine|Vine Mine]]&lt;br /&gt;
*[[Magic:Wall of Fire|Wall of Fire]]&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 6 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Crumble|Crumble]]&lt;br /&gt;
*[[Magic:Drown|Drown]]&lt;br /&gt;
*[[Magic:Energy Buffer|Energy Buffer]]&lt;br /&gt;
*[[Magic:Energy Immunity|Energy Immunity]]&lt;br /&gt;
*[[Magic:Greater Dispelling|Greater Dispelling]]&lt;br /&gt;
*[[Magic:Greater Stoneskin|Greater Stoneskin]]&lt;br /&gt;
*[[Magic:Healing Circle|Healing Circle]]&lt;br /&gt;
*[[Magic:Pox|Pox]]&lt;br /&gt;
*[[Magic:Regenerate|Regenerate]]&lt;br /&gt;
*[[Magic:Stonehold|Stonehold]]&lt;br /&gt;
*[[Magic:Summon Creature VI|Summon Creature VI]]&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 7 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Aura of Vitality|Aura of Vitality]]&lt;br /&gt;
*[[Magic:Creeping Doom|Creeping Doom]]&lt;br /&gt;
*[[Magic:Firestorm|Firestorm]]&lt;br /&gt;
*[[Magic:Harm|Harm]]&lt;br /&gt;
*[[Magic:Heal|Heal]]&lt;br /&gt;
*[[Magic:Summon Creature VII|Summon Creature VII]]&amp;amp;nbsp;&lt;br /&gt;
*[[Magic:True Seeing|True Seeing]]&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 8 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Bombardment|Bombardment]]&lt;br /&gt;
*[[Magic:Finger of Death|Finger of Death]]&lt;br /&gt;
*[[Magic:Natures Balance|Nature's Balance]]&lt;br /&gt;
*[[Magic:Premonition|Premonition]]&lt;br /&gt;
*[[Magic:Summon Creature VIII|Summon Creature VIII]]&lt;br /&gt;
*[[Magic:Sunbeam|Sunbeam]]&lt;br /&gt;
*[[Magic:Sunburst|Sunburst]]&lt;br /&gt;
*[[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]]&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                                &amp;lt;!-- Level 9 spells --&amp;gt;&lt;br /&gt;
*[[Magic:Earthquake|Earthquake]]&lt;br /&gt;
*[[Magic:Elemental Swarm|Elemental Swarm]]&lt;br /&gt;
*[[Magic:Mass Drown|Mass Drown]]&lt;br /&gt;
*[[Magic:Mass Heal|Mass Heal]]&lt;br /&gt;
*[[Magic:Natures Avatar|Nature's Avatar]]&lt;br /&gt;
*[[Magic:Shapechange|Shapechange]]&lt;br /&gt;
*[[Magic:Storm of Vengeance|Storm of Vengeance]]&lt;br /&gt;
*[[Magic:Summon Creature IX|Summon Creature IX]]&amp;amp;nbsp;&lt;br /&gt;
*[[Magic:Unyielding Roots|Unyielding Roots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epic Druid==&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;
!&amp;amp;nbsp; Lvl &amp;amp;nbsp;&lt;br /&gt;
!Feats&lt;br /&gt;
|- align=center&lt;br /&gt;
|21st ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|22nd ||align=left|[[NWN:infinite wild shape|Infinite Wild Shape]]&lt;br /&gt;
|- align=center&lt;br /&gt;
|23rd ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|24th ||align=left|Bonus feat&lt;br /&gt;
|- align=center&lt;br /&gt;
|25th ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|26th ||align=left|[[NWN:infinite elemental shape|Infinite Elemental Shape]] &amp;amp;nbsp;&lt;br /&gt;
|- align=center&lt;br /&gt;
|27th ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|28th ||align=left|Bonus feat &lt;br /&gt;
|- align=center&lt;br /&gt;
|29th ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|30th ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|31st ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|32nd ||align=left|Bonus feat&lt;br /&gt;
|- align=center&lt;br /&gt;
|33rd ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|34th ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|35th ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|36th ||align=left|Bonus feat&lt;br /&gt;
|- align=center&lt;br /&gt;
|37th ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|38th ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|39th ||align=left| &lt;br /&gt;
|- align=center&lt;br /&gt;
|40th ||align=left|Bonus feat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Epic Druid Bonus Feats''': [[NWN:Automatic Quicken Spell I - III|Automatic Quicken Spell]], [[NWN:Automatic Silent Spell I - III|Automatic Silent Spell]], [[NWN:Automatic Still Spell I - III|Automatic Still Spell]], [[Shifter Form Replacements|Dragon Shape]], [[NWN:Epic Energy Resistance|Epic Energy Resistance]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Spell Penetration|Epic Spell Penetration]], [[NWN:Great Wisdom|Great Wisdom]], [[NWN:Greater Spell Focus|Greater Spell Focus]], [[NWN:Improved Combat Casting|Improved Combat Casting]]&lt;br /&gt;
&lt;br /&gt;
'''Epic Selectable Class Feats''': [[NWN:Blinding Speed|Blinding Speed]], [[NWN:Epic Skill Focus|Epic Skill Focus]] ([[NWN:Animal empathy|Animal empathy]]), [[Epic spell: dragon knight|Epic spell: dragon knight]], [[Epic_Spell:Greater_Ruin|Greater Ruin]], [[Epic_Spell:Hellball|Hellball]], [[Epic_Spell:Mummy_Dust|Mummy Dust]],&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The Druid and [[Shifter]] Shapeshifting feats cannot be dispelled.&lt;br /&gt;
*Druids cannot take the [[NWN:Weapon Proficiency (Martial)|Weapon Proficiency (Martial)]] feat unless multiclassed.&lt;br /&gt;
*When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.&lt;br /&gt;
*Avlis uses a custom [[Companion Training System]].&lt;br /&gt;
&lt;br /&gt;
== Favored Druid==&lt;br /&gt;
&lt;br /&gt;
A chosen few druids may be marked as favored by their deity. In terms of game mechanics, this means an increase in the potency of the druid's spells and abilities.  Favored status bestows bonuses in the form of +4 caster levels, +4 to spell DCs and +50% to applicable spell caps.&lt;br /&gt;
&lt;br /&gt;
''Note: This is a DM reward for exceptional role playing, not something you can gain from completing a quest in game.''&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=118 Avlis Private Discussion: Druids &amp;amp; Rangers], a private class discussion forum. &lt;br /&gt;
&lt;br /&gt;
[[Companion Training System|Companion Training System]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=118 Avlis Private Discussion: Druids &amp;amp; Rangers]&lt;br /&gt;
&lt;br /&gt;
[[Wikipedia:Druid (Dungeons &amp;amp; Dragons)]]&lt;br /&gt;
&lt;br /&gt;
[http://www.nwnwiki.org/Druid NWNWiki:Druid]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Guild:Healers_of_Cha%27reth&amp;diff=55222</id>
		<title>Guild:Healers of Cha'reth</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Guild:Healers_of_Cha%27reth&amp;diff=55222"/>
		<updated>2025-02-09T21:32:45Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HolyOrder}}&lt;br /&gt;
== History of Healers of Cha'reth ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Chareth_Small.jpg|120px|Holy Symbol of Cha'reth]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
The '''Healers of Cha'reth''' have become a fairly well-known order, and have had a lot of impact on the world of Avlis. Brought together as a group through the efforts of [[PCs:Eldraea|'''Eldraea''']], '''Divinia Cecil''', and [[PCs:Resthal_Sethi|'''Resthal Sethi''']], and later, [[PCs:Vandor, Rika|'''Rika Vandor''']], the Healers of Cha'reth became a rallying point for worshippers of the newly acended God.  Through open meetings for the public at large, charity work such as maintaining various hospitals and supplying healing, healing supplies, and foodstuffs, and also being neutral negotiators in conflicts, the Healers quickly became a well-respected force for good in southern [[Negaria]]. The Healers of Cha'reth played a vital role in ending the [http://www.avlis.org/viewtopic.php?t=37260 Second Fairy War], negotiating the [[Drotid Armistice]], participating in negotiating the peace treaty for the [[M'Chek-T'Nanshi War|T'Nanshi-M'Chek War]] [http://www.avlis.org/viewtopic.php?t=43655], helping with the formation of the [[Blandenberg Protectorate|Blandenberg Protectorate]], [http://www.avlis.org/viewtopic.php?t=53723&amp;amp;start=0 curing a deadly plague] that swept southern Avlis, restoring the area formerly known as the Cl'erath monastery, and healing the [[Elf, Avariel|Avariel]] race.&lt;br /&gt;
&lt;br /&gt;
== Current Members ==&lt;br /&gt;
&lt;br /&gt;
[[PCs:Thienna_Relimion|Thienna Skybreaker]] &amp;lt;br&amp;gt;&lt;br /&gt;
Krek'siss&amp;lt;br&amp;gt;&lt;br /&gt;
Timber Kinsposey&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Past Members ==&lt;br /&gt;
&lt;br /&gt;
[[PCs:Eldraea|Eldraea]], High Priestess of Cha'reth, (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Vandor, Rika|Rika Vandor]], Blessed of Cha'reth, High Priestess of Cha'reth (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
Lady Divinia Cecil (retired)&amp;lt;br&amp;gt;&lt;br /&gt;
Resthal Sethi (retired)&amp;lt;br&amp;gt;&lt;br /&gt;
Xilo&amp;lt;br&amp;gt;&lt;br /&gt;
Michel&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Erendhl Eleashal|Ere'n'dhl El'eash'al]], deceased&amp;lt;br&amp;gt;&lt;br /&gt;
Father Sirion Be'Litana &amp;lt;br&amp;gt;&lt;br /&gt;
Keladry Del'Terion&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Da'emona|Da'emona]] (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
'Mother' [[PCs:Day|Day]] (retired)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Shannen Di'rithia|Shannen Di'rithia - Amanta]] (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Namlig_Sirhc|Namlig Sirhc]] (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
Ehvanan Reth'megen (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Anastrianna Holimion|Anastrianna Holimion]] (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
Ta'Ancorina (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
Melanie (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
Charity Locksvery (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Rune Amanta|Rune Amanta]] (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
River Rend (left the order)&amp;lt;br&amp;gt;&lt;br /&gt;
Mika&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:First_peace_mtg.jpg|135px|thumb|First negotiations toward peace in the M'Chek-T'Nanshi War]]&lt;br /&gt;
[[Image:Peace_accords.jpg|135px|thumb|Final Meeting of the Peace Accords in Blandenberg]]&lt;br /&gt;
&lt;br /&gt;
== OOC Guild Information ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Healers of Cha'reth&amp;lt;/b&amp;gt; is a religious order. To join, you must be a worshipper of [[Cha'reth]].  Any good alignment is acceptable, lawful good, neutral good, or chaotic good.&lt;br /&gt;
&lt;br /&gt;
===Base of operations:=== &lt;br /&gt;
Based out of [[Zvidureth]] in T'Nanshi with other temples and facilities located around [[Elysia]], [[T'Nanshi]], and [[Visimontium]]&lt;br /&gt;
&lt;br /&gt;
===How to contact us:=== &lt;br /&gt;
Leave a message at any of the temples or shrines for one of the current active Healers listed above or post a message on a tavern noticeboard. There is a temple in [[Zvidureth]], [[T'Nanshi]], and in [[Visimontium]]. Shrines are found in [[T'Nanshi]], [[Le'Or T'Nanshi|Le'Or]] and [[Elysia]]. Hospitals are available in [[Elysia]], [[Fourtree]] in [[T'Nanshi|T'Nanshi]], in [[Visimontium]], and [[The Village of Blandenberg|Blandenberg]].&lt;br /&gt;
&lt;br /&gt;
===What we do:=== &lt;br /&gt;
The Healers of Cha'reth are the visible and outspoken arm of those that worship Cha'reth; there is no formal church structure, though many clerics of Cha'reth wander [[T'Nanshi]].  The Healers spread the ideals of [[Cha'reth]] by trying to bring any conflicts to a peaceful end and healing anyone who is in need of it. Healers of Cha'reth often accompany other good religious orders on quests or training to act as a &amp;quot;medical corps&amp;quot;, and have been called to be on-the-spot healers for tournaments and events. Many Healers wander southern Avlis, helping wherever they are needed. Healers have often been called upon to render service in any number of dire situations.&lt;br /&gt;
&lt;br /&gt;
===What to expect:=== &lt;br /&gt;
A group that is more a family, where everyone is equal, made up entirely of those that follow or worship [[Cha'reth]]. Most are healers, but it is not really a requirement. All walks of life are welcomed, for they can all contribute to peace. Members sometimes concentrate more on one of Cha'reth's domains, such as becoming a well-respected negotiator, a pacifist, or a healer, perhaps an alchemical researcher into medicines, or a combat medic, or choose to follow both healing and peace in their lives. Cha'reth advocates following one's heart, and supports individual decisions that promote peace and healing. The Healers often get together to discuss current events, philosophy, and charity; trying to see where they can help. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Philosophy of the Healers of Cha'reth==&lt;br /&gt;
&lt;br /&gt;
===Major principles of the Faith===&lt;br /&gt;
&lt;br /&gt;
:*No living, sentient being is irredeemable or should be hated.&lt;br /&gt;
:*Apply the smallest amount of force to do what needs to be done.&lt;br /&gt;
:*Offer the least amount of violence possible. &lt;br /&gt;
:*Do not kill or harm those who do not offer death or injury.&lt;br /&gt;
:*Do not kill when wounding is enough, do not wound when holding is enough, do not hold when speaking is enough, do not speak when listening is enough. In this way we follow the way of peace.&lt;br /&gt;
:*When violence cannot be avoided, keep compassion, mercy, and pity in mind.&lt;br /&gt;
:*Always offer caring, compassion, and faith.&lt;br /&gt;
:*Aid those in need, and offer comfort and solace, not just of body, but of mind and spirit, as well.&lt;br /&gt;
:*Stop the spread of evil, and the destruction it engenders by being a model of peace in your own way. Let peace flow outward from you; inspire peace and well-being in others.&lt;br /&gt;
:*Healing that which is broken or ill, restores not only health but peace.&lt;br /&gt;
:*Great events and great works can flow from the actions of a single individual.&lt;br /&gt;
:*Ask oneself: &amp;quot;How can my words and actions foster peace and healing?&amp;quot;&lt;br /&gt;
:*Remember that there is no &amp;quot;one true way.&amp;quot; Cha'reth encourages choice, where those choices lead to the healing and peace of others.&lt;br /&gt;
:*Do not impose upon others that which you would not choose for yourself.&lt;br /&gt;
:*Evil Undead; demons and devils and their kin, are anathema to our Lord Cha'reth.  They should be destroyed whenever they are encountered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HolyOrders:Demi|Healers of Cha'reth]]&lt;br /&gt;
[[Category:Religious Orders|Healers of Cha'reth]]&lt;br /&gt;
[[Category:Guilds|Healers of Cha'reth]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Guild:Healers_of_Cha%27reth&amp;diff=55221</id>
		<title>Guild:Healers of Cha'reth</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Guild:Healers_of_Cha%27reth&amp;diff=55221"/>
		<updated>2025-02-09T21:32:15Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Updated info to be a bit more current for membership, removed broken image, and updated to reflect the hospital in Blandenberg was built. Also various grammar fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HolyOrder}}&lt;br /&gt;
== History of Healers of Cha'reth ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Chareth_Small.jpg|120px|Holy Symbol of Cha'reth]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
The '''Healers of Cha'reth''' have become a fairly well-known order, and have had a lot of impact on the world of Avlis. Brought together as a group through the efforts of [[PCs:Eldraea|'''Eldraea''']], '''Divinia Cecil''', and [[PCs:Resthal_Sethi|'''Resthal Sethi''']], and later, [[PCs:Vandor, Rika|'''Rika Vandor''']], the Healers of Cha'reth became a rallying point for worshippers of the newly acended God.  Through open meetings for the public at large, charity work such as maintaining various hospitals and supplying healing, healing supplies, and foodstuffs, and also being neutral negotiators in conflicts, the Healers quickly became a well-respected force for good in southern [[Negaria]]. The Healers of Cha'reth played a vital role in ending the [http://www.avlis.org/viewtopic.php?t=37260 Second Fairy War], negotiating the [[Drotid Armistice]], participating in negotiating the peace treaty for the [[M'Chek-T'Nanshi War|T'Nanshi-M'Chek War]] [http://www.avlis.org/viewtopic.php?t=43655], helping with the formation of the [[Blandenberg Protectorate|Blandenberg Protectorate]], [http://www.avlis.org/viewtopic.php?t=53723&amp;amp;start=0 curing a deadly plague] that swept southern Avlis, restoring the area formerly known as the Cl'erath monastery, and healing the [[Elf, Avariel|Avariel]] race.&lt;br /&gt;
&lt;br /&gt;
== Current Members ==&lt;br /&gt;
&lt;br /&gt;
[[PCs:Thienna_Relimion|Thienna Skybreaker]] &amp;lt;br&amp;gt;&lt;br /&gt;
Krek'siss&amp;lt;br&amp;gt;&lt;br /&gt;
Timber Kinsposey&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Past Members ==&lt;br /&gt;
&lt;br /&gt;
[[PCs:Eldraea|Eldraea]], High Priestess of Cha'reth, (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Vandor, Rika|Rika Vandor]], Blessed of Cha'reth, High Priestess of Cha'reth (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
Lady Divinia Cecil (retired)&amp;lt;br&amp;gt;&lt;br /&gt;
Resthal Sethi (retired)&amp;lt;br&amp;gt;&lt;br /&gt;
Xilo&amp;lt;br&amp;gt;&lt;br /&gt;
Michel&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Erendhl Eleashal|Ere'n'dhl El'eash'al]], deceased&amp;lt;br&amp;gt;&lt;br /&gt;
Father Sirion Be'Litana &amp;lt;br&amp;gt;&lt;br /&gt;
Keladry Del'Terion&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Da'emona|Da'emona]] (deceased_&amp;lt;br&amp;gt;&lt;br /&gt;
'Mother' [[PCs:Day|Day]] (retired)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Shannen Di'rithia|Shannen Di'rithia - Amanta]] (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Namlig_Sirhc|Namlig Sirhc]] (deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
Ehvanan Reth'megen (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Anastrianna Holimion|Anastrianna Holimion]] (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
Ta'Ancorina (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
Melanie (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
Charity Locksvery (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
[[PCs:Rune Amanta|Rune Amanta]] (missing)&amp;lt;br&amp;gt;&lt;br /&gt;
River Rend (left the order)&amp;lt;br&amp;gt;&lt;br /&gt;
Mika&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:First_peace_mtg.jpg|135px|thumb|First negotiations toward peace in the M'Chek-T'Nanshi War]]&lt;br /&gt;
[[Image:Peace_accords.jpg|135px|thumb|Final Meeting of the Peace Accords in Blandenberg]]&lt;br /&gt;
&lt;br /&gt;
== OOC Guild Information ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Healers of Cha'reth&amp;lt;/b&amp;gt; is a religious order. To join, you must be a worshipper of [[Cha'reth]].  Any good alignment is acceptable, lawful good, neutral good, or chaotic good.&lt;br /&gt;
&lt;br /&gt;
===Base of operations:=== &lt;br /&gt;
Based out of [[Zvidureth]] in T'Nanshi with other temples and facilities located around [[Elysia]], [[T'Nanshi]], and [[Visimontium]]&lt;br /&gt;
&lt;br /&gt;
===How to contact us:=== &lt;br /&gt;
Leave a message at any of the temples or shrines for one of the current active Healers listed above or post a message on a tavern noticeboard. There is a temple in [[Zvidureth]], [[T'Nanshi]], and in [[Visimontium]]. Shrines are found in [[T'Nanshi]], [[Le'Or T'Nanshi|Le'Or]] and [[Elysia]]. Hospitals are available in [[Elysia]], [[Fourtree]] in [[T'Nanshi|T'Nanshi]], in [[Visimontium]], and [[The Village of Blandenberg|Blandenberg]].&lt;br /&gt;
&lt;br /&gt;
===What we do:=== &lt;br /&gt;
The Healers of Cha'reth are the visible and outspoken arm of those that worship Cha'reth; there is no formal church structure, though many clerics of Cha'reth wander [[T'Nanshi]].  The Healers spread the ideals of [[Cha'reth]] by trying to bring any conflicts to a peaceful end and healing anyone who is in need of it. Healers of Cha'reth often accompany other good religious orders on quests or training to act as a &amp;quot;medical corps&amp;quot;, and have been called to be on-the-spot healers for tournaments and events. Many Healers wander southern Avlis, helping wherever they are needed. Healers have often been called upon to render service in any number of dire situations.&lt;br /&gt;
&lt;br /&gt;
===What to expect:=== &lt;br /&gt;
A group that is more a family, where everyone is equal, made up entirely of those that follow or worship [[Cha'reth]]. Most are healers, but it is not really a requirement. All walks of life are welcomed, for they can all contribute to peace. Members sometimes concentrate more on one of Cha'reth's domains, such as becoming a well-respected negotiator, a pacifist, or a healer, perhaps an alchemical researcher into medicines, or a combat medic, or choose to follow both healing and peace in their lives. Cha'reth advocates following one's heart, and supports individual decisions that promote peace and healing. The Healers often get together to discuss current events, philosophy, and charity; trying to see where they can help. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Philosophy of the Healers of Cha'reth==&lt;br /&gt;
&lt;br /&gt;
===Major principles of the Faith===&lt;br /&gt;
&lt;br /&gt;
:*No living, sentient being is irredeemable or should be hated.&lt;br /&gt;
:*Apply the smallest amount of force to do what needs to be done.&lt;br /&gt;
:*Offer the least amount of violence possible. &lt;br /&gt;
:*Do not kill or harm those who do not offer death or injury.&lt;br /&gt;
:*Do not kill when wounding is enough, do not wound when holding is enough, do not hold when speaking is enough, do not speak when listening is enough. In this way we follow the way of peace.&lt;br /&gt;
:*When violence cannot be avoided, keep compassion, mercy, and pity in mind.&lt;br /&gt;
:*Always offer caring, compassion, and faith.&lt;br /&gt;
:*Aid those in need, and offer comfort and solace, not just of body, but of mind and spirit, as well.&lt;br /&gt;
:*Stop the spread of evil, and the destruction it engenders by being a model of peace in your own way. Let peace flow outward from you; inspire peace and well-being in others.&lt;br /&gt;
:*Healing that which is broken or ill, restores not only health but peace.&lt;br /&gt;
:*Great events and great works can flow from the actions of a single individual.&lt;br /&gt;
:*Ask oneself: &amp;quot;How can my words and actions foster peace and healing?&amp;quot;&lt;br /&gt;
:*Remember that there is no &amp;quot;one true way.&amp;quot; Cha'reth encourages choice, where those choices lead to the healing and peace of others.&lt;br /&gt;
:*Do not impose upon others that which you would not choose for yourself.&lt;br /&gt;
:*Evil Undead; demons and devils and their kin, are anathema to our Lord Cha'reth.  They should be destroyed whenever they are encountered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HolyOrders:Demi|Healers of Cha'reth]]&lt;br /&gt;
[[Category:Religious Orders|Healers of Cha'reth]]&lt;br /&gt;
[[Category:Guilds|Healers of Cha'reth]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Forian&amp;diff=54979</id>
		<title>Forian</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Forian&amp;diff=54979"/>
		<updated>2024-12-03T01:34:51Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Edited to reflect the sourcebook more with some caveats for NWN Avlis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Forian.jpg|right|150px]]&lt;br /&gt;
'''Colors:''' Typically orange, but can vary.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Chaotic_Neutral|Chaotic Neutral]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers' Alignment:''' Chaotic Neutral&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' [[Changeling|Changelings]], Mental Health, Pleasure&lt;br /&gt;
&lt;br /&gt;
'''Holy Warrior:''' [[Confounder]]&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Animal|Animal]], [[Magic:Level#Destruction|Destruction]], [[Magic:Level#Magic|Magic]], [[Magic:Level#Protection|Protection]], [[Magic:Level#Trickery|Trickery]]&lt;br /&gt;
&lt;br /&gt;
'''Religious Orders:''' [[Guild:Followers_of_Forian|Followers of Forian]]&lt;br /&gt;
&lt;br /&gt;
'''Center of Worship:''' Anywhere&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''Live for the moment! There's no innate purpose to life. There's nowhere to go, nothing to go. We are already there. Where are we, one may ask? Here. Now. There's no journey. There's no goal. Everything that matters is right here, right now.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Forian’s creed (or it would be, if he could be bothered to have one…)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above quotation sums up the philosophy of Forian, the creator of changelings and god of mental health and pleasure on Avlis. He is not concerned about classifying things as good or evil, lawful or chaotic. Instead Forian’s focus is on the present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forian's Background'''&lt;br /&gt;
&lt;br /&gt;
An individualist in the strictest definition of the word, Forian, unlike his deific counterparts of The Nine, refused to take on a mentor when creating his own race. Fearing that the influ ence of another god would limit or curtail his freedom and creativity in making his own race, Forian instead chose to strike out on his own, contemplating what would best represent his individual flair and originality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First he listed the concerns that he had for his potential children; he worried for example, that if gave them a fixed  design they would become bored or disadvantaged because they could not change, or that it may cut into their versatility if he did something as frightening as limit their methods of expression. Concerned about making certain his race was versatile and spontaneous enough to do whatever they felt like at any particular moment, Forian created, the changelings. With their ability to shift their forms and a mindset grafted by Forian himself, these beings immediately spread much confusion throughout Avlis. The confusion they spread was not good, nor was it evil. It was just...well, it was confusing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though some claim that Forian has no philosophy and simply borders on insanity, there is a clear process that guides both Forian and his followers. Followers believe the long term doe snot matter. There is no such thing as a “life journey” as some philosophies claim. There is only the present moment, and Forian dictates that his followers simply live within the present, rather than hold any concerns about the past or the future. Enlightenment does not exist for Forian. Such a thing is illusory and misguided, based on futile attempts to categorize things in one box or another. Forian instead believes that such boxes should not exist at all. When a bird flies through the morning air chirping, it does not worry about whether it should be chirping, or why it is flying. It simply chirps, and flies. If at the end of that chirping flight he nets himself a juicy worm, he does not reflect on all that flying and chirping he just did. He eats the worm as if the flying part never happened. Then he takes off again and looks for another worm, never contemplating his recent meal. People spend too much time worrying about what they have done, or what they will do. They never see where they are, or what they are doing now. Even the ones who do concentrate on the moment often spend a lot of time trying to categorize it or judge it. “Is this the right thing to do?” “How will this affect me down the road?” That is not what followers of Forian do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Typical Worshipers of Forian'''&lt;br /&gt;
&lt;br /&gt;
The worship of Forian spreads across a wide variety of races. Halflings, humans, orcs, and anyone who is tired of the quag mires that arise from excess thought or lack of action often take refuge in the stress-free philosophy of Forian. There are no organized temples of Forian. His followers have no need for it. The mere erection of the temple building would require more disciplined organization than Forian desires, and the organization of the church is such that even if a structure were erected in Forian’s name, no cleric would have the time or the inclination to reside there. Some temples and shrines nonetheless exist anyways owing to the lack of any standard amongst the faith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The holy warrior of Forian, is aptly named: &amp;quot;The Confounder&amp;quot;. It is not known for certain where or when Confounders came about. Some people even believe that they arose in several different places at the same time. It's entirely possible. It is known, however, that they all follow Forian, and Forian's philosophy of self-gratification. &lt;br /&gt;
&lt;br /&gt;
[[Ferrell]] is known to have a shrine to Forian.&lt;br /&gt;
&lt;br /&gt;
=====See also:=====&lt;br /&gt;
Further (IC &amp;amp; OOC) discussions and information about Forian, may or may not be found in the [http://www.avlis.org/viewforum.php?f=245 Follower of Forian subforum]. Apply via the [http://www.avlis.org/ucp.php User control panel]&lt;br /&gt;
&lt;br /&gt;
To request access click on user control panel at the top. Follow these steps:&lt;br /&gt;
&lt;br /&gt;
*User Control Panel at the top&lt;br /&gt;
*Usergroups on left hand side&lt;br /&gt;
*Then click on the circle next to Followers of Forian&lt;br /&gt;
*At bottom of page click box next to join&lt;br /&gt;
&lt;br /&gt;
[[Category:Greater_Gods]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Guild:Le%27Negedith&amp;diff=54906</id>
		<title>Guild:Le'Negedith</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Guild:Le%27Negedith&amp;diff=54906"/>
		<updated>2024-10-06T22:04:09Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Le'Negedith was the name of the resistance that fought against the Drotid Forces that occupied Elysia. Led by former members of the Le'Megen T'Elysia, namely Colonel Mihr, they valiantly fought the lizards. The guild has since disbanded.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guilds|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=ANRA:Lecture:Fertalizer&amp;diff=54905</id>
		<title>ANRA:Lecture:Fertalizer</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=ANRA:Lecture:Fertalizer&amp;diff=54905"/>
		<updated>2024-10-06T22:02:41Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ANRA}}&lt;br /&gt;
&amp;lt;div align=&amp;quot;justify&amp;quot;&amp;gt;Welcome to ANRA’s second lecture, which is about fertilizers to improve the soil.&lt;br /&gt;
&lt;br /&gt;
Mhog’ar mentioned the use of animal dung and composted plants. I will also be giving you a couple of other ideas. &lt;br /&gt;
&lt;br /&gt;
But first, let us think about the quality of the soil in the [[The Village of Blandenberg|Blandenberg]] area. The farmers here will have often picked up a handful of the soil to feel its quality – it is sandy and loose in texture. You will also have walked in the forest to the north of Blandenberg and noticed the denser, woodland soil. &lt;br /&gt;
&lt;br /&gt;
Here I have brought you a sample of farm soil from [[Ferrell]], a land to the northwest that you may not have visited. Their soil is more fertile than here in the Protectorate – please pass around this sample and look at it while I speak.&lt;br /&gt;
&lt;br /&gt;
I expect many of you farmers keep your animals in sheds during the winter nights. The bedding and dung, which gather in the sheds, is spread on the fields in the spring. If it is left there, open to the air, it will lose goodness. The same is true of plant material you add to the soil. It is best, therefore, to plough it into the soil as soon as possible. Earthworms will also help to distribute this material through the soil, where it will add valuable enriching minerals.&lt;br /&gt;
&lt;br /&gt;
Two more suggestions for soil improvement are leaf mold and guano. These natural resources should, of course, be used sparingly. In autumn, you could gather dropped leaves from the forest to the north. Piled into heaps and covered, these will form leaf mold for digging into the soil in spring. Guano is the name for the droppings of seabirds and bats. It is very rich in nutrients and your crops will improve if you add it to the soil. This substance can be gathered to the east in coastal caves and at the foot of cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Guild:ANRA|ANRA]] members, many of whom are skilled with weapons, would be happy to offer protection to your farmers and their carts on gathering trips. When our building here opens shortly you will be welcome to come in and ask for advice or help.&lt;br /&gt;
&lt;br /&gt;
''Kish'ti''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Lectures]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=MMM&amp;diff=54904</id>
		<title>MMM</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=MMM&amp;diff=54904"/>
		<updated>2024-10-06T22:02:03Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''MMM''' or Monday Musical Madness is a festival for music and poetry, featuring bards and performers from all over Avlis. It takes place in the Porthole Inn in Port Eridanus in Ferrell. This activity is currently dorment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Art and Literature]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psion&amp;diff=54903</id>
		<title>Psion</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psion&amp;diff=54903"/>
		<updated>2024-10-06T21:59:42Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Removed reference to defunct Avlis Psion group and a message saying Feats got fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classes}}&lt;br /&gt;
{{Psionics}}&lt;br /&gt;
&lt;br /&gt;
{{NWNEEmigration}}&lt;br /&gt;
&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;floatright&amp;quot;&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A psion is the master of mind. Unlike a warrior or thief, a priest or mage, he is not reliant on outside entities, energies or items to pursue his art. His power is from within, and it is his mind that focuses and directs that power. Introspection and mediation, delving into the varied, perhaps fragmented, perhaps dark, corners of his own mind, to discipline and control the subconscious, is the path of the psion. Deeper understanding, greater self discipline and stronger focus unlocks more and more of the power of the mind, allowing the psion to discover a greater range of mental powers. &lt;br /&gt;
Psions take many paths, some seeking to master their own bodies with the power of the mind, some mastery of others’ minds. Still others may pursue a path that allows them to control time and space, or to gain knowledge beyond the range of normal senses. While some psions use their powers to augment other martial skills, many typically disdain the use of physical weapons or armour in favour of the raw power of their minds; nevertheless, even these will often carry a weapon or two for times when their minds are taxed or tired.&lt;br /&gt;
*[[Psion Archetypes]]&lt;br /&gt;
*[[Psionics|Psionics Overview]]&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
'''Special:''' [[Lycanthropy|Lycanthrope]] PCs can select this class but CANNOT use Psionic powers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hit Dice:''' d6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weapon Proficiencies:''' [[NWN:Weapon Proficiency (Simple)|Simple]], [[NWN:Weapon Proficiency (Rogue)|Rogue]], [[NWN:Weapon Proficiency (Druid)|Druid]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor Proficiencies:''' [[NWN:Armor Proficiency (Light)|Light]], &amp;lt;br&amp;gt;&lt;br /&gt;
'''High Saves:''' [[NWN:Will|Will]], [[NWN:Fortitude|Fortitude]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus Feats:''' [[NWN:Arcane defense|Arcane Defence (Enchantment)]], Check PSP Total&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Attack Bonus:''' Follows Cleric/Rogue progression&amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill points:''' 4+INT mod&amp;lt;br&amp;gt;&lt;br /&gt;
'''Class Skills:''' [[NWN:Concentration|Concentration]], [[NWN:Heal (skill)|Heal]], [[NWN:Listen|Listen]], [[NWN:Lore|Lore]], [[NWN:Persuade|Persuade]], [[NWN:Search|Search]], [[NWN:Spellcraft|Spellcraft]], [[NWN:Spot|Spot]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Feats (non-psionic):''' Standard 1 feat every 3rd character level. No bonus feats / epic bonus feats.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Psion.jpg|thumb|right|Psion Stats]]&lt;br /&gt;
&lt;br /&gt;
==Psionic Powers==&lt;br /&gt;
'''Progression:''' Two powers may be selected each level.  The normal feats received every third level may be used to take an additional power if a psion level is taken at that time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Psionic Strength Points (PSP):''' ''10+10*PsionLevel'',  with a bonus for high Wisdom, Constitution and Intelligence. The Wisdom bonus is applied at each level; the bonus from Constitution and Intelligence only affects the starting PSP (i.e. at first level).&lt;br /&gt;
*''PSP = {(WIS - 5) * 2} + (CON - 15) + (INT - 15) + Feats + {(PsionLevel-1) * (WIS-5 (Min = 10))}''&lt;br /&gt;
'''Psionic Powers by Discipline'''&lt;br /&gt;
* [[Clairsentience]] - powers that provide the psion with access to information and knowledge beyond the range of normal senses.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Psychokinesis]] - powers that move objects, on a scale from the huge to the molecular.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Psychometabolism]] - powers that allow the psion exercise control over his (and sometimes another's) body.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Psychoportation]] - powers that influence time and space allowing the psion, and others, to travel using the power of the mind alone.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Telepathy]] - powers that give the psion contact with and control over the minds of others.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Metapsionics]] - advanced miscellaneous psionic powers.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Psionic Specializations]] - feats that augment a psion's other powers and abilities.&lt;br /&gt;
&lt;br /&gt;
''([[Psionics#Psionic Powers|More details of the mechanics]] of psionic powers.)''&lt;br /&gt;
&lt;br /&gt;
==Favored Psion==&lt;br /&gt;
&lt;br /&gt;
A chosen few psions may be marked as favored by [[Angadar]], who on Avlis controls the [[Magic#The_Mind_Wind:_The_Power_of_The_Mind|Mind Wind]] from which psions channel their powers. In terms of game mechanics, this means an increase in the potency of the psion's abilities.  Favored status bestows bonuses in the form of +4 effective psion levels and a 50% chance that a backfire is transformed into a bonus.&lt;br /&gt;
&lt;br /&gt;
''Note: This is a DM reward for exceptional role playing, not something you can gain from completing a quest in game.'' &lt;br /&gt;
&lt;br /&gt;
==Playing a Psion==&lt;br /&gt;
[[Telepathy guide]] for the Neverwinter Nights game Avlis PW &amp;lt;br&amp;gt;&lt;br /&gt;
[[Psion Archetypes]]&lt;br /&gt;
&lt;br /&gt;
====Forum &amp;amp; Guilds====&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewforum.php?f=244 Avlis Private Discussion: Monks and Psions], an open class discussion forum for all members. &amp;lt;br&amp;gt;&lt;br /&gt;
* The [[Guild:LuminousOrder | Luminous Order of the Mind]], a guild for those interested in psionics.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Psionics]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ===Reference===&lt;br /&gt;
[http://home.twcny.rr.com/rwdfiles/Misc/Psionic%20Descriptions%20-%20pg.31.jpg Psychokinesis-Psychometabolism]; &lt;br /&gt;
[http://home.twcny.rr.com/rwdfiles/Misc/Psionic%20Descriptions%20%20-%20pg.32.jpg Psychoportation-Telepathy]; &lt;br /&gt;
[http://home.twcny.rr.com/rwdfiles/Misc/Psionic%20Descriptions%20-%20pg.33.jpg Telepathy - Clairsentience]&lt;br /&gt;
Links appear to be broken; I may have copies of these jpgs somewhere... --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Character_Creation&amp;diff=54902</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Character_Creation&amp;diff=54902"/>
		<updated>2024-10-06T21:32:11Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Changed Sereg reference to refer to them as extinct and updated the Sorc and Wizard subtext to mention Andria and remove Angadar since he lost his Arcane Knowledge mantle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
All of the rules that govern the classes in NWN are the same way on Avlis. The point of the world is to be as all-inclusive as possible so that everyone will have an opportunity to play the kind of character they want. The general rule is that if you want to play it, you can probably manage it on Avlis. There are only a few exceptions to this rule – for example, drow and duergar do not exist on Avlis, and half-demon characters are not allowed. &lt;br /&gt;
&lt;br /&gt;
==Restrictions/Considerations for Planning==&lt;br /&gt;
As many people like to plan out their builds, check this list out to make sure you don't get caught off guard. For anything that requires an unlock, we recommend you start RPing the training as soon as you think you might want the unlock rather than wait until you mechanically qualify. This has many benefits to it RP-wise, but also has system limitations as you cannot bank multiple character levels. See [[Experience_System#Level_Banking_Policy|the Level Banking Policy]] for more information. We want to make sure you're able to plan accordingly, so have compiled a list of items that may greatly impact your ability to plan and progress.&lt;br /&gt;
&lt;br /&gt;
'''Please note that on Avlis we have the following restrictions:'''&lt;br /&gt;
* Characters cannot save more than 1 skill point per level. (No banking all of your Skill Points). See [https://www.avlis.org/viewtopic.php?f=147&amp;amp;t=81732 Skill Point Saving rule] for additional info.&lt;br /&gt;
* [[nwn:Enforce_legal_character|ELC]] Considerations. Some races have [[ASK_AWAY#PC_race_specific|padded levels]]. Please be sure to check the specific race below for additional info.&lt;br /&gt;
* ALL [[Prestige Classes]] Require Unlocking&lt;br /&gt;
** This includes all [[Holy Warriors]] PrCs besides [[Paladin]], which is a [[nwn:base class|Base Class]] and may be taken at first level during character creation.&lt;br /&gt;
* Dual [[Prestige_Classes|PrC]] requires [[:Category:Team:Event_DM|Event DM]] approval to unlock. This is rare so be extremely cautious &amp;quot;planning&amp;quot; for it unless you have pre-approval.&lt;br /&gt;
* [[AMS|Advanced Mage Specializations]], are a soft-class but may have requirements to be eligible for the AMS. See [https://www.avlis.org/viewtopic.php?f=423&amp;amp;t=143501 About AMS] forum discussion for more info.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
One the biggest decisions you will have in creating a character is choosing what race you want to play. Each race brings with it a distinct cultural attributes, abilities, advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
[[Races | The Races of Avlis]]&lt;br /&gt;
&lt;br /&gt;
As a player, you can shape whatever history or education you want into your character but choosing a race tends to bring certain permanent attributes to your character. If you play a [[Halfling]] for example, you will be of shorter stature to most of the races in NWN. You can be an unusually large Halfling but you still will be seen as a Halfling by the rest of the world. Also consider some races have an irrational dislike of other races. These are things to consider when picking a race.&lt;br /&gt;
&lt;br /&gt;
The particulars of the culture of each race will not be dealt with as each can be subject to interpretation by the player when creating a character. The bonuses and penalties are described as they effect your character in the game. Please review the [[Rules:Specific_Rules:Cheesing|Cheesing Rules]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' No PC can be one of the following:&lt;br /&gt;
:* Vampire&lt;br /&gt;
:* Lich&lt;br /&gt;
:* Jedi&lt;br /&gt;
:* Sith&lt;br /&gt;
:* Werehamster&lt;br /&gt;
:* Your own homebrew race known only to you and your pets&lt;br /&gt;
:* etc.,&lt;br /&gt;
:* Ad infinitum...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please be aware that [[nwn:Drow | drow]] '''do not exist''' on Avlis. The only dark-skinned elves on Avlis were [[Elf,Sereg | Sereg'wethrin]] who have gone extinct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As always the common sense rule is: If you have to ask if it's fine, then it probably isn't. If in doubt, refer to the [http://www.avlis.org/viewforum.php?f=174 Ask the Team] section on the Avlis forums.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
That having been said, there are a few general guidelines for some of the classes:&lt;br /&gt;
&lt;br /&gt;
===[[Fighter]]===&lt;br /&gt;
Fighters are good at combat, experts with weapons and combat feats.&lt;br /&gt;
&lt;br /&gt;
===[[Barbarian]]===&lt;br /&gt;
Barbarians are powerful and tough wild fighters.  They can get themselves into a frenzy and cause massive damage to their opponents.&lt;br /&gt;
&lt;br /&gt;
===[[Rogue]]===&lt;br /&gt;
Rogues are experts at many skills, including some stealthy and some mechanical.  Rogues also study the body and are able to target critical points and cause great pain.&lt;br /&gt;
&lt;br /&gt;
===[[Bard]]===&lt;br /&gt;
Bards are masters of ballads, comedy and tragedy.  Through their entertainment they can inspire all manner of emotion.&lt;br /&gt;
&lt;br /&gt;
===[[Druid]]===&lt;br /&gt;
Druids are essentially priests of nature. In the older editions of the D&amp;amp;D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. In fact relatively few can. They are:  &lt;br /&gt;
[[Balgar]], &lt;br /&gt;
[[Berryn]], &lt;br /&gt;
[[Cha'reth]], &lt;br /&gt;
[[Dagath]], &lt;br /&gt;
[[Dre'Ana]],&lt;br /&gt;
[[Dru'El]],&lt;br /&gt;
[[O'Ma]], &lt;br /&gt;
[[Pelar]], &lt;br /&gt;
[[Skern]], &lt;br /&gt;
[[Titania]], &lt;br /&gt;
[[Verossa]], and &lt;br /&gt;
[[Yeraiah]].&lt;br /&gt;
&lt;br /&gt;
Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.&lt;br /&gt;
&lt;br /&gt;
===[[Monk]]===&lt;br /&gt;
Monks on Avlis are varied. There are a few monk orders attached to gods, like O'Ma again for instance. About half of the monk orders are attached to some natural formation or area, such as a mountain or river, and the remaining quarter of monk orders are simply contemplative - i.e., not attached to anything except existence itself. The orders that follow a deity or a philosophy are the most likely ones to produce adventuring monks. Orders that attach themselves to a formation usually stay within the vicinity, although sometimes their members are sent on vision quests.&lt;br /&gt;
&lt;br /&gt;
Orders that are attached to a god will usually be closely associated with a church if that church is of lawful alignment, much like the Catholic orders of nuns and monks are today as opposed some Zen Buddhist orders.&lt;br /&gt;
&lt;br /&gt;
See also: [[Monk Orders]].&lt;br /&gt;
&lt;br /&gt;
===[[Psion]]===&lt;br /&gt;
A psion is the master of mind. Unlike a warrior or thief, a priest or mage, he is not reliant on outside entities, energies or items to pursue his art. His power is from within, and it is his mind that focuses and directs that power. Introspection and mediation, delving into the varied, perhaps fragmented, perhaps dark, corners of his own mind, to discipline and control the subconscious, is the path of the psion. Deeper understanding, greater self discipline and stronger focus unlocks more and more of the power of the mind, allowing the psion to discover a greater range of mental powers. See also: [[Psionics]] on Avlis.&lt;br /&gt;
&lt;br /&gt;
===[[Ranger]]===&lt;br /&gt;
This class is as described from the rules given for it in the Player’s Handbook, together with some 3.5E powers. However, Rangers on Avlis may not only take a specific race as a hated enemy, but also a specific organization or group, such as the Green Order or the Equalizers of Mikon.&lt;br /&gt;
&lt;br /&gt;
Rangers may choose any god that fits their moral alignment. That is, for example, any good ranger may follow Cha’Reth, O’Ma, or Dru’El. Any neutral ranger may follow Skern, Dagath or Yeraiah, and any evil ranger may follow Verossa.&lt;br /&gt;
&lt;br /&gt;
Unlike Druids, however, Rangers' abilities are not dependent on their faith but on nature at large.&lt;br /&gt;
&lt;br /&gt;
===[[Sorcerer]] and [[Wizard]]===&lt;br /&gt;
Practitioners of [[Arcane]] magic are usually accepted or tolerated, where pay homage to the goddess of mortal magic [[Andrinor|Andria]] and are part of her [[Arcane#Andrinor's Trust |Academy of Mortal Magic]].&lt;br /&gt;
&lt;br /&gt;
===[[Paladin]]===&lt;br /&gt;
Paladins are the holy warriors of Gorethar, one of the nine major gods of Avlis. Thus one who plays a paladin is automatically a follower of Gorethar.&lt;br /&gt;
&lt;br /&gt;
===[[Cleric]]===&lt;br /&gt;
The following is a list of suggested domains in NWN for clerics to take based on the god/goddess they worship. Please note, this is not a list of required domains, only suggestions. No one will be asked to change their domains or remake their character. If a DM sees someone playing a Cleric of Gorethar (or any other Avlis deity) with domains not listed here, they will do nothing about it. The majority of this list was written by Spell Singer, and edited, approved by the Avlis staff. Consider these the officially suggested domains. Detailed information on the deities of Avlis can be found in [[Player_Guide#Culture_and_Religion | Culture and Religion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you wish to choose a deity please ensure it is from the Avlis pantheon.&lt;br /&gt;
* ''When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level. This applies for other divine casting classes, as well as cleric (druid, ranger, paladin and blackguard).''&lt;br /&gt;
&lt;br /&gt;
====Deities and Recommended Cleric Domains====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=100%  cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border-color: #8888aa; border: #8888aa solid 1px&amp;quot; |&lt;br /&gt;
! Deity&lt;br /&gt;
! Divine Level&lt;br /&gt;
! Domains&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarilax]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Trickery | Trickery]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Andrinor]]&lt;br /&gt;
| [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Angadar]]&lt;br /&gt;
| [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aryeh Gidol]]&lt;br /&gt;
| [[:Category:Demigods | Demigoddess]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Balgar]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Strength | Strength]], [[Magic:Level#Travel | Travel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Berryn]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Good | Good]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Sun | Sun]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blibdoolpoolp]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Trickery | Trickery]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Dead god! | [[Bobil]] &lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Earth | Earth]], [[Magic:Level#Strength | Strength]] --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cha'reth]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clangeddin Silverbeard]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Earth | Earth]], [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Corellon Larethian]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Sun | Sun]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[Dagath]]&lt;br /&gt;
| rowspan=3 | [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| Order of Life:[[Magic:Level#Good | Good]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Sun | Sun]]&lt;br /&gt;
|-&lt;br /&gt;
| Order of Death:[[Magic:Level#Death | Death]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Strength | Strength]]&lt;br /&gt;
|-&lt;br /&gt;
| Order of Rebirth: Select one from each of &amp;quot;Order of Life&amp;quot; and &amp;quot;Order of Death&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead_Dreamer | Dead Dreamer]]&lt;br /&gt;
| [[:Category:Demonic_pseudo-deities | Pseudo-Deity]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dra'Nar]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Strength | Strength]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dre'Ana]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dru'El]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Good | Good]], [[Magic:Level#Plant | Plant]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Sun | Sun]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Evrak]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fegall]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Earth | Earth]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forian]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorethar]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Earth | Earth]], [[Magic:Level#Good | Good]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Protection | Protection]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gruumsh]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hurine]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Travel | Travel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ingoren]]&lt;br /&gt;
| [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Travel | Travel]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kelvos]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Keros]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Animal|Animal]], [[Magic:Level#Plant|Plant]], [[Magic:Level#Strength|Strength]], [[Magic:Level#Travel|Travel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimonictinus]]&lt;br /&gt;
| [[:Category:Demon_Lords | Demon Lord]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Earth | Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuthos]]&lt;br /&gt;
| [[:Category:Demon_Lords | Demon Lord]]&lt;br /&gt;
| [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lesa]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maleki]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mikon]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Good | Good]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Protection | Protection]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mishlekh]]&lt;br /&gt;
| [[:Category:Intermediate Gods | Intermediate]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Earth | Earth]], [[Magic:Level#Plant | Plant]]&lt;br /&gt;
|-&lt;br /&gt;
| [[O'Ma]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Good | Good]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Plant | Plant]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Paragus]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pelar]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Travel | Travel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ptah]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Earth | Earth]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Travel | Travel]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ra-Ghul]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Senath]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Trickery | Trickery]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skern]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Plant | Plant]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stephanus]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Darkness | Darkness]], [[Magic:Level#Evil | Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Harpinger]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The'ton]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ti'si'faan]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Good | Good]], [[Magic:Level#Strength | Strength]], [[Magic:Level#Sun | Sun]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titania]]&lt;br /&gt;
| [[:Category:Demigods | Greater]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Fire | Fire]], [[Magic:Level#Magic | Magic]], [[Magic:Level#Plant | Plant]], [[Magic:Level#Protection | Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tobin]]&lt;br /&gt;
| [[Other Greater Gods | Greater]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Fire | Fire]], [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Water | Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Toran]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Evil | Evil]], [[Magic:Level#Good | Good]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Strength | Strength]], [[Magic:Level#War | War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Valok]]&lt;br /&gt;
| [[The Nine Major Gods | Greater Avlissian]]&lt;br /&gt;
| [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Protection | Protection]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Verossa]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Air | Air]], [[Magic:Level#Destruction | Destruction]], [[Magic:Level#Earth | Earth]], [[Magic:Level#Fire | Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vorin]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Healing | Healing]], [[Magic:Level#Knowledge | Knowledge]], [[Magic:Level#Magic | Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wilsash]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Death | Death]], [[Magic:Level#Evil | Evil]], [[Magic:Level#Trickery | Trickery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Xenon]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Animal | Animal]], [[Magic:Level#Evil | Evil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Yeraiah]]&lt;br /&gt;
| [[:Category:Lesser Gods | Lesser]]&lt;br /&gt;
| [[Magic:Level#Earth | Earth]], [[Magic:Level#Healing | Healing]], [[Magic:Level#Strength | Strength]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Zhitaril]]&lt;br /&gt;
| [[:Category:Demigods | Demigod]]&lt;br /&gt;
| [[Magic:Level#Death|Death]], [[Magic:Level#Evil|Evil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=25930 Rules regarding PC background can be found here: ]&lt;br /&gt;
&lt;br /&gt;
Note: Any bizarre background, or any background which does ~not~ fit in with Avlis lore/norms ~must~ be cleared with the team.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
Rules regarding naming conventions can be found here: [http://www.avlis.org/viewtopic.php?t=12504 PC Names]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' A common sense rule is that if you have to ask if the name is fine then it probably isn't.&lt;br /&gt;
&lt;br /&gt;
== Regarding Elven skintones: ==&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=33313 Skintones]&lt;br /&gt;
&lt;br /&gt;
Note: The rule about skintones is a common sense rule. This applies not only to elves but also to most races. If you are unsure of what the acceptable skintones are for your PC race please consult the Avlis wikipedia or follow one of the links above.&lt;br /&gt;
&lt;br /&gt;
If you have a PC with a bizarre colouring, please contact the team and we will arrange to do a rebuild.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Character Staging ==&lt;br /&gt;
&lt;br /&gt;
Following Player Character creation, on exiting the Start Area of each Avlis server, the PC will enter a New Character Staging area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The area features merchants offering weapons, ammunition, armor, shields, helms, hoods, cloaks, various accessories at base prices.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* You can only enter the area once for each new PC.&lt;br /&gt;
* All new PCs will have 200 GP on entering the area.&lt;br /&gt;
* Free alterations (0 GP) are available for all items.&lt;br /&gt;
* You can change your [[Character Height|PC height]], head model, hair, skin and tattoo colors.&lt;br /&gt;
* You can convert your character to a [[Religion|deity]] and receive [[Holy_Symbols_and_Robes|holy symbol and robe]] (plus [[Cleric#Wieldable_Holy_Symbols|clerical holy symbol]], if applicable).&lt;br /&gt;
* All new PCs are given 100 XP on exiting the area.&lt;br /&gt;
&lt;br /&gt;
Accidental leave of the area (eg. clicking on the door exit) is prevented by a scripted text warning. Click a second time to exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The staging area is an [[OOC]] area. The history of your gear from an [[IC]] perspective is up to your imagination. Recall [[Rules#Common_Sense|Rule 0]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Creation Guides==&lt;br /&gt;
&lt;br /&gt;
[https://discord.gg/T5HjskKbzs Join our Official Discord Server] and head over to #character-builds for community input, bouncing around concepts, or if you have any questions!&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20110507053854/http://nwn.bioware.com/players/characterguide.html BioWare Character Creation Guide] - ''Internet Archive link.''&lt;br /&gt;
&lt;br /&gt;
[http://www.ign.com/wikis/neverwinter-nights/Character_Creation IGN Walkthrough - Character Creation]&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20080325030905/http://www.servantsofmystery.com/fathermatt/character%20creation.htm FatherMatt's Musings on Character Creation] - ''Internet Archive link.''&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20101203165745/http://nwn.bioware.com/about/faq3.html#3.07 Character Creation FAQ (BioWare)] - ''Internet Archive link.''&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?f=151&amp;amp;t=20478 To make a new character, I start with: (Avlis Forum Poll and Discussion)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=T%27Nanshi&amp;diff=54901</id>
		<title>T'Nanshi</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=T%27Nanshi&amp;diff=54901"/>
		<updated>2024-10-06T21:21:28Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Updated nation leader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = [[Image:TNanshi.JPG|right|thumb|300px|]]&lt;br /&gt;
|NationIcon = [[Image:T'Nanshi.jpg|right|thumb|300px|]]&lt;br /&gt;
|NationIconCaption = Map of T'Nanshi&lt;br /&gt;
|NationName = T'Nanshi&lt;br /&gt;
|NationAlias = The Spirit Land&lt;br /&gt;
|NationSize = 17,378,000&lt;br /&gt;
|NationCapital = [[Le'Or T'Nanshi]]&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationGovt = Representative Democracy&lt;br /&gt;
|NationRegion = Southern [[Negaria]]&lt;br /&gt;
|NationRuler = The Council of Nine&lt;br /&gt;
|NationMilitary = T'Nanshi Army&lt;br /&gt;
|NationRaces = M'Chekian [[Elve]]s 80% (10% [[ghost elves]], 90% [[Avlissian elves]], Fey Races 17%, Other 3%&lt;br /&gt;
|NationLang = Elven, Sylvan, Fairy languages &lt;br /&gt;
|NationReligion = [[Dru'El]] (primary), [[Pelar]], [[Dra'Nar]], [[Dre'Ana]]&lt;br /&gt;
|NationImports = Rare metals&lt;br /&gt;
|NationExports = Foodstuffs, luxury goods&lt;br /&gt;
|NationTrade = [[Deglos]] (minor trading partner), [[The Seven Cities]] (minor trading partner), [[Elysia]] (minor trading partner, defensive alliance)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The [[Elf, Avlissian|elven]] nation of '''T'Nanshi's''' roots lie all the way back in the creation of Avlis. Legend holds that it was the general location of the prison that held [[Dru'El]] when he was a mortal prisoner kept by the evil [[Negerai]]. Whether this is true or not, the site of the creation of the first elves was somewhere in the ancient forests of T'Nanshi, and they have remained in the area since then.&lt;br /&gt;
&lt;br /&gt;
The name T'Nanshi is translated loosely as &amp;quot;Spirit Land&amp;quot;. The name comes from a very ancient dead language thought to have been spoken by the nature spirits who inhabited Avlis well before the arrival of the nine prisoners and the Negerai. This language has largely been lost, but the present day elven language is thought to be derived from it. Dru'El was said to be interested in recovering the lost language, and he gave what fragments he found to his elves. This is why the elven language on Avlis differs quite a bit from the language spoken by elves encountered on other planes. The forest of T'Nanshi is, in general, extremely dangerous, with many large wild predators deep in the wild, and powerful bandits preying on the roads.&lt;br /&gt;
&lt;br /&gt;
Over time, the word for spirit came to be the same as the word for elf. Thus, T'Nanshi is now derived from the phrase &amp;quot;Land of the Elves&amp;quot;. The capital of T'Nanshi is [[Le'Or T'Nanshi]], a separate server. The city of [[Elysia]] is historically tied to T'Nanshi.&lt;br /&gt;
&lt;br /&gt;
For recent events, see [[T'Nanshi: Recent Events]].&lt;br /&gt;
&lt;br /&gt;
== Villages and Landmarks in T'Nanshi ==&lt;br /&gt;
[[Image:Wilderness_0001.jpg|thumb|350px|Wilds of T'Nanshi]]&lt;br /&gt;
* [[Dendigath Post]]&lt;br /&gt;
* [[Drotid Pass]]&lt;br /&gt;
* [[Fairy Gardens]]&lt;br /&gt;
* [[The Forest of Midnight]] &amp;lt;small&amp;gt;(shown on map here, but located on [[Elysia]] Server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Fourtree]]  &amp;lt;small&amp;gt;(shown on map here, but located on [[Le'Or T'Nanshi]] Server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[The Giantlands]]&lt;br /&gt;
* [[Gwenverae Base]]&lt;br /&gt;
* [[Hel'Byssia]]&lt;br /&gt;
* [[Cor'Vallen]]&lt;br /&gt;
* [[Kharak Zvidurat]] (Dwarf Trade)&lt;br /&gt;
* [[Lifts to the Canopies]]&lt;br /&gt;
* [[Nan Sh'Tal]]&lt;br /&gt;
* [[Grovehaven]]&lt;br /&gt;
* [[Orcscourge Chasm]]&lt;br /&gt;
* [[Pelail'Nan Cove]]&lt;br /&gt;
* [[Port Nireth]]&lt;br /&gt;
* [[Quithranos]] (Fishaven)&lt;br /&gt;
* [[Renathae Outpost]]&lt;br /&gt;
* [[SilverFall]]  &amp;lt;small&amp;gt;(shown on map here, but located on [[Le'Or T'Nanshi]] Server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Summerleaf]]  &amp;lt;small&amp;gt;(shown on map here, but located on [[Le'Or T'Nanshi]] Server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Suneal Thorp]]&lt;br /&gt;
* [[Yureth]] (ruins)&lt;br /&gt;
* [[Zvidureth]]&lt;br /&gt;
&lt;br /&gt;
== Technical aspects ==&lt;br /&gt;
* T'Nanshi [[Servers#Le'Or | Server Connection Information]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|T'Nanshi]]&lt;br /&gt;
[[Category:Servers|T'Nanshi]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=54900</id>
		<title>M'Chek</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=54900"/>
		<updated>2024-10-06T21:14:57Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Removed Needed Files link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = [[Image:MChek.JPG|right|thumb|300px|]]&lt;br /&gt;
|NationIcon = [[Image:M'Chek.jpg|right|thumb|300px|]]&lt;br /&gt;
|NationIconCaption = Map of M'Chek&lt;br /&gt;
|NationName = M'Chek&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = 37,214,000&lt;br /&gt;
|NationCapital = [[Mikona]]&lt;br /&gt;
|NationGovt = Feudal Democracy&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Southern [[Negaria]]&lt;br /&gt;
|NationRuler = First Minister Lord Rebecca Dald&lt;br /&gt;
|NationMilitary = M'Chekian National Army&lt;br /&gt;
|NationRaces = M'Chekian [[Human]]s 70%, [[Romini]] Humans 10%, Other 20%&lt;br /&gt;
|NationLang = Imperial Common, Romini &lt;br /&gt;
|NationReligion = [[Mikon]] (primary), [[Dagath]], [[Valok]], [[Toran]]&lt;br /&gt;
|NationImports = Grain, livestock, lumber, manufactured goods&lt;br /&gt;
|NationExports = Iron, weapons&lt;br /&gt;
|NationTrade = [[The Seven Cities]] (major trading partner), [[T%27Nanshi|T'Nanshi]] (recipient of food shipments as per Treaty of [[The_Village_of_Blandenberg|Blandenberg]]), The [[Kurathene]] Empire (major trading partner)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
M'Chek is a large, arid nation. Even today with the population stabilized, it is still heavily inhabited, with few unsettled areas. Farming is the primary use of land on M'Chek's plains, though there is also some herding of livestock. A few scattered forests remain, but little compared to what existed several centuries ago. There are several ranges of rolling hills (including Mikona's infamous [[The Hills of Tumult|Hills of Tumult]]), but nothing large enough to be called mountains.&lt;br /&gt;
&lt;br /&gt;
Despite the arid climate and use of water for agriculture, there are several significant rivers in M'Chek, including the [[Lost River]].&lt;br /&gt;
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== Inhabitants ==&lt;br /&gt;
&lt;br /&gt;
The majority of M'Chek's inhabitants are human. These are mostly the [[Human, Civilized|civilized humans]] of the cities, and the wandering tribal [[Romini]]. The rural lands also house small tribes of [[Brownie|brownies]], [[Bugbear|bugbears]], [[Giant, Fire|fire giants]], [[Giant, Frost|frost giants]], [[Goblin|goblins]], [[Giant, Mountain|mountain giants]] and [[Ogre|ogres]]. In the cities, an even more diverse collection of races can be found. Mikona is also home to a sizeable [[Dubgaldokin|dwarf]] population.&lt;br /&gt;
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== Settlements ==&lt;br /&gt;
[[Image:MChek_0000.jpg|thumb|350px|Wilds of M'Chek]]&lt;br /&gt;
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The mainland area of M'Chek is dotted with hundreds of farming villages. What follows is a list of the major settlements.&lt;br /&gt;
&lt;br /&gt;
* [[Bachwood]]&lt;br /&gt;
* [[Derrington Keep]]&lt;br /&gt;
* [[Drakehall Keep]]&lt;br /&gt;
* [[Eastshore]]&lt;br /&gt;
* [[Equaloria Keep and Dunster Commons]]&lt;br /&gt;
* [[Finmaegen Keep]]&lt;br /&gt;
* [[The Hills of Tumult]] &amp;lt;small&amp;gt;(shown on map here, but located on [[Mikona]] Server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[The Lost River Caverns]]&lt;br /&gt;
* [[Chasworth Keep]]/ formally known as [[Nelthrope Keep]]&lt;br /&gt;
* [[The Order of the Way]]&lt;br /&gt;
* [[Southill]]&lt;br /&gt;
* [[The Warrens]]&lt;br /&gt;
* [[Westshore]]&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Aside from Mikon's widespread worship, [[Dagath]], [[Kelvos]], [[Ingoren]], [[Maleki]], [[Pelar]], [[Ptah]], [[Wilsash]] and [[Xenon]] each have significant bodies of followers in rural M'Chek. The city of Mikona proper likely contains worshippers of  every deity known to Avlis.&lt;br /&gt;
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== Politics ==&lt;br /&gt;
=== Government ===&lt;br /&gt;
* Government: Noble Democracy. &lt;br /&gt;
&lt;br /&gt;
There are two Houses of Government in M'Chek: The Noble House and the Common House. The Common House picks its representatives from among the commoners of the nation, although rarely do any of these commoners come from outside the city. Thus most of the concerns of the Common House deal with city matters. Rarely do they interfere in matters of national action or policy, although they do have the power to do so. &lt;br /&gt;
&lt;br /&gt;
The Noble House is made up of representatives from two places: the Noble families of M'Chek, and the various large Temples represented in Mikona, namely the temples of Mikon, Dagath, Ptah, and Valok. &lt;br /&gt;
&lt;br /&gt;
This house deals mainly with foreign policy issues and affairs. Although each individual Noble family has total control over their own estate, they are expected to represent a portion of their nation's interest. For instance, all of the major Noble families have personal armies and troops, but there is also a standing national army of M'Chek to which each noble is expected to contribute a certain percentage of its force. &lt;br /&gt;
[[Image:MChekMapPreWar.jpg|right|thumb|200px|Political boundaries of M'Chek, before Drotid invasion]]&lt;br /&gt;
The two houses of government were presided over by a Minister who executed decisions and carried out the task of administration, although limited in their actions by the legislators. After the [[M'Chek-Brekon War]] the position of Minister was replaced by Chancellor which has increased executive powers.  In addition to the Chancellor there is a War Commissioner who is the commander and chief of the standing army. This is a hotly contested position that has been filled by either Nobles or reputable warrior generals.&lt;br /&gt;
&lt;br /&gt;
You can see a [http://gallery.avlis.org/v/spool32/Basic/MChekMapPreWar.jpg.html larger map here.]&lt;br /&gt;
&lt;br /&gt;
=== The Lords of M'Chek ===&lt;br /&gt;
&lt;br /&gt;
M'Chek has many noble houses, some with lineages dating back centuries. Those lords resident in the countryside often possess large estates and have military responsibilities, while the lords resident in Mikona are often traders and business magnates. The most notable noble houses are listed here.&lt;br /&gt;
==== City Lords ====&lt;br /&gt;
&lt;br /&gt;
* House Korington: Lord Korington maintains an estate in Mikona. It is rumoured that the House has dealings with a community of Rakshasa.&lt;br /&gt;
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* House Grumbald: The illustrious House Grumbald are one of the most powerful Goretharite families in M'Chek. They have estates in Mikona. Lord Donald &amp;quot;Donnie&amp;quot; Grumbald serves as the head of the M'Chekian Navy - the First Lord of the Admiralty. Lord Grumbald has several children, named for heroes of M'Chek's past - Thror, the twins Aradan and Aramil, and his youngest daughter, Kaelyn. Aramil Grumbald was killed during the Battle of Eastshore, at the beginning of the Shaahesk invasion of M'Chek.&lt;br /&gt;
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* House Walsington: The Walsingtons are one of Mikona's oldest and most prestigious names. Kendrick Jay Walsington served as the Minister of the Joint Houses - M'Chek's political leader - until his assassination in the Drotid War. The head of the house is currently Lady Jonnika Walsington.&lt;br /&gt;
&lt;br /&gt;
* House Fenmare: The Fenmare Cartel is one of the most successful trading enterprises in M'Chek. The lords Fenmare and their relatives have often been a major presence in the politics of the city and of the nation. House Fenmare is known to have strong ties to the Church of Valok.&lt;br /&gt;
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* House Wenton: Lord Frantiandy Wenton is a diplomat, currently serving as M'Chek's foreign secretary.&lt;br /&gt;
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==== Country Lords ====&lt;br /&gt;
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* House Finmaegen: House Finmaegen has a proud martial history. Until her recent death, Lady Emilia Finmaegen was Commandant General of the Guard - M'Chek's head of internal security. Lady Finmaegen was married to Lord Jared Evershield, a prominent Valokian. Lady Finmaegen's grandson, Orien, is heir to the house. As Orien is currently a child, the House is headed by a Steward, Victor Finmaegen, a cousin of Emilia's.&lt;br /&gt;
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* House Dunster: Lord Dunster is M'Chek's foremost Equalizer - no small thing in the nation devoted to Mikon. His keep and lands, the Dunster Commons of Equaloria, are a famous bastion of Mikon's faithful.&lt;br /&gt;
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* House Chasworth: Although his estate has recently moved following the Private War with Lord Nelthrope, Lord Tobias Chasworth remains a steady martial presence as M'Chek's War Commissioner. House Chasworth possesses large estates, a strong keep, and a major iron mine. Lord Beign of Drakehall is a bannerman of House Chasworth. Lord Chasworth's nephew and niece, Edgar and Audra Harwood, are his heirs.&lt;br /&gt;
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* House Bostwick: Lord Joseph Bostwick is an aging presence in M'Chekian politics. He served as Minister of the Joint Houses after Kendrick Walsington's assassination. He was challenged and replaced by Lord Deth. It is believed that Joseph Bostwick wishes to return to active political life, despite his years.&lt;br /&gt;
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* House Derrington: Lord Andrew Derrington is the current incumbent of the Derrington estates. Following an incident in the Drotid War, Lord Derrington lost some prestige with his fellow Lords, but he remains a well known and capable presence in the lands.&lt;br /&gt;
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* House Harvingdale: The lord of M'Chek's north-eastern coast, Alfred Harvingdale is a trader and politician, believed to have been a key ally of Lord Deth. His daughters, Allison and Julia Harvingdale, were accomplished mages, serving the Ebony and Ashen orders before the Trust's dissolution.&lt;br /&gt;
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* House Dald: The famous Dald lineage are lords of Eastshore and the Southeast Coast. After the passing of Fenton Dald, Rebecca Dald inherited her father's titles. She is a popular and energetic presence in the nation, known to be active in anti-slavery campaigns.&lt;br /&gt;
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==== Former Lords ====&lt;br /&gt;
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* House Nelthrope: The illustrious Nelthropes were one of the most powerful families of M'Chek's north. Lord Cornelius Nelthrope was a nationalist, a strong supporter of the M'Chek-T'Nanshi war, and a noted hater of elves. When Drotid invaded M'Chek, Lord Nelthrope refused to commit troops to the fight, and led a coalition of nobles opposed to the war. Lord Nelthrope lived for over five hundred years as a result of secret experiments to gain immortality. At length, he proclaimed himself a god, Thrope. He was eventually defeated, and his lands transferred to Lord Chasworth. Lord Nelthrope had no heirs.&lt;br /&gt;
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* House Drake: Constantine Drake was a wealthy and well-connected lord who ruled over the region of Westshore. Initially a supporter of Lord Nelthrope's policy of inaction, Lord Drake was convinced to send the Westshore Brigades to war against the Drotid invasion. After the war, Lord Drake was implicated in a conspiracy involving attacks on M'Chek's nobles, including the abduction of Lord Chasworth's heirs, the Harwood children. Lord Drake was found guilty of these crimes and executed. The family's ranks and titles were stripped, and their ancestral lands, including Drakehall Keep, were transferred to Sir Thaylis Beign.&lt;br /&gt;
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=== Law Enforcement ===&lt;br /&gt;
* [[Guild:The M'Chekian Guards|M'Chekian Guards]]&lt;br /&gt;
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=== Military ===&lt;br /&gt;
==== Armed Forces ====&lt;br /&gt;
* [[Guild: M'Chekian Army|M'Chekian Army]]&lt;br /&gt;
* M'Chekian Navy&lt;br /&gt;
* [[Equalizer|Equalizers of Mikon]]&lt;br /&gt;
&lt;br /&gt;
==== Fortifications ====&lt;br /&gt;
* [[Chasworth Keep]]&lt;br /&gt;
* [[Derrington Keep]]&lt;br /&gt;
* [[Drakehall Keep]]&lt;br /&gt;
* [[Equaloria Keep and Dunster Commons|Equaloria Keep]]&lt;br /&gt;
* [[Finmaegen Keep]]&lt;br /&gt;
* [[Desolation Island|Port Rasmus]]&lt;br /&gt;
* [[Shadow Keep]], formerly known as [[Chasworth Keep]]&lt;br /&gt;
&lt;br /&gt;
=== Alliances and Enemies ===&lt;br /&gt;
In the decades since their war relations between [[T'Nanshi]] and M'Chek have thawed and the two nations now consider themselves allies.  M'Chek is also allied with [[Brekon]] through the influence of the Church of [[Valok]] in Mikona.&lt;br /&gt;
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Though the war with [[Drotid]] has ended the [[shaahesk]] nation is still considered an enemy.&lt;br /&gt;
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== Commerce and Relations ==&lt;br /&gt;
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M'Chek has trade relations with nearly every other nation of Negaria, in particular the [[Kurathene]] Empire, the [[The_Seven_Cities|Seven Cities]] and the [[triton]] nation of Jerid Lacuna.  Overland trade comes through the [[Blandenberg Protectorate|Blandenberg Protectorate]], and follows the Mikona-Blandenberg Highway south to the capitol. But most commerce is conducted by sea, using one of M'Chek's three ports.&lt;br /&gt;
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== History ==&lt;br /&gt;
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Legends claim that M'Chek is the site where [[Mikon]] was imprisoned during the [[The Age of the Gods|Age of the Gods]]. Following the gods' defeat of the [[Negerai]], Mikon is said to have created the human race here during the [[Time of the Dawning]]. At some point in antiquity, the local tribes coalesced into the nation of M'Chek.&lt;br /&gt;
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===Early Period - 500 to 100 P.O.D.===&lt;br /&gt;
The creation of the human race by [[Mikon]] supposedly happened soon after 500 P.O.D. somewhere within the borders of what would become M'Chek. Like the case with other races, creation of the humans was a massive event where the first bodies rose up out of the dust and formed themselves like clay guided by the hand of [[Mikon]]. There were perhaps thousands of them made in the originating event, consisting of all colors, shapes, and sizes that humans of [[Negaria]] are known to possess. In the holy writings of [[Mikon]]'s priests, it is theorized that this was a conscious decision on the Creator's part, to stress his ideals for diversity and choice.  Moreover, the next thing [[Mikon]] did for his race soon after creating it was to solidify his great regard for choice and freedom by leaving them to their own devices and retreating to his hidden abode.&lt;br /&gt;
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Alone and newly born as full adults, the first humans had hard lives in their first attempts to hunt the land for food and gather resources.  There were numerous obstacles to overcome, such as the stray demons left over from the war between the [[Negerai]] and the gods that ended not long beforehand.  The need for strength in numbers against the Demons caused the humans to band together locally and ultimately formed them into tribes with the original purpose of fighting these demons, in addition to pooling resources for hunting and gathering. For the first 200 years of this period, the lands of M'Chek teamed with roving nomadic tribes who would war with one another when they were not repelling demon attacks, and soon, as the demons became much less numerous around 350 P.O.D., a group of tribes decided to leave the area and venture north. These humans were the ancestors of the [[Romini]] and the [[Adomkuro]].&lt;br /&gt;
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The stirrings of M'Chek as a nation did not begin until about 300 P.O.D. when the remaining human tribes of the south were suddenly overrun by a large number of demons coming up from below.  This was the [[History_of_the_Underdark|Demonspawn War]], when the [[Demon Lords]] of the [[Underdark]] attempted to take over the surface world. Many died during this period, and many of the original tribes were wiped out in their attempts to drive the demons back underground. It was a human by the name of Nelan Nal-thropa who earned his reputation in battles against the demons that made the first attempt to unite the tribes for survival. In a historic gathering in 291 P.O.D., Nelan Nal-thropa assembled the leaders of the remaining tribes in his tent made from the hide of the now-extinct Mantu-chek beast. At that assembly, the tribal leaders agreed to cease all hostilities between human and all other surface races for the purpose of repelling the demons.  They agreed that all who came from the surrounding lands, and all other lands, to fight the demons would be welcomed and given food and shelter during their stay.&lt;br /&gt;
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The Kuranas and Cralluth tribes were given a special mission as part of this plan.  They were charged to go north and contact the other races to tell them they must come south at once to help fight the demons, and that any who came would receive weapons, food, shelter, and safety of passage for as long as they stayed.  The plan worked.  Soon the dwarves of [[Galdos]], the elves of [[T'Nanshi]] and the orcs of [[Dobrekan]] answered the call, and together the four races managed to repel the demons back below ground once and for all.&lt;br /&gt;
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===The Great War - 100. P.O.D. to The Year of Orcish Destruction (Y.O.D.)===&lt;br /&gt;
While the [[First Fairy War]] raged elsewhere, the humans busied themselves with fighting the demons back underground, and soon after they succeeded, [[The Great War|Great War]] began as all the races north of their newly forming nation attacked the orcs and drove them out of [[Dobrekan]]. Though by this period, tribal unity was in rapid decline throughout the newly named land called &amp;quot;M'Chek&amp;quot; which was a bastardized word for the tent where it was born centuries before, the humans felt somewhat sympathetic for the orcs.  Tribal memories were long, and they all recounted the times when the orcs came down from [[Dobrekan]] to help the humans repel the demons from their land. The northernmost human tribes especially did not want to see their friends go extinct, but nor did they wish to enter the war against the elves and other races whom they also felt thankful towards. So, in the fashion of their god, [[Mikon]], Nemer Till, a member of the northern tribe of Wel'sangt'ingon invoked the charter of Nelan Nal-thropa to call the tribes together once more to figure out a way to help their friends without arousing anger.&lt;br /&gt;
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The tribes decided that they would begin a series of clandestine rescue missions, slipping into fleeing orc refugee camps and offering solace to several families at a time to come and settle in M'Chek. They tried to keep the matter quiet and discreet, which did not make it too effective.  The number of orcs in M'Chek did not rise above several thousand in that period.  However, their own god soon intervened in the process when he stopped [[The Great War|Great War]] personally by spawning the evil dragons from the stones. Because of the actions of the humans of M'Chek and the god [[Mikon]] which saved the orcs in their most dire moment, it is whispered among the priests and the philosophers of M'Chek that the god [[Valok]] who created the orcs secretly feels a debt of gratitude toward the human nation and generally refrains from hostilities toward it.&lt;br /&gt;
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===The Archaic Period - 200 - 500 A.O.D.===&lt;br /&gt;
The Archaic Period is considered the first universally accepted ‘historical’ period of M’Chekian history, as the towns and settlements established toward the tail end of the Pre-Archaic period achieved a level of stability and wealth that let them focus on pursuits beyond simple survival. Many of the territorial capitals and hubs were first established in this era, and the trade networks that tie together the modern M’Chekian Union were first established during the Archaic Period.&lt;br /&gt;
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A surge in the population of the most advanced tribal regions allow them to claim large tracts of land while bringing smaller tribes under their banner. While the epics of the Demonspawn Era had existed in some form prior to the Archaic Period, it was during this time that they were written down and established standard forms. Nelan nal-Thropa of Cry of the Mantu-Chek became a model for many of the major tribal leaders bringing smaller tribes under their rule – and the territories began forming a shared identity as descendants of the tribes from Cry of the Mantu-Chek. Efforts to integrate other races settled in the various territories appeared in the form of parallel epics – each using a style similar to Cry of the Mantu-Chek, but featuring Heroes of leading tribes from T’Nanshi, Galdos, and Dobrekan to answer Nelan nal-Thropa’s call to arms.&lt;br /&gt;
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Despite the increasing centralization in power by the larger ruling families, the fact that the mythical Mantu-chek covenant formed the basis of these arrangements meant that the leaders of small tribes maintained a number of privileges. A surviving agreement between the Dynastic House of Derrentrun and the vassal houses of Gerrenstyrd and Kensney dating from 473 OD is typical of the noble covenants of the time. In exchange for Gerrenstyrd and Kensney paying half of their tax revenues to Derrentrun, they were guaranteed protection, a share of trade tariffs and retained the right to raise and maintain private armies.&lt;br /&gt;
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While social stratification first began in this period, the distinction was primarily between the leaders of individual tribes or settlements and the rest of society. Not all of these positions were hereditary, and it wasn’t unusual for most farming villages or merchant communities to have some form of local council system that chose the leader. The end of the Archaic Period is marked by the consolidation of the remaining tribes under the later Dynastic Houses.&lt;br /&gt;
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First Dynastic Period/The Quintarchy (6th – 8th century)&lt;br /&gt;
The First Dynastic Period marks the rise of the first Dynastic Houses in M’Chek and their first efforts to consolidate beyond the tribal structures that marked the Archaic Period. In this period M’Chek was divided into five competing kingdoms led by the House of Walsen, House of Derrentrun, House of Chasney, House of Thropeson, and the House of Graileff.&lt;br /&gt;
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The House of Walsen claimed descent from the Wallen the Oakfist, one of Nelan nal-Thropa’s rival tribal chiefs who later became his greatest ally. During this period they controlled South-Eastern M’Chek, roughly spanning the area west of the Hills of Tumult to the Bay of Equalor. They began their ascent under the reign of Lord Vinlaegh of Walsen, who after uniting the tribes around the Bay of Equalor under the First Walsen Covenant in 507 OD. A gradual campaign of conquest and forced-assimilation took place around the coastal regions until they encountered the marauding tribes of the Eastern Hills.&lt;br /&gt;
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A two-decade conflict ensued, where the Eastern Hill tribes led by a succession of war leaders such as Lleoric the Lightfoot, Gravenbald the Crass, and the ogre chieftain Baghann the Short forced Vinlaegh to move his capital from Gratesmarn on the coast (slightly east of modern Mikona) to Estenbury (a few miles from modern Eastshore). It was only circa 530 OD that Vinlaegh subdued the last of the hill tribes, ending the Times of Tumult.&lt;br /&gt;
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Vinlaegh then struck out west in search of additional territory, but died on campaign in trying to cross Lenham Ford, drowning when he fell from his horse. His son, Ceorwald continued the campaign, taking control of the existing tribes near the Lenham River. With the string of conquests and the changes in structure since the First Walsen Covenant, Ceorwald assembled the various tribal chieftains under his rule, declaring himself the High Lord of Walsen in the Second Walsen Covenant of 542 OD.&lt;br /&gt;
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The High Lords of Walsen controlled their territory by dividing the traditional tribes under a new set of heriditary nobles – each assigned a manorial estate by the High Lords themselves. Each holding, however, was separate from the title of lord – a Walsen noble could be reassigned to a different estate by the whim of the High Lord, and the covenant only guaranteed their right to an estate, not to specific estates. This meant that the High Lords were careful to reassign nobles who appeared to be gathering too much power in an estate, using the prospect of gaining or losing prized estates as incentive to remain loyal.&lt;br /&gt;
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In contrast, the House of Derrentrun rose to the status of Dynastic House almost by accident. With control of the northern mining assets near the Ruston River, Derrentrun had access to plentiful iron ore. Their position near the northern end of the M’Chekian territories also meant they could attract artisans from T’Nanshi and Galdos to serve in their smithies. As a consequence, their armies were consistently the best equipped in their region, constantly in demand either to mediate disputes or even to outright protect smaller settlements as the raids from the Chassteren Islands intensified.&lt;br /&gt;
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By the turn of the 6th century OD, Derrentrun had placed most of the tribes within fifty miles of their capital settlement of Derrentrun (modern Derrington Keep) under their control. Noting the consolidation of territories to their south and west, and to place all of the tribes under their banner one equal footing, Lord Searlic convened a council of elders in 538 OD.&lt;br /&gt;
The resultant agreement, known as the Mead Hall Charter, made Searlic the Prince of Derrentrun, and sub-divided the realm into roughly equal-sized territories ruled by a system of nobles and their vassal knights. The nobles and knights would be responsible for raising and maintaining military units in their territories, while the funding for such endeavors and their equipment would be provided by the Principality who obtained the monopoly on all external trade.&lt;br /&gt;
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Searlic and his successors were primarily focused on maintaining the primacy of the Derrentrun armies, maintaining an extensive network of trading contacts to obtain the latest in military technology. As each of the noble and knight estates controlled local military recruiting, there was a proliferation of technologies and tactics among all of the lower houses. The advantage of Derrentrun’s princes was limited primarily to their wealth. Efforts were made over this time period to centralize more military control, but the best they managed was forcing each territory to send a portion of their armies to be trained in the Principality’s capital of Derrentrun.&lt;br /&gt;
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The House of Chasney hailed from the Island of Chassteren – an island off what was then the southern edge of T’Nanshi. They obtained much of their wealth during the Great War period by serving as a hub for mercenary and trade routes supplying forces and supplies to the Great Alliance expedition into Dobrekan. Known as the Lords of the Isles, they gradually expanded their power to all of the islands east of Cape Tumult – and during this time period, controlled the southern end of the Sahuagin Archipelago.&lt;br /&gt;
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Chassteren itself and the various colonies along the coast took extensive damage from tsunamis resulting from the Orcish Destruction. It took the ruling family the better part of two centuries to finish rebuilding their ruined shipping fleet, but the reduction in coastal trade meant that it no longer was the wealth stream that it had once been. With the need to support their own colonies scattered around the various isles, the Chieftains of Chassteren took to raiding along the M’Chekian coast to supply their own people.&lt;br /&gt;
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When Ashwolf the Admirable became chieftain in the 4th century OD, the salt damage from the tsunamis still lingered in most of the arable land of the Chassteren territory, made worse by the intensive overfarming done to try to prevent famine. Ashwolf decided that the only way for his people to survive would be to move his people to the mainland. Gathering all of his people onto their great fleet, they abandoned Chassteren and their numerous colonies, landing on the north-eastern coast of M’Chek.&lt;br /&gt;
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Over the next three centuries, Ashwolf and his descendents began carving out territory for the Chasterren people. They clashed repeatedly with the House of Derrentrun, and protection from Chasterren raiders was one of the greatest motivations for the expansion of the Principality of Derrentrun.&lt;br /&gt;
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Efforts to displace the Chasterren, now known as the Chasney (“Chas Island” people) continued well into the 6th century OD, but the victory of Harrald of Chasney in 514 OD over the combined armies of the remaining non-Derrentrun tribes of the east, made the prospect of removing their foothold in the territory unfeasible. Taking the title of King of the Isles, Harrald became the first king of Chasney, ruling over a territory that bordered the Principality of Derrentrun to its north, and the Hills of Tumult to its south. While they maintained cordial relations with Derrentrun, many of the Chasney lords supplemented their incomes by leading raiding cruises on ships into territorial waters ruled by the Walsen League.&lt;br /&gt;
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The Kingdom of Chasney was primarily ruled by those descended from the Chassteren settlers, however, the majority of its population were the original inhabitants of those territories. Over several generations, the Chasney assimilated into their local communities and mixed families became the norm outside of the royal family. Their language, however, an older off-shoot of Proto-Flare remained a distinguishing feature of their nobility. While most common families refused to give up the Ancient M’Chekian Flare spoken at the time, Chassteren became the language of commerce and governance.&lt;br /&gt;
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Ruling the central parts of M’Chek were the House of Thropesen, a noble family claiming descent from Nelan nal-Thropa himself. Based out of Nelanston, a town formed out of the central keep constructed dating back to the Demonspawn War, the House of Thropesen controlled much of the M’Chekian heartland by virtue of having the largest extended tribe and being relatively isolated from the effects of the Orcish Destruction. The growing importance of bloodline in establishing power in M’Chek meant that the House of Thropesen began to assert greater and greater authority among the tribes of this period, pressuring the tribes around them based on questionable oaths of allegiance supposedly sworn to Nelan.&lt;br /&gt;
&lt;br /&gt;
The rise of the charismatic Gothric the Bold to the leadership of the House of Thropesen in 553 OD marked a significant growth in the House’s claims. Gothric declared himself King of the M’Chekians, declaring that the unity brought by a son of Nelan to be the only way to prevent further incursions from outsider tribes. The claim was met with widespread derision by the Dynastic Houses and the remaining minor houses scattered around M’Chek, the Chasney even sending the herald sent with the message, sans a body, back to Gothric’s court.&lt;br /&gt;
&lt;br /&gt;
Gothric responded by declaring the defiance a grave defiance of the Mantu-chek covenant, mustering the largest army seen in the region in centuries. He began with a swift conquest of the remaining minor houses, executing the ruling lords and their extended families as retribution. Next, Gothric sent his most capable generals to war against the rest of the Dynastic Houses, dispatching armies to each border.&lt;br /&gt;
&lt;br /&gt;
Known as the War of Gothric’s Pride, the remaining Dynastic Houses entered into a tacit truce to focus their efforts on containing the Thropesen armies on their borders. The conflict entered a stalemate, and despite Gothric’s best efforts, his armies made only token captures along the shared borders. After thirty years of sporadic conflict, Gothric’s death in a hunting accident (suspected of being orchestrated by his son Gothiwald) brought an effective end to the war as the House of Thropesen chose to withdraw into its borders and abandon its most recent conquests.&lt;br /&gt;
&lt;br /&gt;
Of the Dynastic Houses, the House of Thropesen put the most value in ancestry and bloodlines. They cemented the loyalty of their most powerful vassals through marriage alliances, typically marrying their daughters and cousins off to the vassal house and taking their daughters as brides in turn. The vassal houses were prohibited from taking multiple spouses (at least officially) while the kings and princes of House Thropesen practiced multi-marriages to cement their position as the highest authority. This would later sow the seeds for dynastic conflicts within the House of Thropesen, but it served to maintain control for several generations.&lt;br /&gt;
&lt;br /&gt;
The last of the Dynastic Houses, the House of Graileff, were originally a cadet branch of the House of Walsen ruling over the areas that became the Chasney territories. With the Chasterren invasion of mainland M’Chek, the then lord of the House of Graileff, Ethelmond the Unready, was forced to take most of his vassals and resettle in the western reaches of the M’Chekian lowlands. As the region closest to the Underdark access points in M’Chek, it had never recovered from the Demonspawn Wars. Most of the settlements in the region were considered dumping grounds or refuges of last resort for the rest of the M’Chekian territories with much of the local population having some mixture of native M’Chekian and Adomkuro blood.&lt;br /&gt;
&lt;br /&gt;
Ethelmond established a small fortified settlement known as Sotherhearst (modern Southhill). The first few generations of Graileff lords took their time, mostly working to cement their hold on the region – particularly as the House of Walsen was more focused on reconquering the lost Chasney territories than aiding the Graileffs. It was only with the ascension of Ethelmond’s great grand-son, Etheltelm the Fat in 511 OD that the House of Graileff declared itself fully independent of the House of Walsen, calling themselves the High Princes of the West and began its conquest of the western lowlands.&lt;br /&gt;
&lt;br /&gt;
The priority for the House of Graileff during this period was to establish a M’Chekian identity for the lowlands. The Graileff lords aggressively took control of the settlements around them, typically wiping out the entire ruling class of a settlement to remove any vestiges of Adomkuro lineages that had ruled them since the end of the Demonspawn Wars. This was particularly pronounced during the reign of High Prince Ethelwolf the Blood Wolf, son of Etheltelm, who embarked on a program of ethnic cleansing among the lords of Graileff, wiping out at least fifteen noble families and conducted forced relocations that resulted in substantial population dislocations.&lt;br /&gt;
&lt;br /&gt;
Well aware that another Demonspawn incursion was always a possibility, the High Princes of Graileff tended to focus their attention on assimilating settlements on their periphery while also building up fortified burroughs near the major Underdark entrances. The cave systems of western M’Chek were heavily explored by Graileff hired adventurers, and this became a draw for the poorer elements of the surrounding Dynastic Houses to seek their fortunes. As a consequence most of the Dynastic Houses left the Graileff lands to their own devices, content to use the Graileffs as a means of getting rid of their undesirables.&lt;br /&gt;
&lt;br /&gt;
===First Schismatic Period 700 - 800 A.O.D.===&lt;br /&gt;
While the First Dynastic Period saw sporadic conflicts between the Dynastic Houses, it was also marked with a lack of internal conflicts within the Dynastic Houses. This stability allowed the M’Chekian peoples to form a greater level of social cohesion and social stratification as wealth began to accumulate among the various noble and Dynastic Houses. However, this stability began to fray around the beginning of the 8th century OD, and steadily entered a period of rapid collapse by the mid-point of the century.&lt;br /&gt;
&lt;br /&gt;
The House of Thropesen was the first to fall, with the multiple marriages of the kings creating a series of succession problems in the early 8th century. Tradition had dictated that the prince with the highest ranking mother would take the throne – but this became increasingly more difficult as the relative positions between the noble houses shifted throughout the First Dynastic Period. Multiple noble families could claim to have the higher position, whether based upon their antiquity, their territorial influence, or the number of royal brides they’d taken.&lt;br /&gt;
&lt;br /&gt;
The issue first came to a head with the death of Nalen IV in 734 OD. Nalen IV had three sons from three wives, each with a legitimate claim to the throne. The lack of clarity in the line of succession resulted in a brief civil war between the sons, each leading a group of noble families in their quest for the throne. It appeared that the problem was solved with the victory of Prince Gothric (crowned King Gothric III) over his brothers, and his taking of a wife from outside of the Thropesen lord.&lt;br /&gt;
&lt;br /&gt;
However, the reign of Gothric III was short and his refusal to take multiple wives meant that when he died in 741 OD, he had no direct heirs to take the throne. Instead, each of the major noble houses supported their own claimant to their throne, leading to a succession of short civil wars followed by a briefly reigning monarch. None of the kings could sufficiently unite the noble families to put the matter permanently to rest, and almost all of them were assassinated by a rival claimant within five years of their coronation.&lt;br /&gt;
&lt;br /&gt;
The wealth disparity between the House of Derrentrun and their noble vassals came to a head in the 770s OD. With the noble families shouldering the burden of raising and maintaining the armies of the principality, they began to fall into debt to the House of Derrentrun proper. This was further exacerbated by the fact that the House of Derrentrun regularly gave out grants of money to the vassal knights directly, rather than paying them through the noble families.&lt;br /&gt;
&lt;br /&gt;
The noble families therefore had to contend with their accumulating debt to the House of Derrentrun and the increasing costs of keeping their vassal families loyal to their efforts. In the 770s, several of the noble families began systematically debasing their local currencies, adulterating gold and silver coins to pay for their grants to their vassal families. Others sought to curry foreign favor by providing military supplies to the increasingly warring noble families of Thropesen.&lt;br /&gt;
&lt;br /&gt;
When Cutherfurth, the reigning prince of Derrentrun began to crack down upon the noble families for their debasing of the coinage, they rebelled and started the Wars of Leaded Coinage in 779 OD. The wars quickly escalated as the vassal knight families refused payment in debased coinage and abandoned their immediate noble liege lords in favor of being paid from Cutherfurth’s treasury. While the House of Derrentrun was never in danger of being displaced from their position as Prince of Derrentrun, almost all of the noble families other than cadet branches of the House of Derrentrun rebelled in this period, each having enough men under arms to fight off the armies sent to restore them to central control.&lt;br /&gt;
&lt;br /&gt;
The House of Chasney’s decline was less pronounced. Their primary issue was the mixing of the traditionally Chassteren lords with the local gentry. As the other Dynastic Houses fell into squabbling amongst themselves, the Chassteren saw less and less conflict with their neighbors. This allowed the ruling families to interact more with their local counterparts. As their descendants increasingly became more assimilated into mainland M’Chekian culture, their loyalty to the House of Chasney became less pronounced. While the Chasney Kings remained important figures among the Chassteren nobles, their power was almost entirely ceremonial by the end of the 9th century.&lt;br /&gt;
&lt;br /&gt;
The High Lords of Walsen managed to avoid many of the problems that plagued the other Dynastic Houses of this time period, however, they, too, had their power struggles in this period. Although the Walsens did their best to maintain control of which noble houses got which territories within their borders, they could not control what noble families did outside of their own borders. With their prospects of gathering power within the Walsen territories limited, and facing a constant risk of having their noble estates confiscated, the Walsen noble families instead chose to create ties with families abroad and with religious institutions.&lt;br /&gt;
(WIP from here on forward)&lt;br /&gt;
&lt;br /&gt;
===The Age of Darkness – 1000 O.D. – 1825 O.D.===&lt;br /&gt;
During this period, war and debt from the royal families caused the nation to fall apart and once again plunged the country into turmoil.  Ultimately, out of the ashes, it arose again as a Republic, with the royal families and an expanded list of other noble families taking a lead role in running the country with common representation as a partner.&lt;br /&gt;
&lt;br /&gt;
===The Age of Strife – 1825 O.D. – 2250 O.D.===&lt;br /&gt;
By the late 1800's A.O.D., the population explosion had outpaced the capacity of the nation to produce food. Starvation, poverty, disease and death became widespread among the lower social classes. In desperation, the humans beseeched the elves to let some of their families move north into [[T'Nanshi]], but the elves refused, citing the M'Chekians' mistreatment of whatever land they live on. The elves did not want hoards of men and women coming to live on their land and potentially destroy it, or at least grow to outnumber the elves and destroy their nation through attrition alone. &lt;br /&gt;
This argument got uglier and uglier over time, and eventually M'Chek began to take land from the forests of T'Nanshi along the northern border. When the elven nation responded with military force, the [[M'Chek-T'Nanshi War]] ensued. What began as periodic border incidents escalated over centuries into a &amp;quot;world war&amp;quot; involving  many nations. The extended fighting, exacerbated by a terrible plague, took its toll on both sides, and the war finally ended with the creation of a neutral zone between the two nations.&lt;br /&gt;
&lt;br /&gt;
This neutral zone is named the Blandenberg Protectorate.  It extends east to west across the breadth of the land, from sea to sea.  The control of the Protectorate is in the hands of the churches of [[Dru'El]] and [[Mikon]]. Their holy warriors, the [[Avenger|Avengers]] and the [[Equalizer|Equalizers]], protect the land and her people.&lt;br /&gt;
&lt;br /&gt;
The large number of casualties to the plague have eased the overpopulation problem for a time, along with the exodus of over one hundred thirty-four thousand people to help found the city-state of [[Visimontium]]. But forward-thinking leaders of M'Chek recognized that it was a temporary respite. A variety of solutions to M'Chek's food shortage are being tested to this day, including healing the ravaged land, farming mushrooms in the [[Underdark]] using [[Deglos|Deglosian]] agricultural practices, and continuing emigration to new homes, particularly [[Visimontium]].&lt;br /&gt;
&lt;br /&gt;
Following a civil war inside the shaahesk nation of Drotid, the new leader embarked upon a widespread assault of the southern nations. M'Chek, caught off guard by the unexpected assault, had lost much territory in the east as well as control of the eastern waters. After a long and bloody war, the M’Chek armed forces, spearheaded by the BlackHawks, were able to drive the Shaahesk from M’Chek soil and the war ended in AOD 2237.&lt;br /&gt;
&lt;br /&gt;
=== The Age of Rebirth – 2250 O.D. – Present ===&lt;br /&gt;
&lt;br /&gt;
Recent years have been relatively peaceful but have included outbursts of violence such as the death of [[NPCs:Lord_Nelthrope|Lord Nelthrope]] and the brief but costly [[M'Chek-Brekon War]] in AOD 2263-4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a list recent history, see [[Mikona#In Game Developments|Mikona server in-game developments]].&lt;br /&gt;
&lt;br /&gt;
== Technical aspects ==&lt;br /&gt;
&lt;br /&gt;
* M'Chek [[Servers#M'Chek | Server Connection Information]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|M'Chek]]&lt;br /&gt;
[[Category:Servers|M'Chek]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=54899</id>
		<title>M'Chek</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=54899"/>
		<updated>2024-10-06T21:14:19Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Updated nation leader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = [[Image:MChek.JPG|right|thumb|300px|]]&lt;br /&gt;
|NationIcon = [[Image:M'Chek.jpg|right|thumb|300px|]]&lt;br /&gt;
|NationIconCaption = Map of M'Chek&lt;br /&gt;
|NationName = M'Chek&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = 37,214,000&lt;br /&gt;
|NationCapital = [[Mikona]]&lt;br /&gt;
|NationGovt = Feudal Democracy&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Southern [[Negaria]]&lt;br /&gt;
|NationRuler = First Minister Lord Rebecca Dald&lt;br /&gt;
|NationMilitary = M'Chekian National Army&lt;br /&gt;
|NationRaces = M'Chekian [[Human]]s 70%, [[Romini]] Humans 10%, Other 20%&lt;br /&gt;
|NationLang = Imperial Common, Romini &lt;br /&gt;
|NationReligion = [[Mikon]] (primary), [[Dagath]], [[Valok]], [[Toran]]&lt;br /&gt;
|NationImports = Grain, livestock, lumber, manufactured goods&lt;br /&gt;
|NationExports = Iron, weapons&lt;br /&gt;
|NationTrade = [[The Seven Cities]] (major trading partner), [[T%27Nanshi|T'Nanshi]] (recipient of food shipments as per Treaty of [[The_Village_of_Blandenberg|Blandenberg]]), The [[Kurathene]] Empire (major trading partner)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
M'Chek is a large, arid nation. Even today with the population stabilized, it is still heavily inhabited, with few unsettled areas. Farming is the primary use of land on M'Chek's plains, though there is also some herding of livestock. A few scattered forests remain, but little compared to what existed several centuries ago. There are several ranges of rolling hills (including Mikona's infamous [[The Hills of Tumult|Hills of Tumult]]), but nothing large enough to be called mountains.&lt;br /&gt;
&lt;br /&gt;
Despite the arid climate and use of water for agriculture, there are several significant rivers in M'Chek, including the [[Lost River]].&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
&lt;br /&gt;
The majority of M'Chek's inhabitants are human. These are mostly the [[Human, Civilized|civilized humans]] of the cities, and the wandering tribal [[Romini]]. The rural lands also house small tribes of [[Brownie|brownies]], [[Bugbear|bugbears]], [[Giant, Fire|fire giants]], [[Giant, Frost|frost giants]], [[Goblin|goblins]], [[Giant, Mountain|mountain giants]] and [[Ogre|ogres]]. In the cities, an even more diverse collection of races can be found. Mikona is also home to a sizeable [[Dubgaldokin|dwarf]] population.&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
[[Image:MChek_0000.jpg|thumb|350px|Wilds of M'Chek]]&lt;br /&gt;
&lt;br /&gt;
The mainland area of M'Chek is dotted with hundreds of farming villages. What follows is a list of the major settlements.&lt;br /&gt;
&lt;br /&gt;
* [[Bachwood]]&lt;br /&gt;
* [[Derrington Keep]]&lt;br /&gt;
* [[Drakehall Keep]]&lt;br /&gt;
* [[Eastshore]]&lt;br /&gt;
* [[Equaloria Keep and Dunster Commons]]&lt;br /&gt;
* [[Finmaegen Keep]]&lt;br /&gt;
* [[The Hills of Tumult]] &amp;lt;small&amp;gt;(shown on map here, but located on [[Mikona]] Server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[The Lost River Caverns]]&lt;br /&gt;
* [[Chasworth Keep]]/ formally known as [[Nelthrope Keep]]&lt;br /&gt;
* [[The Order of the Way]]&lt;br /&gt;
* [[Southill]]&lt;br /&gt;
* [[The Warrens]]&lt;br /&gt;
* [[Westshore]]&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Aside from Mikon's widespread worship, [[Dagath]], [[Kelvos]], [[Ingoren]], [[Maleki]], [[Pelar]], [[Ptah]], [[Wilsash]] and [[Xenon]] each have significant bodies of followers in rural M'Chek. The city of Mikona proper likely contains worshippers of  every deity known to Avlis.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
=== Government ===&lt;br /&gt;
* Government: Noble Democracy. &lt;br /&gt;
&lt;br /&gt;
There are two Houses of Government in M'Chek: The Noble House and the Common House. The Common House picks its representatives from among the commoners of the nation, although rarely do any of these commoners come from outside the city. Thus most of the concerns of the Common House deal with city matters. Rarely do they interfere in matters of national action or policy, although they do have the power to do so. &lt;br /&gt;
&lt;br /&gt;
The Noble House is made up of representatives from two places: the Noble families of M'Chek, and the various large Temples represented in Mikona, namely the temples of Mikon, Dagath, Ptah, and Valok. &lt;br /&gt;
&lt;br /&gt;
This house deals mainly with foreign policy issues and affairs. Although each individual Noble family has total control over their own estate, they are expected to represent a portion of their nation's interest. For instance, all of the major Noble families have personal armies and troops, but there is also a standing national army of M'Chek to which each noble is expected to contribute a certain percentage of its force. &lt;br /&gt;
[[Image:MChekMapPreWar.jpg|right|thumb|200px|Political boundaries of M'Chek, before Drotid invasion]]&lt;br /&gt;
The two houses of government were presided over by a Minister who executed decisions and carried out the task of administration, although limited in their actions by the legislators. After the [[M'Chek-Brekon War]] the position of Minister was replaced by Chancellor which has increased executive powers.  In addition to the Chancellor there is a War Commissioner who is the commander and chief of the standing army. This is a hotly contested position that has been filled by either Nobles or reputable warrior generals.&lt;br /&gt;
&lt;br /&gt;
You can see a [http://gallery.avlis.org/v/spool32/Basic/MChekMapPreWar.jpg.html larger map here.]&lt;br /&gt;
&lt;br /&gt;
=== The Lords of M'Chek ===&lt;br /&gt;
&lt;br /&gt;
M'Chek has many noble houses, some with lineages dating back centuries. Those lords resident in the countryside often possess large estates and have military responsibilities, while the lords resident in Mikona are often traders and business magnates. The most notable noble houses are listed here.&lt;br /&gt;
==== City Lords ====&lt;br /&gt;
&lt;br /&gt;
* House Korington: Lord Korington maintains an estate in Mikona. It is rumoured that the House has dealings with a community of Rakshasa.&lt;br /&gt;
&lt;br /&gt;
* House Grumbald: The illustrious House Grumbald are one of the most powerful Goretharite families in M'Chek. They have estates in Mikona. Lord Donald &amp;quot;Donnie&amp;quot; Grumbald serves as the head of the M'Chekian Navy - the First Lord of the Admiralty. Lord Grumbald has several children, named for heroes of M'Chek's past - Thror, the twins Aradan and Aramil, and his youngest daughter, Kaelyn. Aramil Grumbald was killed during the Battle of Eastshore, at the beginning of the Shaahesk invasion of M'Chek.&lt;br /&gt;
&lt;br /&gt;
* House Walsington: The Walsingtons are one of Mikona's oldest and most prestigious names. Kendrick Jay Walsington served as the Minister of the Joint Houses - M'Chek's political leader - until his assassination in the Drotid War. The head of the house is currently Lady Jonnika Walsington.&lt;br /&gt;
&lt;br /&gt;
* House Fenmare: The Fenmare Cartel is one of the most successful trading enterprises in M'Chek. The lords Fenmare and their relatives have often been a major presence in the politics of the city and of the nation. House Fenmare is known to have strong ties to the Church of Valok.&lt;br /&gt;
&lt;br /&gt;
* House Wenton: Lord Frantiandy Wenton is a diplomat, currently serving as M'Chek's foreign secretary.&lt;br /&gt;
&lt;br /&gt;
==== Country Lords ====&lt;br /&gt;
&lt;br /&gt;
* House Finmaegen: House Finmaegen has a proud martial history. Until her recent death, Lady Emilia Finmaegen was Commandant General of the Guard - M'Chek's head of internal security. Lady Finmaegen was married to Lord Jared Evershield, a prominent Valokian. Lady Finmaegen's grandson, Orien, is heir to the house. As Orien is currently a child, the House is headed by a Steward, Victor Finmaegen, a cousin of Emilia's.&lt;br /&gt;
&lt;br /&gt;
* House Dunster: Lord Dunster is M'Chek's foremost Equalizer - no small thing in the nation devoted to Mikon. His keep and lands, the Dunster Commons of Equaloria, are a famous bastion of Mikon's faithful.&lt;br /&gt;
&lt;br /&gt;
* House Chasworth: Although his estate has recently moved following the Private War with Lord Nelthrope, Lord Tobias Chasworth remains a steady martial presence as M'Chek's War Commissioner. House Chasworth possesses large estates, a strong keep, and a major iron mine. Lord Beign of Drakehall is a bannerman of House Chasworth. Lord Chasworth's nephew and niece, Edgar and Audra Harwood, are his heirs.&lt;br /&gt;
&lt;br /&gt;
* House Bostwick: Lord Joseph Bostwick is an aging presence in M'Chekian politics. He served as Minister of the Joint Houses after Kendrick Walsington's assassination. He was challenged and replaced by Lord Deth. It is believed that Joseph Bostwick wishes to return to active political life, despite his years.&lt;br /&gt;
&lt;br /&gt;
* House Derrington: Lord Andrew Derrington is the current incumbent of the Derrington estates. Following an incident in the Drotid War, Lord Derrington lost some prestige with his fellow Lords, but he remains a well known and capable presence in the lands.&lt;br /&gt;
&lt;br /&gt;
* House Harvingdale: The lord of M'Chek's north-eastern coast, Alfred Harvingdale is a trader and politician, believed to have been a key ally of Lord Deth. His daughters, Allison and Julia Harvingdale, were accomplished mages, serving the Ebony and Ashen orders before the Trust's dissolution.&lt;br /&gt;
&lt;br /&gt;
* House Dald: The famous Dald lineage are lords of Eastshore and the Southeast Coast. After the passing of Fenton Dald, Rebecca Dald inherited her father's titles. She is a popular and energetic presence in the nation, known to be active in anti-slavery campaigns.&lt;br /&gt;
&lt;br /&gt;
==== Former Lords ====&lt;br /&gt;
&lt;br /&gt;
* House Nelthrope: The illustrious Nelthropes were one of the most powerful families of M'Chek's north. Lord Cornelius Nelthrope was a nationalist, a strong supporter of the M'Chek-T'Nanshi war, and a noted hater of elves. When Drotid invaded M'Chek, Lord Nelthrope refused to commit troops to the fight, and led a coalition of nobles opposed to the war. Lord Nelthrope lived for over five hundred years as a result of secret experiments to gain immortality. At length, he proclaimed himself a god, Thrope. He was eventually defeated, and his lands transferred to Lord Chasworth. Lord Nelthrope had no heirs.&lt;br /&gt;
&lt;br /&gt;
* House Drake: Constantine Drake was a wealthy and well-connected lord who ruled over the region of Westshore. Initially a supporter of Lord Nelthrope's policy of inaction, Lord Drake was convinced to send the Westshore Brigades to war against the Drotid invasion. After the war, Lord Drake was implicated in a conspiracy involving attacks on M'Chek's nobles, including the abduction of Lord Chasworth's heirs, the Harwood children. Lord Drake was found guilty of these crimes and executed. The family's ranks and titles were stripped, and their ancestral lands, including Drakehall Keep, were transferred to Sir Thaylis Beign.&lt;br /&gt;
&lt;br /&gt;
=== Law Enforcement ===&lt;br /&gt;
* [[Guild:The M'Chekian Guards|M'Chekian Guards]]&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
==== Armed Forces ====&lt;br /&gt;
* [[Guild: M'Chekian Army|M'Chekian Army]]&lt;br /&gt;
* M'Chekian Navy&lt;br /&gt;
* [[Equalizer|Equalizers of Mikon]]&lt;br /&gt;
&lt;br /&gt;
==== Fortifications ====&lt;br /&gt;
* [[Chasworth Keep]]&lt;br /&gt;
* [[Derrington Keep]]&lt;br /&gt;
* [[Drakehall Keep]]&lt;br /&gt;
* [[Equaloria Keep and Dunster Commons|Equaloria Keep]]&lt;br /&gt;
* [[Finmaegen Keep]]&lt;br /&gt;
* [[Desolation Island|Port Rasmus]]&lt;br /&gt;
* [[Shadow Keep]], formerly known as [[Chasworth Keep]]&lt;br /&gt;
&lt;br /&gt;
=== Alliances and Enemies ===&lt;br /&gt;
In the decades since their war relations between [[T'Nanshi]] and M'Chek have thawed and the two nations now consider themselves allies.  M'Chek is also allied with [[Brekon]] through the influence of the Church of [[Valok]] in Mikona.&lt;br /&gt;
&lt;br /&gt;
Though the war with [[Drotid]] has ended the [[shaahesk]] nation is still considered an enemy.&lt;br /&gt;
&lt;br /&gt;
== Commerce and Relations ==&lt;br /&gt;
&lt;br /&gt;
M'Chek has trade relations with nearly every other nation of Negaria, in particular the [[Kurathene]] Empire, the [[The_Seven_Cities|Seven Cities]] and the [[triton]] nation of Jerid Lacuna.  Overland trade comes through the [[Blandenberg Protectorate|Blandenberg Protectorate]], and follows the Mikona-Blandenberg Highway south to the capitol. But most commerce is conducted by sea, using one of M'Chek's three ports.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Legends claim that M'Chek is the site where [[Mikon]] was imprisoned during the [[The Age of the Gods|Age of the Gods]]. Following the gods' defeat of the [[Negerai]], Mikon is said to have created the human race here during the [[Time of the Dawning]]. At some point in antiquity, the local tribes coalesced into the nation of M'Chek.&lt;br /&gt;
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===Early Period - 500 to 100 P.O.D.===&lt;br /&gt;
The creation of the human race by [[Mikon]] supposedly happened soon after 500 P.O.D. somewhere within the borders of what would become M'Chek. Like the case with other races, creation of the humans was a massive event where the first bodies rose up out of the dust and formed themselves like clay guided by the hand of [[Mikon]]. There were perhaps thousands of them made in the originating event, consisting of all colors, shapes, and sizes that humans of [[Negaria]] are known to possess. In the holy writings of [[Mikon]]'s priests, it is theorized that this was a conscious decision on the Creator's part, to stress his ideals for diversity and choice.  Moreover, the next thing [[Mikon]] did for his race soon after creating it was to solidify his great regard for choice and freedom by leaving them to their own devices and retreating to his hidden abode.&lt;br /&gt;
&lt;br /&gt;
Alone and newly born as full adults, the first humans had hard lives in their first attempts to hunt the land for food and gather resources.  There were numerous obstacles to overcome, such as the stray demons left over from the war between the [[Negerai]] and the gods that ended not long beforehand.  The need for strength in numbers against the Demons caused the humans to band together locally and ultimately formed them into tribes with the original purpose of fighting these demons, in addition to pooling resources for hunting and gathering. For the first 200 years of this period, the lands of M'Chek teamed with roving nomadic tribes who would war with one another when they were not repelling demon attacks, and soon, as the demons became much less numerous around 350 P.O.D., a group of tribes decided to leave the area and venture north. These humans were the ancestors of the [[Romini]] and the [[Adomkuro]].&lt;br /&gt;
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The stirrings of M'Chek as a nation did not begin until about 300 P.O.D. when the remaining human tribes of the south were suddenly overrun by a large number of demons coming up from below.  This was the [[History_of_the_Underdark|Demonspawn War]], when the [[Demon Lords]] of the [[Underdark]] attempted to take over the surface world. Many died during this period, and many of the original tribes were wiped out in their attempts to drive the demons back underground. It was a human by the name of Nelan Nal-thropa who earned his reputation in battles against the demons that made the first attempt to unite the tribes for survival. In a historic gathering in 291 P.O.D., Nelan Nal-thropa assembled the leaders of the remaining tribes in his tent made from the hide of the now-extinct Mantu-chek beast. At that assembly, the tribal leaders agreed to cease all hostilities between human and all other surface races for the purpose of repelling the demons.  They agreed that all who came from the surrounding lands, and all other lands, to fight the demons would be welcomed and given food and shelter during their stay.&lt;br /&gt;
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The Kuranas and Cralluth tribes were given a special mission as part of this plan.  They were charged to go north and contact the other races to tell them they must come south at once to help fight the demons, and that any who came would receive weapons, food, shelter, and safety of passage for as long as they stayed.  The plan worked.  Soon the dwarves of [[Galdos]], the elves of [[T'Nanshi]] and the orcs of [[Dobrekan]] answered the call, and together the four races managed to repel the demons back below ground once and for all.&lt;br /&gt;
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===The Great War - 100. P.O.D. to The Year of Orcish Destruction (Y.O.D.)===&lt;br /&gt;
While the [[First Fairy War]] raged elsewhere, the humans busied themselves with fighting the demons back underground, and soon after they succeeded, [[The Great War|Great War]] began as all the races north of their newly forming nation attacked the orcs and drove them out of [[Dobrekan]]. Though by this period, tribal unity was in rapid decline throughout the newly named land called &amp;quot;M'Chek&amp;quot; which was a bastardized word for the tent where it was born centuries before, the humans felt somewhat sympathetic for the orcs.  Tribal memories were long, and they all recounted the times when the orcs came down from [[Dobrekan]] to help the humans repel the demons from their land. The northernmost human tribes especially did not want to see their friends go extinct, but nor did they wish to enter the war against the elves and other races whom they also felt thankful towards. So, in the fashion of their god, [[Mikon]], Nemer Till, a member of the northern tribe of Wel'sangt'ingon invoked the charter of Nelan Nal-thropa to call the tribes together once more to figure out a way to help their friends without arousing anger.&lt;br /&gt;
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The tribes decided that they would begin a series of clandestine rescue missions, slipping into fleeing orc refugee camps and offering solace to several families at a time to come and settle in M'Chek. They tried to keep the matter quiet and discreet, which did not make it too effective.  The number of orcs in M'Chek did not rise above several thousand in that period.  However, their own god soon intervened in the process when he stopped [[The Great War|Great War]] personally by spawning the evil dragons from the stones. Because of the actions of the humans of M'Chek and the god [[Mikon]] which saved the orcs in their most dire moment, it is whispered among the priests and the philosophers of M'Chek that the god [[Valok]] who created the orcs secretly feels a debt of gratitude toward the human nation and generally refrains from hostilities toward it.&lt;br /&gt;
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===The Archaic Period - 200 - 500 A.O.D.===&lt;br /&gt;
The Archaic Period is considered the first universally accepted ‘historical’ period of M’Chekian history, as the towns and settlements established toward the tail end of the Pre-Archaic period achieved a level of stability and wealth that let them focus on pursuits beyond simple survival. Many of the territorial capitals and hubs were first established in this era, and the trade networks that tie together the modern M’Chekian Union were first established during the Archaic Period.&lt;br /&gt;
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A surge in the population of the most advanced tribal regions allow them to claim large tracts of land while bringing smaller tribes under their banner. While the epics of the Demonspawn Era had existed in some form prior to the Archaic Period, it was during this time that they were written down and established standard forms. Nelan nal-Thropa of Cry of the Mantu-Chek became a model for many of the major tribal leaders bringing smaller tribes under their rule – and the territories began forming a shared identity as descendants of the tribes from Cry of the Mantu-Chek. Efforts to integrate other races settled in the various territories appeared in the form of parallel epics – each using a style similar to Cry of the Mantu-Chek, but featuring Heroes of leading tribes from T’Nanshi, Galdos, and Dobrekan to answer Nelan nal-Thropa’s call to arms.&lt;br /&gt;
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Despite the increasing centralization in power by the larger ruling families, the fact that the mythical Mantu-chek covenant formed the basis of these arrangements meant that the leaders of small tribes maintained a number of privileges. A surviving agreement between the Dynastic House of Derrentrun and the vassal houses of Gerrenstyrd and Kensney dating from 473 OD is typical of the noble covenants of the time. In exchange for Gerrenstyrd and Kensney paying half of their tax revenues to Derrentrun, they were guaranteed protection, a share of trade tariffs and retained the right to raise and maintain private armies.&lt;br /&gt;
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While social stratification first began in this period, the distinction was primarily between the leaders of individual tribes or settlements and the rest of society. Not all of these positions were hereditary, and it wasn’t unusual for most farming villages or merchant communities to have some form of local council system that chose the leader. The end of the Archaic Period is marked by the consolidation of the remaining tribes under the later Dynastic Houses.&lt;br /&gt;
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First Dynastic Period/The Quintarchy (6th – 8th century)&lt;br /&gt;
The First Dynastic Period marks the rise of the first Dynastic Houses in M’Chek and their first efforts to consolidate beyond the tribal structures that marked the Archaic Period. In this period M’Chek was divided into five competing kingdoms led by the House of Walsen, House of Derrentrun, House of Chasney, House of Thropeson, and the House of Graileff.&lt;br /&gt;
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The House of Walsen claimed descent from the Wallen the Oakfist, one of Nelan nal-Thropa’s rival tribal chiefs who later became his greatest ally. During this period they controlled South-Eastern M’Chek, roughly spanning the area west of the Hills of Tumult to the Bay of Equalor. They began their ascent under the reign of Lord Vinlaegh of Walsen, who after uniting the tribes around the Bay of Equalor under the First Walsen Covenant in 507 OD. A gradual campaign of conquest and forced-assimilation took place around the coastal regions until they encountered the marauding tribes of the Eastern Hills.&lt;br /&gt;
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A two-decade conflict ensued, where the Eastern Hill tribes led by a succession of war leaders such as Lleoric the Lightfoot, Gravenbald the Crass, and the ogre chieftain Baghann the Short forced Vinlaegh to move his capital from Gratesmarn on the coast (slightly east of modern Mikona) to Estenbury (a few miles from modern Eastshore). It was only circa 530 OD that Vinlaegh subdued the last of the hill tribes, ending the Times of Tumult.&lt;br /&gt;
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Vinlaegh then struck out west in search of additional territory, but died on campaign in trying to cross Lenham Ford, drowning when he fell from his horse. His son, Ceorwald continued the campaign, taking control of the existing tribes near the Lenham River. With the string of conquests and the changes in structure since the First Walsen Covenant, Ceorwald assembled the various tribal chieftains under his rule, declaring himself the High Lord of Walsen in the Second Walsen Covenant of 542 OD.&lt;br /&gt;
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The High Lords of Walsen controlled their territory by dividing the traditional tribes under a new set of heriditary nobles – each assigned a manorial estate by the High Lords themselves. Each holding, however, was separate from the title of lord – a Walsen noble could be reassigned to a different estate by the whim of the High Lord, and the covenant only guaranteed their right to an estate, not to specific estates. This meant that the High Lords were careful to reassign nobles who appeared to be gathering too much power in an estate, using the prospect of gaining or losing prized estates as incentive to remain loyal.&lt;br /&gt;
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In contrast, the House of Derrentrun rose to the status of Dynastic House almost by accident. With control of the northern mining assets near the Ruston River, Derrentrun had access to plentiful iron ore. Their position near the northern end of the M’Chekian territories also meant they could attract artisans from T’Nanshi and Galdos to serve in their smithies. As a consequence, their armies were consistently the best equipped in their region, constantly in demand either to mediate disputes or even to outright protect smaller settlements as the raids from the Chassteren Islands intensified.&lt;br /&gt;
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By the turn of the 6th century OD, Derrentrun had placed most of the tribes within fifty miles of their capital settlement of Derrentrun (modern Derrington Keep) under their control. Noting the consolidation of territories to their south and west, and to place all of the tribes under their banner one equal footing, Lord Searlic convened a council of elders in 538 OD.&lt;br /&gt;
The resultant agreement, known as the Mead Hall Charter, made Searlic the Prince of Derrentrun, and sub-divided the realm into roughly equal-sized territories ruled by a system of nobles and their vassal knights. The nobles and knights would be responsible for raising and maintaining military units in their territories, while the funding for such endeavors and their equipment would be provided by the Principality who obtained the monopoly on all external trade.&lt;br /&gt;
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Searlic and his successors were primarily focused on maintaining the primacy of the Derrentrun armies, maintaining an extensive network of trading contacts to obtain the latest in military technology. As each of the noble and knight estates controlled local military recruiting, there was a proliferation of technologies and tactics among all of the lower houses. The advantage of Derrentrun’s princes was limited primarily to their wealth. Efforts were made over this time period to centralize more military control, but the best they managed was forcing each territory to send a portion of their armies to be trained in the Principality’s capital of Derrentrun.&lt;br /&gt;
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The House of Chasney hailed from the Island of Chassteren – an island off what was then the southern edge of T’Nanshi. They obtained much of their wealth during the Great War period by serving as a hub for mercenary and trade routes supplying forces and supplies to the Great Alliance expedition into Dobrekan. Known as the Lords of the Isles, they gradually expanded their power to all of the islands east of Cape Tumult – and during this time period, controlled the southern end of the Sahuagin Archipelago.&lt;br /&gt;
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Chassteren itself and the various colonies along the coast took extensive damage from tsunamis resulting from the Orcish Destruction. It took the ruling family the better part of two centuries to finish rebuilding their ruined shipping fleet, but the reduction in coastal trade meant that it no longer was the wealth stream that it had once been. With the need to support their own colonies scattered around the various isles, the Chieftains of Chassteren took to raiding along the M’Chekian coast to supply their own people.&lt;br /&gt;
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When Ashwolf the Admirable became chieftain in the 4th century OD, the salt damage from the tsunamis still lingered in most of the arable land of the Chassteren territory, made worse by the intensive overfarming done to try to prevent famine. Ashwolf decided that the only way for his people to survive would be to move his people to the mainland. Gathering all of his people onto their great fleet, they abandoned Chassteren and their numerous colonies, landing on the north-eastern coast of M’Chek.&lt;br /&gt;
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Over the next three centuries, Ashwolf and his descendents began carving out territory for the Chasterren people. They clashed repeatedly with the House of Derrentrun, and protection from Chasterren raiders was one of the greatest motivations for the expansion of the Principality of Derrentrun.&lt;br /&gt;
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Efforts to displace the Chasterren, now known as the Chasney (“Chas Island” people) continued well into the 6th century OD, but the victory of Harrald of Chasney in 514 OD over the combined armies of the remaining non-Derrentrun tribes of the east, made the prospect of removing their foothold in the territory unfeasible. Taking the title of King of the Isles, Harrald became the first king of Chasney, ruling over a territory that bordered the Principality of Derrentrun to its north, and the Hills of Tumult to its south. While they maintained cordial relations with Derrentrun, many of the Chasney lords supplemented their incomes by leading raiding cruises on ships into territorial waters ruled by the Walsen League.&lt;br /&gt;
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The Kingdom of Chasney was primarily ruled by those descended from the Chassteren settlers, however, the majority of its population were the original inhabitants of those territories. Over several generations, the Chasney assimilated into their local communities and mixed families became the norm outside of the royal family. Their language, however, an older off-shoot of Proto-Flare remained a distinguishing feature of their nobility. While most common families refused to give up the Ancient M’Chekian Flare spoken at the time, Chassteren became the language of commerce and governance.&lt;br /&gt;
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Ruling the central parts of M’Chek were the House of Thropesen, a noble family claiming descent from Nelan nal-Thropa himself. Based out of Nelanston, a town formed out of the central keep constructed dating back to the Demonspawn War, the House of Thropesen controlled much of the M’Chekian heartland by virtue of having the largest extended tribe and being relatively isolated from the effects of the Orcish Destruction. The growing importance of bloodline in establishing power in M’Chek meant that the House of Thropesen began to assert greater and greater authority among the tribes of this period, pressuring the tribes around them based on questionable oaths of allegiance supposedly sworn to Nelan.&lt;br /&gt;
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The rise of the charismatic Gothric the Bold to the leadership of the House of Thropesen in 553 OD marked a significant growth in the House’s claims. Gothric declared himself King of the M’Chekians, declaring that the unity brought by a son of Nelan to be the only way to prevent further incursions from outsider tribes. The claim was met with widespread derision by the Dynastic Houses and the remaining minor houses scattered around M’Chek, the Chasney even sending the herald sent with the message, sans a body, back to Gothric’s court.&lt;br /&gt;
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Gothric responded by declaring the defiance a grave defiance of the Mantu-chek covenant, mustering the largest army seen in the region in centuries. He began with a swift conquest of the remaining minor houses, executing the ruling lords and their extended families as retribution. Next, Gothric sent his most capable generals to war against the rest of the Dynastic Houses, dispatching armies to each border.&lt;br /&gt;
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Known as the War of Gothric’s Pride, the remaining Dynastic Houses entered into a tacit truce to focus their efforts on containing the Thropesen armies on their borders. The conflict entered a stalemate, and despite Gothric’s best efforts, his armies made only token captures along the shared borders. After thirty years of sporadic conflict, Gothric’s death in a hunting accident (suspected of being orchestrated by his son Gothiwald) brought an effective end to the war as the House of Thropesen chose to withdraw into its borders and abandon its most recent conquests.&lt;br /&gt;
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Of the Dynastic Houses, the House of Thropesen put the most value in ancestry and bloodlines. They cemented the loyalty of their most powerful vassals through marriage alliances, typically marrying their daughters and cousins off to the vassal house and taking their daughters as brides in turn. The vassal houses were prohibited from taking multiple spouses (at least officially) while the kings and princes of House Thropesen practiced multi-marriages to cement their position as the highest authority. This would later sow the seeds for dynastic conflicts within the House of Thropesen, but it served to maintain control for several generations.&lt;br /&gt;
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The last of the Dynastic Houses, the House of Graileff, were originally a cadet branch of the House of Walsen ruling over the areas that became the Chasney territories. With the Chasterren invasion of mainland M’Chek, the then lord of the House of Graileff, Ethelmond the Unready, was forced to take most of his vassals and resettle in the western reaches of the M’Chekian lowlands. As the region closest to the Underdark access points in M’Chek, it had never recovered from the Demonspawn Wars. Most of the settlements in the region were considered dumping grounds or refuges of last resort for the rest of the M’Chekian territories with much of the local population having some mixture of native M’Chekian and Adomkuro blood.&lt;br /&gt;
&lt;br /&gt;
Ethelmond established a small fortified settlement known as Sotherhearst (modern Southhill). The first few generations of Graileff lords took their time, mostly working to cement their hold on the region – particularly as the House of Walsen was more focused on reconquering the lost Chasney territories than aiding the Graileffs. It was only with the ascension of Ethelmond’s great grand-son, Etheltelm the Fat in 511 OD that the House of Graileff declared itself fully independent of the House of Walsen, calling themselves the High Princes of the West and began its conquest of the western lowlands.&lt;br /&gt;
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The priority for the House of Graileff during this period was to establish a M’Chekian identity for the lowlands. The Graileff lords aggressively took control of the settlements around them, typically wiping out the entire ruling class of a settlement to remove any vestiges of Adomkuro lineages that had ruled them since the end of the Demonspawn Wars. This was particularly pronounced during the reign of High Prince Ethelwolf the Blood Wolf, son of Etheltelm, who embarked on a program of ethnic cleansing among the lords of Graileff, wiping out at least fifteen noble families and conducted forced relocations that resulted in substantial population dislocations.&lt;br /&gt;
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Well aware that another Demonspawn incursion was always a possibility, the High Princes of Graileff tended to focus their attention on assimilating settlements on their periphery while also building up fortified burroughs near the major Underdark entrances. The cave systems of western M’Chek were heavily explored by Graileff hired adventurers, and this became a draw for the poorer elements of the surrounding Dynastic Houses to seek their fortunes. As a consequence most of the Dynastic Houses left the Graileff lands to their own devices, content to use the Graileffs as a means of getting rid of their undesirables.&lt;br /&gt;
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===First Schismatic Period 700 - 800 A.O.D.===&lt;br /&gt;
While the First Dynastic Period saw sporadic conflicts between the Dynastic Houses, it was also marked with a lack of internal conflicts within the Dynastic Houses. This stability allowed the M’Chekian peoples to form a greater level of social cohesion and social stratification as wealth began to accumulate among the various noble and Dynastic Houses. However, this stability began to fray around the beginning of the 8th century OD, and steadily entered a period of rapid collapse by the mid-point of the century.&lt;br /&gt;
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The House of Thropesen was the first to fall, with the multiple marriages of the kings creating a series of succession problems in the early 8th century. Tradition had dictated that the prince with the highest ranking mother would take the throne – but this became increasingly more difficult as the relative positions between the noble houses shifted throughout the First Dynastic Period. Multiple noble families could claim to have the higher position, whether based upon their antiquity, their territorial influence, or the number of royal brides they’d taken.&lt;br /&gt;
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The issue first came to a head with the death of Nalen IV in 734 OD. Nalen IV had three sons from three wives, each with a legitimate claim to the throne. The lack of clarity in the line of succession resulted in a brief civil war between the sons, each leading a group of noble families in their quest for the throne. It appeared that the problem was solved with the victory of Prince Gothric (crowned King Gothric III) over his brothers, and his taking of a wife from outside of the Thropesen lord.&lt;br /&gt;
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However, the reign of Gothric III was short and his refusal to take multiple wives meant that when he died in 741 OD, he had no direct heirs to take the throne. Instead, each of the major noble houses supported their own claimant to their throne, leading to a succession of short civil wars followed by a briefly reigning monarch. None of the kings could sufficiently unite the noble families to put the matter permanently to rest, and almost all of them were assassinated by a rival claimant within five years of their coronation.&lt;br /&gt;
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The wealth disparity between the House of Derrentrun and their noble vassals came to a head in the 770s OD. With the noble families shouldering the burden of raising and maintaining the armies of the principality, they began to fall into debt to the House of Derrentrun proper. This was further exacerbated by the fact that the House of Derrentrun regularly gave out grants of money to the vassal knights directly, rather than paying them through the noble families.&lt;br /&gt;
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The noble families therefore had to contend with their accumulating debt to the House of Derrentrun and the increasing costs of keeping their vassal families loyal to their efforts. In the 770s, several of the noble families began systematically debasing their local currencies, adulterating gold and silver coins to pay for their grants to their vassal families. Others sought to curry foreign favor by providing military supplies to the increasingly warring noble families of Thropesen.&lt;br /&gt;
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When Cutherfurth, the reigning prince of Derrentrun began to crack down upon the noble families for their debasing of the coinage, they rebelled and started the Wars of Leaded Coinage in 779 OD. The wars quickly escalated as the vassal knight families refused payment in debased coinage and abandoned their immediate noble liege lords in favor of being paid from Cutherfurth’s treasury. While the House of Derrentrun was never in danger of being displaced from their position as Prince of Derrentrun, almost all of the noble families other than cadet branches of the House of Derrentrun rebelled in this period, each having enough men under arms to fight off the armies sent to restore them to central control.&lt;br /&gt;
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The House of Chasney’s decline was less pronounced. Their primary issue was the mixing of the traditionally Chassteren lords with the local gentry. As the other Dynastic Houses fell into squabbling amongst themselves, the Chassteren saw less and less conflict with their neighbors. This allowed the ruling families to interact more with their local counterparts. As their descendants increasingly became more assimilated into mainland M’Chekian culture, their loyalty to the House of Chasney became less pronounced. While the Chasney Kings remained important figures among the Chassteren nobles, their power was almost entirely ceremonial by the end of the 9th century.&lt;br /&gt;
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The High Lords of Walsen managed to avoid many of the problems that plagued the other Dynastic Houses of this time period, however, they, too, had their power struggles in this period. Although the Walsens did their best to maintain control of which noble houses got which territories within their borders, they could not control what noble families did outside of their own borders. With their prospects of gathering power within the Walsen territories limited, and facing a constant risk of having their noble estates confiscated, the Walsen noble families instead chose to create ties with families abroad and with religious institutions.&lt;br /&gt;
(WIP from here on forward)&lt;br /&gt;
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===The Age of Darkness – 1000 O.D. – 1825 O.D.===&lt;br /&gt;
During this period, war and debt from the royal families caused the nation to fall apart and once again plunged the country into turmoil.  Ultimately, out of the ashes, it arose again as a Republic, with the royal families and an expanded list of other noble families taking a lead role in running the country with common representation as a partner.&lt;br /&gt;
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===The Age of Strife – 1825 O.D. – 2250 O.D.===&lt;br /&gt;
By the late 1800's A.O.D., the population explosion had outpaced the capacity of the nation to produce food. Starvation, poverty, disease and death became widespread among the lower social classes. In desperation, the humans beseeched the elves to let some of their families move north into [[T'Nanshi]], but the elves refused, citing the M'Chekians' mistreatment of whatever land they live on. The elves did not want hoards of men and women coming to live on their land and potentially destroy it, or at least grow to outnumber the elves and destroy their nation through attrition alone. &lt;br /&gt;
This argument got uglier and uglier over time, and eventually M'Chek began to take land from the forests of T'Nanshi along the northern border. When the elven nation responded with military force, the [[M'Chek-T'Nanshi War]] ensued. What began as periodic border incidents escalated over centuries into a &amp;quot;world war&amp;quot; involving  many nations. The extended fighting, exacerbated by a terrible plague, took its toll on both sides, and the war finally ended with the creation of a neutral zone between the two nations.&lt;br /&gt;
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This neutral zone is named the Blandenberg Protectorate.  It extends east to west across the breadth of the land, from sea to sea.  The control of the Protectorate is in the hands of the churches of [[Dru'El]] and [[Mikon]]. Their holy warriors, the [[Avenger|Avengers]] and the [[Equalizer|Equalizers]], protect the land and her people.&lt;br /&gt;
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The large number of casualties to the plague have eased the overpopulation problem for a time, along with the exodus of over one hundred thirty-four thousand people to help found the city-state of [[Visimontium]]. But forward-thinking leaders of M'Chek recognized that it was a temporary respite. A variety of solutions to M'Chek's food shortage are being tested to this day, including healing the ravaged land, farming mushrooms in the [[Underdark]] using [[Deglos|Deglosian]] agricultural practices, and continuing emigration to new homes, particularly [[Visimontium]].&lt;br /&gt;
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Following a civil war inside the shaahesk nation of Drotid, the new leader embarked upon a widespread assault of the southern nations. M'Chek, caught off guard by the unexpected assault, had lost much territory in the east as well as control of the eastern waters. After a long and bloody war, the M’Chek armed forces, spearheaded by the BlackHawks, were able to drive the Shaahesk from M’Chek soil and the war ended in AOD 2237.&lt;br /&gt;
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=== The Age of Rebirth – 2250 O.D. – Present ===&lt;br /&gt;
&lt;br /&gt;
Recent years have been relatively peaceful but have included outbursts of violence such as the death of [[NPCs:Lord_Nelthrope|Lord Nelthrope]] and the brief but costly [[M'Chek-Brekon War]] in AOD 2263-4.&lt;br /&gt;
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For a list recent history, see [[Mikona#In Game Developments|Mikona server in-game developments]].&lt;br /&gt;
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== Technical aspects ==&lt;br /&gt;
&lt;br /&gt;
* [[Needed_files | Needed Files]]&lt;br /&gt;
* M'Chek [[Servers#M'Chek | Server Connection Information]]&lt;br /&gt;
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[[Category:Nations|M'Chek]]&lt;br /&gt;
[[Category:Servers|M'Chek]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Aarilax&amp;diff=54898</id>
		<title>Aarilax</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Aarilax&amp;diff=54898"/>
		<updated>2024-10-06T20:45:03Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NWNEEmigration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Aarilax.jpg|right|150px]]&lt;br /&gt;
'''Symbol:''' A dagger with a snake for a blade&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Black, Dark Green&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Neutral_Evil|Neutral Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshipers' Alignment:''' NE&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Murder, Lust, [[Shaahesk]], [[Sahuagin]]&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Death_domain|Death]], [[Magic:Level#Evil|Evil]], [[Magic:Level#Protection|Protection]], [[Magic:Level#Trickery|Trickery]], [[Magic:Level#Water|Water]]&lt;br /&gt;
&lt;br /&gt;
'''Holy Warrior:''' [[Annihilator]]&lt;br /&gt;
&lt;br /&gt;
'''Religious Orders:''' [[Guild: Order of Aarilax|Order of Aarilax]]&lt;br /&gt;
&lt;br /&gt;
'''Center of Worship:''' [[Drotid]]&lt;br /&gt;
&lt;br /&gt;
Lizard folk and sahuagin tend to follow their creator, '''Aarilax'''. Getting what you want is essential. You may have to work with others to get it, or then again, you may have to eat them. They don't care if anyone else exists or not, so long as they can get what they wants. This does not necessarily have to involve hurting everyone in sight, but it could.&lt;br /&gt;
&lt;br /&gt;
According to Aarilax, The most holy thing ever created is desire. Many individuals in the world strive to better themselves, or to become enlightened. Theologians of Aarilax always debate whether there is any such way of becoming enlightened at all, whether through good or evil, law or chaos. After all, what is the proof?&lt;br /&gt;
&lt;br /&gt;
When you are left without a path to enlightenment or other higher places, the only thing you have remaining is your desire and your feelings. The gods gave these wonderful creations to all the intelligent races, and it must have been for a reason. They must be useable to obtain something worthwhile.&lt;br /&gt;
&lt;br /&gt;
Keeping Aarilax's precepts means worshiping them as the keeper of this philosophy, and the one who teaches it to all of their followers. However, worship of Aarilax is secondary to worshiping YOURSELF. Every being has the right to get what they want. The strong ones will of course have an easier time with this, but it does not make the weak any less privileged. They just have to work harder.&lt;br /&gt;
&lt;br /&gt;
Paying attention to your own inner emotions and feelings is the important key. Most people do not even know what they are feeling at a given moment. You must not only simply pay attention to your feelings, however. You must also do whatever you can to satisfy them. They are your guide, and your direct link to Aarilax's will. When it is all said and done, at the end of the day, all you have left is your feelings.... so they better be worth having.&lt;br /&gt;
&lt;br /&gt;
Sometimes people have feelings that conflict with each other. This is the will of the gods. They made us, and they test us according to our feelings to see what we will do. The one whose feelings prevail on a matter will triumph in the eyes of the gods, however they achieve their means. If they need to remove others to get to their goal, so be it. It is a simple complication along the way.&lt;br /&gt;
&lt;br /&gt;
Patience can be a virtue in these matters but it is not required. The intelligent and the wise will use patience to their advantage when acting out their feelings. However, being impulsive is also part of the game if you are like that. The gods made people of both varieties for a purpose.&lt;br /&gt;
&lt;br /&gt;
Outside of their center of worship in [[Drotid]], Aarilax has a temple just outside [[Mikona]].&lt;br /&gt;
&lt;br /&gt;
= The Murderlord's Church on Avlis =&lt;br /&gt;
&lt;br /&gt;
'''In Drotid:''' the Church of Aarilax supports the Voivode in that he is living Aarilax's chosen path. He is taking what he wishes and doing what pleases him, and his strength, skill, and power have raised up the entire race. While the war was at its heart an earthly thing that Aarilax doesn't care about overly much, the opportunities it presents for individuals to attain their desires has a divine component that cannot be denied. Therefore, the Church supported the war entirely.&lt;br /&gt;
&lt;br /&gt;
The Church of Aarilax considers the Mikona branch to be heretical, and worshipers at the Temple there to be an unacceptable offshoot of the church that must be destroyed along with the building they occupy. Warmblood Aarilaxians are often suspect, but members of the Mikona Church of Aarilax are traitors to Aarilax's beliefs, they have worked in the past to harm Aarilax's chosen race, and they should be murdered whenever possible.&lt;br /&gt;
&lt;br /&gt;
'''In Mikona:''' the war was an opportunity to demonstrate that shaahesk are not the only race that can live the truth of Aarilax's teachings. It was an excellent opportunity to test skill and eliminate barriers to personal desire, and so it was embraced for those qualities and used as a springboard to achieve those things the follower wants to have, be they power, fame, wealth, or simply the satisfaction of government sanctioned murder on a grand scale.&lt;br /&gt;
&lt;br /&gt;
The Drotid Church of Aarilax in their mind lost its way. Rather than teaching the supremacy of the individual, it now supports dictatorial control and domination by a power elite. As with all forms of domination, it should be opposed by any true follower of Aarilax. As such, the Mikona church works to undermine dictatorial control by the Drotid Church and ferment disobedience and malcontent wherever possible. Rigid structures can only serve to limit the non-shaahesk advancement within the church, and so these structures should be broken down to make room for new leadership opportunities.&lt;br /&gt;
&lt;br /&gt;
= Recent Events =&lt;br /&gt;
&lt;br /&gt;
As a result of the [[Reconciliation_of_Kelvos_and_Lesa|Reconciliation]], the mantle of Lust has passed from Kelvos to Aarilax. This has been considered a significant shift in the schismatic conflict between the two Churches on Avlis. Though Aarilax has not seen fit to take a side in the conflict, preferring to see the two Churches prove the supremacy of their philosophy by their actions, this development is widely considered to have put the Mikona Church on more equal footing to the Drotid Church.&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Aarilax&amp;diff=54897</id>
		<title>Aarilax</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Aarilax&amp;diff=54897"/>
		<updated>2024-10-06T20:44:21Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Changed Aarilax to be gender neutral and rephrased the Drotid War references to be in past tense.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NWNEEmigration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Aarilax.jpg|right|150px]]&lt;br /&gt;
'''Symbol:''' A dagger with a snake for a blade&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Black, Dark Green&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Neutral_Evil|Neutral Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshipers' Alignment:''' NE&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Murder, Lust, [[Shaahesk]], [[Sahuagin]]&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Death_domain|Death]], [[Magic:Level#Evil|Evil]], [[Magic:Level#Protection|Protection]], [[Magic:Level#Trickery|Trickery]], [[Magic:Level#Water|Water]]&lt;br /&gt;
&lt;br /&gt;
'''Holy Warrior:''' [[Annihilator]]&lt;br /&gt;
&lt;br /&gt;
'''Religious Orders:''' [[Guild: Order of Aarilax|Order of Aarilax]]&lt;br /&gt;
&lt;br /&gt;
'''Center of Worship:''' [[Drotid]]&lt;br /&gt;
&lt;br /&gt;
Lizard folk and sahuagin tend to follow their creator, '''Aarilax'''. Getting what you want is essential. You may have to work with others to get it, or then again, you may have to eat them. They don't care if anyone else exists or not, so long as they can get what they wants. This does not necessarily have to involve hurting everyone in sight, but it could.&lt;br /&gt;
&lt;br /&gt;
According to Aarilax, The most holy thing ever created is desire. Many individuals in the world strive to better themselves, or to become enlightened. Theologians of Aarilax always debate whether there is any such way of becoming enlightened at all, whether through good or evil, law or chaos. After all, what is the proof?&lt;br /&gt;
&lt;br /&gt;
When you are left without a path to enlightenment or other higher places, the only thing you have remaining is your desire and your feelings. The gods gave these wonderful creations to all the intelligent races, and it must have been for a reason. They must be useable to obtain something worthwhile.&lt;br /&gt;
&lt;br /&gt;
Keeping Aarilax's precepts means worshiping them as the keeper of this philosophy, and the one who teaches it to all of their followers. However, worship of Aarilax is secondary to worshiping YOURSELF. Every being has the right to get what they want. The strong ones will of course have an easier time with this, but it does not make the weak any less privileged. They just have to work harder.&lt;br /&gt;
&lt;br /&gt;
Paying attention to your own inner emotions and feelings is the important key. Most people do not even know what they are feeling at a given moment. You must not only simply pay attention to your feelings, however. You must also do whatever you can to satisfy them. They are your guide, and your direct link to Aarilax's will. When it is all said and done, at the end of the day, all you have left is your feelings.... so they better be worth having.&lt;br /&gt;
&lt;br /&gt;
Sometimes people have feelings that conflict with each other. This is the will of the gods. They made us, and they test us according to our feelings to see what we will do. The one whose feelings prevail on a matter will triumph in the eyes of the gods, however they achieve their means. If they need to remove others to get to their goal, so be it. It is a simple complication along the way.&lt;br /&gt;
&lt;br /&gt;
Patience can be a virtue in these matters but it is not required. The intelligent and the wise will use patience to their advantage when acting out their feelings. However, being impulsive is also part of the game if you are like that. The gods made people of both varieties for a purpose.&lt;br /&gt;
&lt;br /&gt;
Outside of his center of worship in [[Drotid]], Aarilax has a temple just outside [[Mikona]].&lt;br /&gt;
&lt;br /&gt;
= The Murderlord's Church on Avlis =&lt;br /&gt;
&lt;br /&gt;
'''In Drotid:''' the Church of Aarilax supports the Voivode in that he is living Aarilax's chosen path. He is taking what he wishes and doing what pleases him, and his strength, skill, and power have raised up the entire race. While the war was at its heart an earthly thing that Aarilax doesn't care about overly much, the opportunities it presents for individuals to attain their desires has a divine component that cannot be denied. Therefore, the Church supported the war entirely.&lt;br /&gt;
&lt;br /&gt;
The Church of Aarilax considers the Mikona branch to be heretical, and worshipers at the Temple there to be an unacceptable offshoot of the church that must be destroyed along with the building they occupy. Warmblood Aarilaxians are often suspect, but members of the Mikona Church of Aarilax are traitors to Aarilax's beliefs, they have worked in the past to harm Aarilax's chosen race, and they should be murdered whenever possible.&lt;br /&gt;
&lt;br /&gt;
'''In Mikona:''' the war was an opportunity to demonstrate that shaahesk are not the only race that can live the truth of Aarilax's teachings. It was an excellent opportunity to test skill and eliminate barriers to personal desire, and so it was embraced for those qualities and used as a springboard to achieve those things the follower wants to have, be they power, fame, wealth, or simply the satisfaction of government sanctioned murder on a grand scale.&lt;br /&gt;
&lt;br /&gt;
The Drotid Church of Aarilax in their mind lost its way. Rather than teaching the supremacy of the individual, it now supports dictatorial control and domination by a power elite. As with all forms of domination, it should be opposed by any true follower of Aarilax. As such, the Mikona church works to undermine dictatorial control by the Drotid Church and ferment disobedience and malcontent wherever possible. Rigid structures can only serve to limit the non-shaahesk advancement within the church, and so these structures should be broken down to make room for new leadership opportunities.&lt;br /&gt;
&lt;br /&gt;
= Recent Events =&lt;br /&gt;
&lt;br /&gt;
As a result of the [[Reconciliation_of_Kelvos_and_Lesa|Reconciliation]], the mantle of Lust has passed from Kelvos to Aarilax. This has been considered a significant shift in the schismatic conflict between the two Churches on Avlis. Though Aarilax has not seen fit to take a side in the conflict, preferring to see the two Churches prove the supremacy of their philosophy by their actions, this development is widely considered to have put the Mikona Church on more equal footing to the Drotid Church.&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=List_of_dungeons&amp;diff=54823</id>
		<title>List of dungeons</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=List_of_dungeons&amp;diff=54823"/>
		<updated>2024-07-02T02:52:09Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Added Fey Hinterlands dungeons to Elysia dungeon list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Using This List==&lt;br /&gt;
&lt;br /&gt;
Information found here can be used IC and is ''[[FOIG]]-declassified''. Information here can be learned from general knowledge, rumors, and other common sense methods should you choose your character to become aware of the dungeon(s) existence. This is the purpose of the guidelines to not crossover into the realm of [[FOIG]] content. Naturally, this open knowledge can be used (or not used) at your discretion.&lt;br /&gt;
&lt;br /&gt;
==Guidelines For This List==&lt;br /&gt;
''Condensed and rewritten from the [http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=111733 Definitive List of Dungeons] topic on the Avlis Forum.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No [[Abbreviations | IC]] information on how to reach any of these places. Simply the common name will be enough in most cases, but a slightly more descriptive one might be needed for the obscure locations. If a player can use your description to log on and walk straight there, it's too descriptive.&lt;br /&gt;
&lt;br /&gt;
A 'dungeon' needs the following characteristics:&lt;br /&gt;
* It contains at least two areas.&lt;br /&gt;
* It contains hostile spawns.&lt;br /&gt;
* The pathway through it is either a segregated loop, i.e. you enter at x, travel through with no possibility of exit to the general module, and return to x (or very near it) when you are complete, or the pathway is a dead end which must be retraced to exit.&lt;br /&gt;
&lt;br /&gt;
This eliminates many dangerous places, such as Deglos tunnels, the T'Nanshi wilderness, the Corkscrew, a Troll Hole in the forest or the T'Nanshi Coast cave.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Dungeons in Avlis (Organized by Server)==&lt;br /&gt;
===Deglos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Nanshi Urbaz&lt;br /&gt;
! Transitions From&lt;br /&gt;
Nutzdagezehesple&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Abandoned Tower Hill: Undead Giants&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Amber Dragons&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beaum ciob Nanshi Urbaz&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beholder Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Causeway Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cavern of Rest&lt;br /&gt;
| 20-30&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Deeps of Urbaz&lt;br /&gt;
| 20-30&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Deeps of Urbaz: Undead&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Felan-Gibal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fire Giants (Flame Hold)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Crypts (Fort Hammerworker)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Frost Giants (Valley/Halls Of Ice)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Illithid Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Marazdin Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Mt. Smokes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nanshi Urbaz Warren Mines&lt;br /&gt;
| 5-10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nutzdagezehesple Gem Mine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Olde (Causeway) Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Pit of Hell&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| The Scar&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Thunderhead Mine&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Troll Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Under Nutzdagezehesple&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Waynbleck Crypts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Waynbleck Mine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Weaver Spiders&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elysia===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Elf Gate&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Crypts&lt;br /&gt;
| 10-30&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sewers&lt;br /&gt;
| 1-10&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Up-Down Tower&lt;br /&gt;
| 1-10&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spider Caves&lt;br /&gt;
| 6-25&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Forest of Midnight&lt;br /&gt;
| 6-25&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goblin Keep&lt;br /&gt;
| 5-15&lt;br /&gt;
| 8&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Kobold Hill&lt;br /&gt;
| 1-7&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bat House&lt;br /&gt;
| 1-5&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Drenan's Tower&lt;br /&gt;
| 10-25&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Beetle Cave&lt;br /&gt;
| 8-12&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|Fey Hinterlands (Territory of the Strange Goodfellows)&lt;br /&gt;
|13-18&lt;br /&gt;
|7&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Fey Hinterlands (Nightshade)&lt;br /&gt;
|30-40&lt;br /&gt;
|7&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ferrell===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Kitanya Hill&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| The Rift&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ifirenia's Tower&lt;br /&gt;
| 5-10&lt;br /&gt;
| 3&lt;br /&gt;
| No/closed&lt;br /&gt;
|-&lt;br /&gt;
| Orc Caves&lt;br /&gt;
| 25+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beetle Cave&lt;br /&gt;
| 3-8&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kitanya Sewers&lt;br /&gt;
| 5-12&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Salt Caves&lt;br /&gt;
| 5+&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Salt Mountain&lt;br /&gt;
| 20+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cave Near Huntingcreek Hills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Stirge Cave &lt;br /&gt;
| 3-9&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Little Falls &amp;amp; Meygle Pass&lt;br /&gt;
| 7-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Forgotten Ruins&lt;br /&gt;
| 10-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| The Old Woods&lt;br /&gt;
| 10-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Underburrows&lt;br /&gt;
| 7+&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Harpinger Shrine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Berryn Undertemple&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===M'Chek===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Blandenberg&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur Lair&lt;br /&gt;
| 10-25&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Lost River Caverns&lt;br /&gt;
| &lt;br /&gt;
| 5+&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Shadow Keep&lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tlincalli Caves&lt;br /&gt;
| 5-12&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Chasworth Mine&lt;br /&gt;
| 7-24&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Warrens Cave&lt;br /&gt;
| 9-30&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Westshore Crypts&lt;br /&gt;
| 8-15&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;AKN Bandit&amp;quot; Cave&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bachwood Caves&lt;br /&gt;
| 10-20&lt;br /&gt;
| 4&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Derrington Temple&lt;br /&gt;
| 10-20&lt;br /&gt;
| 4&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Orc Slavers&lt;br /&gt;
| 13-27&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| South Bugbears&lt;br /&gt;
| 10-20&lt;br /&gt;
| 9&lt;br /&gt;
| Yes ?&lt;br /&gt;
|-&lt;br /&gt;
| Ogre Cave&lt;br /&gt;
| 5-13&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Blandenberg Sewers&lt;br /&gt;
| 10-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mikona===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
&amp;quot;The Rock&amp;quot;&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Western Crypt&lt;br /&gt;
| 1-10&lt;br /&gt;
| 2&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Eastern Crypt&lt;br /&gt;
| 15-20&lt;br /&gt;
| 2&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Bugbears&lt;br /&gt;
| 8-12&lt;br /&gt;
| 2&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Sewers&lt;br /&gt;
| 3-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ant House&lt;br /&gt;
| 5-10&lt;br /&gt;
| 4&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Hills of Tumult&lt;br /&gt;
| 7-40&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ice Caves&lt;br /&gt;
| 10-30&lt;br /&gt;
| 4&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Sorvanok's Lair&lt;br /&gt;
| 20 - 25&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Library Basement&lt;br /&gt;
| 10-20&lt;br /&gt;
| &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Village Crypt&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Iron Mine&lt;br /&gt;
| 10-15&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Toymaker's House&lt;br /&gt;
| 10-20&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Slaadi Lair&lt;br /&gt;
| 15-20&lt;br /&gt;
| 4&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Le'Or===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
the Entrance Gates&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| The Dark Tower&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beneath the Dark Tower (Lobera's Lair)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Rat Hole&lt;br /&gt;
| 1-9&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spider Hole&lt;br /&gt;
| 5-20&lt;br /&gt;
| 8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Silverfall Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Scrag Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ant Caves&lt;br /&gt;
| 5-13&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kobold House&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nightfang Mountain&lt;br /&gt;
| 9-40&lt;br /&gt;
| 8&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Twig Blights&lt;br /&gt;
| 10-20&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sanctuary/Zelvan Dur&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| Yes*&lt;br /&gt;
|-&lt;br /&gt;
| Birchwind&lt;br /&gt;
| 7-15&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Abandoned Canopies (Multiple)&lt;br /&gt;
| 7-20&lt;br /&gt;
| 3+&lt;br /&gt;
| Some&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===T'Nanshi===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Zvidureth&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Golem Caves&lt;br /&gt;
| 10-25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Eastern Giants&lt;br /&gt;
| 10-17&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Verosssan Temple&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Yuan-Ti Cave&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Hobgoblin Lair&lt;br /&gt;
| 5-19&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fire Beetle Hole&lt;br /&gt;
| 5-10&lt;br /&gt;
| 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Quickling Caves&lt;br /&gt;
| 9-16&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Elegmeara&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Orcscourge Canyon&lt;br /&gt;
| 10+&lt;br /&gt;
| 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Former Sereg's Hideout&lt;br /&gt;
| 7+&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kobold Cave&lt;br /&gt;
| 3-9&lt;br /&gt;
| 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Hel'Byssia&lt;br /&gt;
| 30-40&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[L'hur'aek Hegena]]&lt;br /&gt;
| 30-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Underdark===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Verloghokbol Gates&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur Labyrinth&lt;br /&gt;
| 15+&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Deepstone Citadel&lt;br /&gt;
| 10+&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Black Citadel&lt;br /&gt;
| 25+&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buried Crypts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Devil's Hole&lt;br /&gt;
| 5+&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Guano Caves&lt;br /&gt;
| 1+&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Izymandeas' Lair&lt;br /&gt;
| 30-40&lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spider Cult Lair&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Troglodyte Caves&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ibrasis' Lair&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Visimontium===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
the Portal&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Mt. Crescetoria&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Wolf Den&lt;br /&gt;
| 5-13&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bear Den&lt;br /&gt;
| 10+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Snow Goblin Den&lt;br /&gt;
| 10-22&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Echo Caverns&lt;br /&gt;
| 4-19&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gnomish Memorial&lt;br /&gt;
| 5-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cavern o/t Northern Rim &lt;br /&gt;
| 6-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cheese Caves&lt;br /&gt;
| 6-20+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Eastern Wastes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sewers&lt;br /&gt;
| 5+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Geritri Forest &amp;amp; Caverns&lt;br /&gt;
| 10-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Western Passage Mine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Verossa&amp;diff=54775</id>
		<title>Verossa</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Verossa&amp;diff=54775"/>
		<updated>2024-05-23T22:43:09Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Properly capitalized Dru'El&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lesser Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Verossa_Small.jpg|right|150px]]&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Rusty Red, Brown&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Chaotic_Evil|Chaotic Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers Alignment:''' Any Chaotic&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Natural Destruction&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Destruction|Destruction]], [[Magic:Level#Air|Air]], [[Magic:Level#Earth|Earth]], [[Magic:Level#Fire|Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Verossa''' is the evil goddess of natural destruction. Like the other minor gods and goddesses, she controls a smaller aspect of the world, rather than being a proponent of a large philosophy.&lt;br /&gt;
&lt;br /&gt;
Wherever there is natural destruction of any kind, be it lightning, floods, storms, decay, fire, rain, snow, sleet, hail, there is the power of Verossa. It is this raw destructive power that she wields which attracts many evil power-hungry priests to her fold.&lt;br /&gt;
&lt;br /&gt;
Verossa can make both clerics and druids. Clerics and druids of Verossa must be chaotic evil, but all chaotic characters can appreciate the awesome destructive power of nature. Those that do will often acknowledge Verossa in a prayer before travel, mainly for the purpose of warding her off. Some primitive commoners will even sacrifice small animals to &amp;quot;appease&amp;quot; her before a journey. Travel is very important on Avlis since it is largely done on foot. So the common folk take the dangers of weather on a journey very seriously.&lt;br /&gt;
&lt;br /&gt;
Verossa is not exactly the goddess of weather because she doesn't have the ability to do NICE things with it. She only has limited control over the negative effects of it, in addition to any other kinds of non-weather related natural destructive effects. However, most of her abilities all lead back to bad weather.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;natural destruction&amp;quot; is up for semantic debate. Verossa seems to have a strict code followed by her &amp;quot;official&amp;quot; church. Un-natural destruction, i.e. murder and senseless harm is forbidden &amp;quot;officially&amp;quot;, but like in any religion there are extremists who take the law a bit far. Oddly enough these extremists, often druids, still get spells granted to them even when they take their definition of &amp;quot;natural destruction&amp;quot; a bit too far.  Rangers who follow Verossa are sometimes known as the Hand of Verossa.&lt;br /&gt;
&lt;br /&gt;
Verossa is the mother to the god [[Evrak]], who was sired by [[Maleki]], and the daughter to [[Dru'El]].&lt;br /&gt;
&lt;br /&gt;
A temple to Verossa is said to exist somewhere in the wilds of [[T'Nanshi]].&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Verossa&amp;diff=54774</id>
		<title>Verossa</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Verossa&amp;diff=54774"/>
		<updated>2024-05-23T22:42:15Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Removed link to the Hand of Verossa since there was never a page for it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lesser Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Verossa_Small.jpg|right|150px]]&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Rusty Red, Brown&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Chaotic_Evil|Chaotic Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers Alignment:''' Any Chaotic&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' Natural Destruction&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Destruction|Destruction]], [[Magic:Level#Air|Air]], [[Magic:Level#Earth|Earth]], [[Magic:Level#Fire|Fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Verossa''' is the evil goddess of natural destruction. Like the other minor gods and goddesses, she controls a smaller aspect of the world, rather than being a proponent of a large philosophy.&lt;br /&gt;
&lt;br /&gt;
Wherever there is natural destruction of any kind, be it lightning, floods, storms, decay, fire, rain, snow, sleet, hail, there is the power of Verossa. It is this raw destructive power that she wields which attracts many evil power-hungry priests to her fold.&lt;br /&gt;
&lt;br /&gt;
Verossa can make both clerics and druids. Clerics and druids of Verossa must be chaotic evil, but all chaotic characters can appreciate the awesome destructive power of nature. Those that do will often acknowledge Verossa in a prayer before travel, mainly for the purpose of warding her off. Some primitive commoners will even sacrifice small animals to &amp;quot;appease&amp;quot; her before a journey. Travel is very important on Avlis since it is largely done on foot. So the common folk take the dangers of weather on a journey very seriously.&lt;br /&gt;
&lt;br /&gt;
Verossa is not exactly the goddess of weather because she doesn't have the ability to do NICE things with it. She only has limited control over the negative effects of it, in addition to any other kinds of non-weather related natural destructive effects. However, most of her abilities all lead back to bad weather.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;natural destruction&amp;quot; is up for semantic debate. Verossa seems to have a strict code followed by her &amp;quot;official&amp;quot; church. Un-natural destruction, i.e. murder and senseless harm is forbidden &amp;quot;officially&amp;quot;, but like in any religion there are extremists who take the law a bit far. Oddly enough these extremists, often druids, still get spells granted to them even when they take their definition of &amp;quot;natural destruction&amp;quot; a bit too far.  Rangers who follow Verossa are sometimes known as the Hand of Verossa.&lt;br /&gt;
&lt;br /&gt;
Verossa is the mother to the god [[Evrak]], who was sired by [[Maleki]], and the daughter to [[Dru%27El|Dru'el]].&lt;br /&gt;
&lt;br /&gt;
A temple to Verossa is said to exist somewhere in the wilds of [[T'Nanshi]].&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dead_Dreamer&amp;diff=54773</id>
		<title>Dead Dreamer</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dead_Dreamer&amp;diff=54773"/>
		<updated>2024-05-23T22:39:59Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Changed to reflect Year of the Red Star events.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NWNEEmigration}}&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;https://www.avlis.org/viewtopic.php?p=1468820#p1468820&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Underdark}}&lt;br /&gt;
&amp;lt;div align=&amp;quot;justify&amp;quot; style=&amp;quot;font-size:12px;&amp;quot;&amp;gt;&lt;br /&gt;
==(The) Dead Dreamer==&lt;br /&gt;
''By Silver Dreams''&lt;br /&gt;
&lt;br /&gt;
'''Alignment''': [[Alignment#Neutral_Evil|Neutral Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers' Alignment''': Any Evil &lt;br /&gt;
&lt;br /&gt;
'''Clerics' Alignment''': Within one step of Chaotic Evil &lt;br /&gt;
&lt;br /&gt;
'''Priest Alignment:''' Neutral Evil – most shreds or morality of the priests are blown away by the strange visions they experience every night in their sleep. Some wish to inflict the blessing/curse of the Dreams to unwilling victims. Fortunately, this rarely works.&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains''': Dead Dreamer provides its followers with following clerical domains. A typical follower has one of the first three and one of the last three domains:&lt;br /&gt;
* [[Magic:Level#Evil|Evil]]: The beast's essence is inherently evil.&lt;br /&gt;
* [[Magic:Level#Magic|Magic]]: The Dreamer's alien powers warp reality at will.&lt;br /&gt;
* [[Magic:Level#Knowledge|Knowledge]]: Cult searches constantly for lost secrets.&lt;br /&gt;
* [[Magic:Level#Death|Death]]: The Dreamer is half-dead, half-alive.&lt;br /&gt;
* [[Magic:Level#Animal|Animal]]: Mainly for the ability to polymorph into an aberration.&lt;br /&gt;
'''Classes:''' Almost all [[Cleric|clerics]] have at least one level of [[Psionics|psion]], since those with mental powers are most likely to hear the Dreamer.&lt;br /&gt;
&lt;br /&gt;
===The Deity=== &lt;br /&gt;
&lt;br /&gt;
The Dreamer itself is now a huge bowl of aberrant flesh deep at the bottom of the lake. It roughly resembles a giant [[Wikipedia:Illithid|Illithid]] elder brain. However, on top of it there is a fanged mouth. Huge tentacles sprout from the brain matter at random, and each ends in a [[Wikipedia:Beholder|beholder]]-like eye. This is only known through the Dream-visions, since no cultist actually knows where the lake is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Path of Ascendant Dreams is a cult whose beginnings lie in the endless war fought deep in the caverns of Avlissian [[Underdark]]. After the Demonspawn Wars, in the time known as Invader Period, races of otherworldy aberrations begun to make inroads on the populations of [[Human, Adomkuro|Adomkuro]] and [[Dwarf, Kharakuro|Kharakuro]]. Illithids and Eye Tyrants brought their eldritch powers to the battle of supremacy, and their presence was noted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The near-god demon king [[Kimonictinus]] understood the power and threat the alien beings presented, and he conceived an experimental weapon to harness that power. He fused a piece of his own flesh to a captive mind flayer and beholder and sought to create a being that would serve him while possessing the powers of both races. Thus was born the being now known simply as the Dead Dreamer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kimonictinus' experiment was both a failure and a success. The demonic aberrant being he created possessed great power, but its mind was warped from beginning. It proved too unstable for even Kimonictinus to control, and so he secretly made sure it would fall in a battle against the demon king's enemies. In a cataclysmic confrontation between the hybrid monster and some powerful spawn of [[Alifanitax]], a part of the Underdark collapsed. The dying Dreamer crawled into bottom of an underground lake, and there it stayed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the demonic spark of Kimonictinus would not die so easily. In the deep darkness of the lake, the monster lie halfway between life and death. It dreamed of alien visions, of battle, and still it remained faithful to its 'father' Kimonictinus. It grew in the lake, and unable to move, it sent out mental probes to whoever would hear them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first to hear the silent call of the monster started the cult now known as the Path of Ascendant Dreams. A lone Adomkuro whose name is unimportant found the lake, drank its waters, and slept by its shore. He saw the dreams of the Dreamer, and was immediately driven insane. His sanity could not cope with the alien visions of the hybrid monster's sleep. However, before he died, he wrote the six stone tablets that would begin the cult of the Dreamer. Stumbling to a Adomkuro village, he left the tablets for the people to read, and shambled off to die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that the monster knew how to reach the minds of those nearby, it reached out and grasped receptive minds around it. Now and then a lone kharakuro or Adomkuro would be touched the dreams and become and cleric of the beast. For some, it was a result of voluntary meditation. For some, it was simply bad luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The clerics of the Dreamer cult have only one goal. They wish to find the lost lake where their god sleeps and awaken it. It is their belief that the awakening of the Dead Dreamer will bring about a new golden age where Kimonictinus and his kin will cast out the gods of Avlis and rule in their stead. Of course, the chosen of the Dreamer will be honored and elevated for bringing this enlightenment to the world. This is why the cult of Kimonictinus tolerates the Dreamer cult, and even finds it useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cult, however, has many problems. The location of the Lake is not known to anyone. There are rumors of secret priests who tend the dreaming demigod, and some even say the original writer of the Six Tablets of Dreaming still lives somewhere. Nobody knows how to awaken the god even if he could be found. The Tablets are supposed to provide the answer, but there are as many interpretations of them as there are worshipers. The most common one is that the one who finds the true name of the beast will be able to awaken it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is also not easy to walk on the Path of Ascendant Dreams. Every night in their sleep the clerics dream the Dreams of their god. Visions of glorious battles and strange creatures fill their minds. For weaker ones, this is too much. Suicides are not unusual for novice priests. Those who are strong enough seem often quiet and thoughtful, even philosophical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the benefits of service are real. The Dreamer provides his clerics with divine magic. The small cult draws both Adomkuro, Kharakuro and even some aberration clerics. The cult is almost unknown outside Underdark. The Dreamer simply cannot reach through all the rock and soil except on some especially unholy nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The question remains: Are those who walk the Path of Ascendant Dreams harbingers of demonic apocalypse on Avlis, or merely deluded victims of an elder horror that refuses to die – and which should never have even existed?&lt;br /&gt;
&lt;br /&gt;
The Dead Dreamer was seemingly killed during the [[The Year of the Red Star]] after a shard of the Red Star was inserted into its being. Whether or not it is truly dead though remains to be seen.&lt;br /&gt;
&lt;br /&gt;
===The Cult===&lt;br /&gt;
&lt;br /&gt;
The Cult of the Dead Dreamer are known to have at least one shrine in [[Verloghokbol]]. An overlight shrine in [[Ferrell]] is also rumored to exist.&lt;br /&gt;
&lt;br /&gt;
[[Category:Demonic pseudo-deities|Dead Dreamer]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Duration&amp;diff=54772</id>
		<title>Magic:Duration</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Duration&amp;diff=54772"/>
		<updated>2024-05-23T22:34:10Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Removed information for functions that don't exist in NWN or Avlis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spellcasting|{{PAGENAME}}]]&lt;br /&gt;
A spell's Duration line tells the character how long the magical energy of the spell lasts.&lt;br /&gt;
&lt;br /&gt;
'''Timed Durations:''' Many durations are measured in rounds, turns, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a spell's duration is variable the DM rolls it secretly.&lt;br /&gt;
&lt;br /&gt;
''Note: Avlis spell durations are all measured in &amp;quot;Real Life&amp;quot; seconds or minutes. &amp;quot;In Game&amp;quot; time (i.e. the 20 RL minutes per game hour server setting) has no effect on spell durations. There are no &amp;quot;Hour per level&amp;quot; or &amp;quot;per Day&amp;quot; spells in Avlis (any effects that still use the game hour as a measure of time are either special exceptions, or bugs). The term &amp;quot;turn&amp;quot; also has no meaning in NWN, and should always be replaced with &amp;quot;minute&amp;quot;. A &amp;quot;round&amp;quot; does have special meaning in NWN, but as far as spell durations, it is simply &amp;quot;6 seconds&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Instantaneous:''' The spell energy comes and goes the instant the spell is cast, though the consequences of the spell might be long-lasting. &lt;br /&gt;
&lt;br /&gt;
'''Permanent:''' The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.&lt;br /&gt;
&lt;br /&gt;
'''Concentration:''' The spell lasts as long as the character concentrates on it. Concentrating to maintain a spell is a standard action that doesn't provoke attacks of opportunity. &lt;br /&gt;
&lt;br /&gt;
Anything that could break the character's concentration when casting a spell can also break the character's concentration while the character is maintaining one, causing the spell to end (see Concentration, below). The character can't cast a spell while concentrating on another one. Sometimes a spell lasts for a short time after the character ceases concentrating. In these cases, the spell keeps going for the stated length of time after the character stops concentrating. Otherwise, the character must concentrate to maintain the spell, but the character can't maintain it for more than a stated duration in any event.&lt;br /&gt;
&lt;br /&gt;
'''Subjects, Effects, and Areas:''' If the spell affects creatures directly, the result travels with the subjects for the spell's duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such effects can be destroyed prior to when their durations end. If the spell affects an area, then the spell stays with that area for the spell's duration. Creatures become subject to the spell when they enter the area and become no longer subject to it when they leave.&lt;br /&gt;
&lt;br /&gt;
'''Discharge:''' A few spells last for a set duration or until triggered or discharged.&lt;br /&gt;
----&lt;br /&gt;
[[Magic:Spell Format|Spell Format]]&lt;br /&gt;
&lt;br /&gt;
[[Magic:Spell List|Spell List]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Fegall&amp;diff=54638</id>
		<title>Fegall</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Fegall&amp;diff=54638"/>
		<updated>2024-02-02T09:28:34Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Minor typo corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lesser Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Fegall_small.jpg|150px|right]]&lt;br /&gt;
&lt;br /&gt;
{{DeityInfoBlock&lt;br /&gt;
|Symbol= Candle within a Cog&lt;br /&gt;
|Alignment= [[Alignment#Chaotic_Neutral|Chaotic Neutral]]&lt;br /&gt;
|Colors= Cyan and Purple&lt;br /&gt;
|WorshippersAlignment= Any Chaotic ''or'' [[Gnome]]&lt;br /&gt;
|AreaOfControl= Craftsmen &amp;amp; Gnomes&lt;br /&gt;
|ClericalDomains= [[Magic:Level#Knowledge|Knowledge]], [[Magic:Level#Protection|Protection]], [[Magic:Level#Magic|Magic]], [[Magic:Level#Earth|Earth]]&lt;br /&gt;
|}}&lt;br /&gt;
* '''Center of Worship:''' [[Deglos]]&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Around two thousand years ago, when the Great War was just ending, a [[dwarf|dwarven]] hero by the name of '''Fegall''' arose. He was an instrumental figure in ending the war through the use of his craft and prowess in battle. Fegall's talent was for inventing, as he called his craft. Aside from being able to come up with new ideas, Fegall was extremely studious and handy with a hammer and anvil. By all accounts, he was a &amp;quot;Renaissance Dwarf&amp;quot;... a master of all trades both manual and academic.&lt;br /&gt;
&lt;br /&gt;
His role in the Great War won him many followers, many of whom desired to learn some of his more interesting trades from him. So once the war ended, Fegall set himself up in the southern portion of [[Galdos]] and begun to teach many new disciples.... for disciples are what they became. Fegall's works were legendary, and many were magical. Over time Fegall's talent became somewhat exaggerated in tales, but this served only to increase his following.&lt;br /&gt;
&lt;br /&gt;
In the southern portion of Galdos there were two major groups of Dwarves.... one group that followed him religiously, and another who acknowledged his great talent, but declined to take part in the hype. This state of affairs grew in proportion until one day Fegall ascended to immortality and eventually godhood. His followers on the Prime Material Plane continued on his tradition as they do to this day.&lt;br /&gt;
&lt;br /&gt;
Over time, the followers of Fegall began to change. They were getting a little shorter, with more bulbous noses and a skinnier build in some cases. The change took a little over 1000 years, but eventually the dwarves of Fegall were no longer dwarven, but gnomish. Thus, the dominant race in southern Galdos was the gnome, although there were still a great many dwarves around who acknowledged Fegall but didn't follow him. These dwarves and gnomes were influenced by their new god in subtle ways. They became more outgoing, and industrious.  Even their speech underwent modification, &lt;br /&gt;
&lt;br /&gt;
====The Church of Fegall====&lt;br /&gt;
&lt;br /&gt;
The Church of Fegall and its dogma are not often in tandem with other philosophies and tenets of other gods. Fegall is the creator of the gnomes; however he also one of the gods of craftsmanship, but with a twist. Those who follow the other gods of crafting, like [[Gorethar]], are of the mind that in a person's lifetime they are to excel at one single craft, and maybe a secondary one. Perfection is the key for them. Fegall's tenets do not include perfection, because it is the very imperfections of the world that they love to accentuate. A craftsman who follows Fegall is interested in learning as many crafts as he or she can in order to master the way of the entire world, rather than one single thing. That is the ideal anyway.&lt;br /&gt;
&lt;br /&gt;
Another oddity of Fegall's followers is that their pursuit of crafting often extends to the more &amp;quot;academic&amp;quot; arts as well, such as alchemy, scribing, or even enchanting and magic. This has bred some very apparently orderly and methodical followers of Fegall who may sometimes even pursue the ways of science, and sometimes technology in addition to the more traditional academics.&lt;br /&gt;
&lt;br /&gt;
Aside from his craftsmanship, Fegall is revered by all gnomes, or at least acknowledged by them as their creator. His center of worship is located in the nation of [[Deglos]], however the Church of Fegall does not form any strict cohesive unit to speak of. [[Cleric]]s of Fegall are often great craftsmen or academics in their own right, and although they see it as being very important to pass down their knowledge as Fegall did, there is no one Church-sanctioned way to do this. What often happens is that followers interested in learning a craft will flock to a cleric of Fegall who is regarded as an expert in that area. The cleric will collect these &amp;quot;disciples&amp;quot; around themselves and they will organize into a &amp;quot;Guild&amp;quot;. In this case, the word &amp;quot;Guild&amp;quot; has the connotation of a crafting guild. This crafting guild may or may not be part of an official city's craft guild if there is one, and they often have no official connection to the headquarters of the Church. However, the Church does not mind at all, because they merely regard it as a normal function of their religion to form groups for passing knowledge.&lt;br /&gt;
&lt;br /&gt;
Fegall has four temples in [[Deglos]], these are in the cities of [[Nanshi Urbaz]], [[Nutzdagezehesple]], [[Marizdun]] and [[Derome Delem]] and also has a temple in the [[Visimontium]] temple district and a shrine in [[Visimontium]], at the [[Lake_Crescetoria|Lake Crescetoria]] exit from the city.&lt;br /&gt;
&lt;br /&gt;
====Relationship with other Gods====&lt;br /&gt;
&lt;br /&gt;
Fegall was always an admirer of [[Forian]] in his mortal days; they consider each others friends. Fegall and [[Gorethar]] respect each other's work. Gorethar bears a bit of a grudge because he blames Fegall for the near civil war that made Galdos split into Galdos and Deglos, but it doesn't strain their friendship too much.&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Grantir&amp;diff=54637</id>
		<title>Grantir</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Grantir&amp;diff=54637"/>
		<updated>2024-02-02T09:26:00Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Minor typo correction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Image:City_of_Grantir-Subterranean_Level_pencil.jpg|thumb|500px|City of Grantir - Subterranean Level - Original hand-drawn map from Orleron's notebook]]&lt;br /&gt;
&lt;br /&gt;
[[Image:City_of_Grantir_-_Ground_Level_pencil.jpg|thumb|500px|City of Grantir - Ground Level - Original hand-drawn map from Orleron's notebook]]&lt;br /&gt;
&lt;br /&gt;
[[Image:City_of_Grantir_-_Tree_Level_pencil.jpg|thumb|500px|City of Grantir - Tree Level - Original hand-drawn map from Orleron's notebook]]&lt;br /&gt;
&lt;br /&gt;
The multilayered city-state of '''Grantir''' was founded by the [[Elf, Drangonari|drangonari elves]], creations of the god [[Angadar]] who rules arcane knowledge, deceit, and trickery. The city is on the eastern coast in the nation of [[Drotid]] near the ruins of [[Toostan-of-the-Clouds]].  It is thought that this was the site where the race was created and immediately settled on the spot. Long ago, in its place was a small settlement of [[Elf, Avariel|avariel elves]] that were thought to have come to the area some time during [[pg:The Fairy War|the Fairy War]] either by being created there, or by travel from a far off land. The role of the avariel elves in the Fairy War and [[pg:The Great War|the Great War]] is not immediately known, but there were never very many of them, and nowadays it is not even known which god or goddess they worshipped. Nevertheless, Angadar had a hatred for avariel elves that went back to his mortal days, and when he finally decided to settle on Avlis and succeeded in achieving godhood, they were his first target.&lt;br /&gt;
&lt;br /&gt;
Legend holds that Angadar used his magic to corrupt the avariel at the site into a twisted form of what they once were, and thus the drangonari elves were born... &amp;quot;dra-&amp;quot; giving away their reptilian dragon roots, and &amp;quot;angona-&amp;quot; being a stylized version of their creator's name, Angadar. So Grantir was born.&lt;br /&gt;
&lt;br /&gt;
Over time, the drangonari multiplied and solidified their hold on the site. They headed off attacks by angry avariel from the nearby settlement of [[Toostan-of-the-Clouds|Toostan]], and attacks from the shaahesk that lived in the area. Ultimately these opposing powers were no match for them, and Grantir grew into a three-layered fortress city of grandeur. The ground layer contained streets and walls like many other cities on Avlis, but below it was a cavernous undercity of dark corridors and dimly lit streets carved into the damp rock. Above those layers, in the trees, was a section that reminds many of the elven cities in [[pg:T'Nanshi|T'Nanshi]], like the city of [[Le'Or T'Nanshi]] itself. Because they have wings and a keen sense of finding their way around in the dark, the drangonari were equally at home in all three layers.&lt;br /&gt;
&lt;br /&gt;
In the days when Grantir was founded, Angadar possessed only two trusted comrades, who were mortals at that time. [[Stephanus]] was [[Human, Civilized|human]] by all appearances, and keenly intelligent. He also had a penchant for roguish matters and covert operations. By contrast, Angadar's other associate was a tall burly [[Minotaur|minotaur]] named [[Bobil]]. By all accounts, Bobil was Angadar's bodyguard, if one would dare say he needed one. Being dumb as a stone made Bobil fiercely loyal to Angadar, who saved his life on many occasions and proved his power to the minotaur on countless other occasions. With a word from Angadar, Bobil would rip a humanoid to shreds.&lt;br /&gt;
&lt;br /&gt;
These two friends became the first rulers of Grantir, and remained so for a long time until they managed to ascend to demigod status through their gaining of followers. Angadar generally disliked rule, and preferred to let them handle the day to day politicking while he engaged in more worldly matters. Once they ascended and joined him in his realm in the Nine Hells to serve once again as his direct assistants, the trainees of Stephanus and Bobil as well as Angadar began to rule Grantir. This is not a clerical rule however. All three gods do have clerics, but the clerics are not in charge of Grantir in totality. The government is still considered a theocracy however because they all acknowledge the triumvirate of gods to be in charge, but when it comes to ruling the clerics play a relatively normal role.&lt;br /&gt;
&lt;br /&gt;
Stephanus' followers who are not clerics tend to be drangonari rogues and Bobil's non-clerical followers tend to be drangonari warriors. Very few non-drangonari are found in Grantir. It is one of the least racially diverse cities on Avlis. [[Shaahesk|Lizardmen]] are there in some number, but usually as battle captives or food. Humans and other races who make it there will usually only survive as long as they can wheel and deal to stay alive.&lt;br /&gt;
&lt;br /&gt;
However, there are two races that are welcome in Grantir, so long as they do not cause trouble: minotaurs and lycanthropes. Though their numbers are not huge, they are the second largest population in the city.&lt;br /&gt;
&lt;br /&gt;
Temples to [[Paragus]] the minotaur god as well as [[Xenon]] and [[Wilsash]] can be found there.&lt;br /&gt;
&lt;br /&gt;
Grantir generally has a hostile relationship with its lizard folk neighbors. They used to also be at odds with the avariel until they hunted them into extinction, it is thought. Like many other nations of their ilk, they seek to extend beyond the borders of their city, which means they are constant in tension with [[pg:Drotid|Drotid]]. Grantir also is the keeper of Angadar's interests in the mortal world and has tendrils of power and influence throughout all other major parts of Avlis in his name.&lt;br /&gt;
&lt;br /&gt;
In A.O.E 2263 the land directly west of Grantir was attacked by the demon Fraz-Urb'luu, also known as the Balor King.  This land was inhabited by a tribe of [[wemic]]s and was dry enough that the shaahesk found it inhospitable.  A large group of heroes fought and eventually banished Fraz-Urb'luu here, but the entire tribe of wemics was slain.  After the battle Grantir seized the land, significantly expanding its territory.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=The_Wastelands&amp;diff=54636</id>
		<title>The Wastelands</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=The_Wastelands&amp;diff=54636"/>
		<updated>2024-02-02T09:24:35Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Corrected two typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NationInfo&lt;br /&gt;
|NationTitle = &lt;br /&gt;
|NationIcon = [[Image:Wastelands.jpg|right|thumb|300px|]] &lt;br /&gt;
|NationIconCaption = Map of The Wastelands&lt;br /&gt;
|NationName = The Wastelands&lt;br /&gt;
|NationAlias = &lt;br /&gt;
|NationSize = N/A&lt;br /&gt;
|NationCapital = N/A&lt;br /&gt;
|NationArea = &lt;br /&gt;
|NationRegion = Eastern [[Negaria]]&lt;br /&gt;
|NationRuler = N/A&lt;br /&gt;
|NationGovt = N/A&lt;br /&gt;
|NationMilitary = N/A&lt;br /&gt;
|NationRaces = [[Changeling]]s &amp;gt;70%, ~30% Other&lt;br /&gt;
|NationLang = N/A&lt;br /&gt;
|NationReligion = [[Forian]] (primary)&lt;br /&gt;
|NationImports = N/A&lt;br /&gt;
|NationExports = N/A&lt;br /&gt;
|NationTrade = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once part of the great orcish empire of Dobrekan, the '''Wastelands''' became part of southern Jechran after the Great War. Around the year 1000 O.D. a cataclysmic event rendered much of southern Jechran uninhabitable and saturating the blasted remains of the land in a strange magical energy. Since then few mortal races have ventured into the wastes, though [[Changeling|changelings]] have shown an immunity to the magical residue found there.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
One of [[Valok]]'s main enemies in life was a dwarf warrior named Durethar. The two of them adventured together, but they were always in competition.  Eventually a hatred developed between them and [[Valok]] parted on bad terms with someone he saw as a less intelligent companion.&lt;br /&gt;
&lt;br /&gt;
Eventually, [[Valok]] was captured by The [[Negerai Prime]] and disappeared.  Durethar, however, never forgot his hatred and jealousy and tried endlessly to find out if his former companion ever did well for himself, and if he did, how he could take it away from [[Valok]].  The truth was [[Valok]] caused much embarrassment for Durethar, on many occasions, and Durethar wanted revenge.  He was determined, but largely unsuccessful in fulfilling his vengeance at that point.  Knowing that elves like [[Valok]] can live a long time, Durethar (a dwarf) prolonged his lifespan in an effort to continue his search.&lt;br /&gt;
&lt;br /&gt;
One day, Durethar got a break.  He managed to track down another elven companion of [[Valok]]'s who happened to be present the day [[Valok]] was apprehended.  Though it was nearly 1,000 years before, the elf described The [[Negerai Prime]] that took [[Valok]] and the Spelljamming vessel in which the extraplanar monstrosity rode.  Rejuvenated by his find, Durethar rushed to find out more. In his high hopes, he wanted to find a body or grave site to spit on for some closure.  Alternatively, a shriveled and helpless elf he could kill would be fine.  Immediately after that conversation with [[Valok]]'s other former companion, Durethar took to the stars.&lt;br /&gt;
&lt;br /&gt;
For years he searched the spheres, never finding another lead.  Then by happenstance he encountered a vessel coming out of a realm called [[Avlis]].  Talking to the crew, he was astounded to find out that not only was [[Valok]] alive and well, but he was also one of the major gods on that world! This news infuriated Durethar and crushed him.  There was now no way to bring any meaningful discredit to his hated frenemy.&lt;br /&gt;
&lt;br /&gt;
Distraught, Durethar decided to quietly set down on Avlis in order to figure out what to do next.  He landed in an interesting area near the eastern coast of one of the larger continents.  The region was populated by four major races.  To the south was a treacherous race of lizard men.  Northward was a mixed population of human and elven women.  Westward was a vast population of industrious dwarves who craved the resources in the area, and worshiped a god named [[Fegall]].  Indigenous to the area was another strange race he never saw before.  The referred to themselves as changelings, and they lived generally solitary lifestyles.  Complicating the area, the lizard men were using it for slave resources and they were constantly at war with the female warriors from the north.  The dwarves were being taken slaves as well on occasion, but Durethar noticed that they were too disorganized to deal with it properly, unlike the native women to the north.  This is where Durethar saw his chance.&lt;br /&gt;
&lt;br /&gt;
Durethar was a stickler for discipline and organization.  Being a dwarf, he knew what it was to work hard, but he noticed that many dwarves were too soft in their sense of order.  This warrior [[Fegall]] was a bad influence on them.  Weeding out the weak and enforcing strict discipline was the only way, in his mind, to achieve greatness and power.  He saw his way to get at [[Valok]] through the use of these dwarves.  A plan was slowly forming in his mind.  He did not yet know how he would achieve his goal, but now he at least had a way to get some power under him.&lt;br /&gt;
&lt;br /&gt;
The plan was to organize the dwarven settlement in the area to retaliate against all the invaders actively.  It was slow going from the moment he first revealed himself to the outpost.  However, after several missions of proving himself, and a long and drawn out campaign to oust the leader of the area, Durethar found himself in control of the establishment.  This was a good beginning for him, and the outpost flourished into a city.  The city became larger and larger until it controlled the entire area and more cities were founded as the mostly dwarven population grew and fanned out.  &lt;br /&gt;
&lt;br /&gt;
Financially the place also flourished.  The resources in the area became useful to the entire newly forming nation of [[Deglos]] immediately to the west.  Moreover, the area controlled by Durethar was independent and acted as a buffer between the shaahesk to the south and the women of [[Jechran]] to the north.  As Durethar's nation got stronger, it invaded and conquered land away from both the shaahesk and the Jechranians.  &lt;br /&gt;
&lt;br /&gt;
As time went on, the dwarves in the area now known as [[Durathoin]] began to look to Durethar above their former hero, [[Fegall]].  He was their new hero and gained power accordingly to his plan.  However, it was not enough to take on [[Valok]], and his inspiration began to stagnate once more.&lt;br /&gt;
&lt;br /&gt;
Just as he was about to become destitute, a new breakthrough occurred.  On the verge of becoming a demigod, he knew that he did not have long to exist on that plane, but this was of no consequence because he found a way to challenge [[Valok]].  A sage described an artifact of immense power supposedly residing at the center of the world.  It was called The [[Eternal Spark]].  With this item, he could become [[Valok]]'s equal once more, and then finally supplant him.  &lt;br /&gt;
&lt;br /&gt;
Durethar ordered his minions to start digging...&lt;br /&gt;
&lt;br /&gt;
Finding and touching The [[Eternal Spark]] was only a piece of Durethar's plan.  In order to defeat [[Valok]], he would need to get to his enemy in full energetic form so they could fight with their full essences and not their avatars.  This would require a portal capable of taking his full Greater God essence to The Nine Hells where [[Valok]] dwelt, and those types of portals were special.  Finally, all of this needed to be complete by the time he ascended to Demigod status on his own, at which point [[Mikon]] would come to collect him from the plane and his chance at becoming strong enough to defeat [[Valok]] would be forever gone.&lt;br /&gt;
&lt;br /&gt;
As his minions dug beneath the ground, aided by magical explosives he taught them to construct, Durethar worked with his sages to create a fortress to the north that would house the portal.  He used the dirt and rock pulled up from the digging of the giant hole to the center of the world in order to construct this building.&lt;br /&gt;
&lt;br /&gt;
Everything was going according to plan until an errant group of adventurers sabotaged the portal and upset his digging efforts, causing an almost insurmountable delay.  Infuriated, Durethar put all his concentration into thwarting the adventurers who dared oppose him, but then everything happened at once: &lt;br /&gt;
&lt;br /&gt;
Durethar ran out of time.&lt;br /&gt;
&lt;br /&gt;
Just as his body completed its transformation from Immortal to Demigod status, two beings showed up: [[Mikon]] in his true energetic form and [[Valok]] as an avatar.&lt;br /&gt;
&lt;br /&gt;
[[Mikon]] ordered him to be escorted to his new home, but Durethar refused.&lt;br /&gt;
&lt;br /&gt;
[[Valok]] laughed.&lt;br /&gt;
&lt;br /&gt;
Durethar started to fight.&lt;br /&gt;
&lt;br /&gt;
[[Mikon]] sighed and destroyed Durethar instantly, but this had two unforeseen effects:  the expenditure of power by [[Mikon]] set off ALL of the remaining magical explosives that were in storage to dig the rest of the hole to the center of the planet, and the residual energies from the sabotaged portal interacted with [[Mikon]]'s power and the explosives to increase their yield exponentially.&lt;br /&gt;
&lt;br /&gt;
The intrepid adventurers that saved [[Valok]] were killed in the blast, as was the avatar of [[Valok]] which was of no consequence.  [[Mikon]] was unscathed but the land around the area known as Durathoin was forever scarred.  It would never grow regular vegetation or support regular life again.  All that was left was a wasteland. &lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
[[Image:Wastelands-Architect's Laboratory.JPG|right|thumb|300px|]]&lt;br /&gt;
Recent explorations of the area have begun under the supervision of Lorewarden [[Torvald]]. (See [[Avlis_Campaign_7]].) Though little is known about the deep regions, it is suspected that there are political structures and civilizations in there that have suffered from years of mutation and corruption.  In fact, it is suspected that The Wastelands may currently be divided into nine smaller regions roughly controlled by the denizens within.  Beyond that, there is little information.&lt;br /&gt;
&lt;br /&gt;
===The Architect's Laboratory===&lt;br /&gt;
The first region of The Wastelands to undergo even rudimentary mapping is located in the upper northwestern corner of the area, near the intersection of The Wastelands, [[Deglos]], and [[Jechran]]. Locals call this region &amp;quot;The Architect's Laboratory&amp;quot;, after its lich ruler, [[Tzeenzch]] The Architect. Most of the inhabitants of this region make their living directly or indirectly through raiding the caravans that pass between [[Deglos]] and [[Jechran]]. They use hit-and-run tactics to overwhelm the dwarven and Jechrani traders before fading back into The Wastelands where they make camp.  Due to the raiders long periods of time spent within the corrupting energies of The Wastelands, they take on strange mutated forms and become dependent on the energies there.  It is thought that these raiders cannot stay outside of The Wastelands for too long before becoming sick and dying, so they have double the need for quick-hit raids.&lt;br /&gt;
&lt;br /&gt;
===The Crater===&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Wastelands]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Thel&amp;diff=52887</id>
		<title>PCs:Archibald Thel</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Thel&amp;diff=52887"/>
		<updated>2023-06-18T23:00:20Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Sarmanos moved page PCs:Archibald Thel to PCs:Archibald Skybreaker: Last name change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[PCs:Archibald Skybreaker]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=52886</id>
		<title>PCs:Archibald Skybreaker</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=52886"/>
		<updated>2023-06-18T23:00:19Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Sarmanos moved page PCs:Archibald Thel to PCs:Archibald Skybreaker: Last name change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC}}&lt;br /&gt;
{{PCStyle1|PCBackground=cyan&lt;br /&gt;
|Portrait=Archibaldport.jpg&lt;br /&gt;
|Name=Archibald Skybreaker&lt;br /&gt;
|Race=[[Avariel]]&lt;br /&gt;
|Sex=Male&lt;br /&gt;
|Class=[[Wizard]]&lt;br /&gt;
|Guild= [[Guild:AKN|The Guild for Advancement of Knowledge in Nature]], [[Guild:Reverdie|Academy of the Bardic Arts]]&lt;br /&gt;
|Server=Wilderness&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=5086&lt;br /&gt;
|BottomImage=Allheralds5jx.png&lt;br /&gt;
}}&lt;br /&gt;
[[Category:PCs ]]&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
===Personality: 2004-Mid 2009===&lt;br /&gt;
&lt;br /&gt;
For most of his years, Archibald was generally viewed as a crazy obsessive-compulsive mage with tons of ideas and unique but bad solutions to problems. In general, he was actually somewhat nice to people though never close enough to anyone to call them a friend. He was prone to fits of rage whenever he felt he was being mocked and insulted by others and often responded poorly to this. He rarely thought through the consequences of his actions as well many times to the detriment of himself or those around him. In most situations, he acted overly confident to a point of foolishness as well. Even though it took ages for it to happen, something finally gave that caused all of this to change...&lt;br /&gt;
&lt;br /&gt;
===Present Day Personality===&lt;br /&gt;
&lt;br /&gt;
These days Archibald is no longer considered mad or insane by many. He tends towards being a kind man, though very fiercely protective of that which he cares about, especially his friends. His creativity while somewhat diminished by his now stable mind tends to be put to better use as well and he can see both simple and complex solutions to problems that many don't and he can immediately act upon them or offer ideas to others. He is a remarkably good listener and very helpful and wise in concern to the issues of others thanks to the great variety of different experiences and things he has gone through over the years. However, he does tend to make friends with women more easily and seems to be a natural at helping them with their problems. Despite his occasional lack of tact, he does remarkably well at being a charming gentleman, a trickster and joker, and just showing a boastful air of confidence for the sake of it for unknown reasons. He tends to approach most situations confidently, though he is more than aware of his own limits and knows when it's best to admit to them, yet also knows when taking a risk is the best possible approach.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
Removed until it can be updated.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Archibald Skybreaker]]&lt;br /&gt;
[[Category:T'NanshiPCs|Archibald Skybreaker]]&lt;br /&gt;
[[Category:Transmutant|Archibald Skybreaker]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Fegall%27s_Fingers_:_The_Smoking_Pipe&amp;diff=52877</id>
		<title>Fegall's Fingers : The Smoking Pipe</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Fegall%27s_Fingers_:_The_Smoking_Pipe&amp;diff=52877"/>
		<updated>2023-06-06T05:38:47Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Fixed up grammar and spelling mistakes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;+2&amp;quot;&amp;gt;''Fegall's Fingers: The Smoking Pipe''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Translation into the Proper Common by ganoomkin Rudo of the Essis.'' &lt;br /&gt;
&lt;br /&gt;
One of the many places where [[Fegall]] gathered followers was the village of [[Waynbleck]]. Rumors abounded of a hermit who had spent his life trying to make the perfect smoking pipe. Fegall visited this hermit's cave, but in this cave found no pipes at all! &lt;br /&gt;
&lt;br /&gt;
The hermit was very old, as hermits tend to be, and believed that his pipes were of the highest quality to be found on all of Avlis. He also believed in never handling a pipe he made after selling it. for to improve his craft would mean that he should forget about previous work. After all, if one considers an older, less worthy design while making a new one, the new design will contain the flaws of the old one!&lt;br /&gt;
&lt;br /&gt;
Fegall lifted a pipe that he had purchased from a villager and traced the skein of the wood with his fingers. He looked upon the hermit and asked him how he had come to make these amazing pipes, and the hermit replied, &amp;quot;I've spent years perfecting my trade! Why should I let any young whippersnapper come and take my knowledge for his own use?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fegall then left the hermit's cave and wandered back to the village. He stayed there for a few months, visiting the hermit every now and then to request, again, that the hermit share his knowledge. The hermit refused every time. &lt;br /&gt;
&lt;br /&gt;
One day, though, the hermit was in a morose mood. He had spent two weeks on a hickory pipe that just didn't have the gleaming texture he wanted! The handle didn't fit naturally between one's fingers and the bole was just too thin. This had never happened to the hermit, and he decided to wander around the market square to get his mind off his work.&lt;br /&gt;
&lt;br /&gt;
He made his way through the market stalls and the merchant shops, not really looking at anything but simply dangling the offending pipe between his fingers. The hermit stopped then and inclined his head. He couldn't hear the ringing of the hammer on the anvil at the smithy, nor the sawing at the local forester... and looked around a bit more. &lt;br /&gt;
&lt;br /&gt;
There was almost no one in sight! The village stood empty, with nary a person to contribute to the business of the day. The hermit started shuffling towards the hall of Elders but stopped as he heard a voice from the direction of the main gates.&lt;br /&gt;
&lt;br /&gt;
It was when he arrived at the main gates of the village that he saw something strange. Fegall was sitting on the grass outside the village, surrounded by almost all of the villagers! The hermit hurried to join the crowd, and upon arriving, Fegall looked up at him and smiled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, sir pipemaker! The people have something they wish to help you with.&amp;quot; The people turned around - and in each hand was one of the pipes the pipe maker had made throughout his long life in the cave. Each of them approached him and put down their pipe on the ground in front of the hermit. They then stood away as the hermit gazed lovingly to the pile of pipes laid out before him.&lt;br /&gt;
&lt;br /&gt;
Fegall walked over to the hermit and put his hand on the hermit's shoulder, &amp;quot;Now that the people share their pipes with you, can you not compare them and find the best design for the one you're holding?&amp;quot; The hermit blinked down at the pipes, and then back at Fegall. &amp;quot;My...I guess what you say makes sense! I never should have thought to improve without having something to improve on!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Fegall left the village that evening with the same broken pipe the hermit had made, and continued on his journey through the realms.''&lt;br /&gt;
&lt;br /&gt;
[[PCs:Gurky_Bogglewig|Gurky Bogglewig]]&lt;br /&gt;
[[Category:Stories]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Fegall%27s_Fingers_:_The_Greedy_Git&amp;diff=52876</id>
		<title>Fegall's Fingers : The Greedy Git</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Fegall%27s_Fingers_:_The_Greedy_Git&amp;diff=52876"/>
		<updated>2023-06-06T05:36:41Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Fixed up grammar and spelling mistakes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;+2&amp;quot;&amp;gt;''Fegall's Fingers: The Greedy Git''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Translation into the Proper Common by ganoomkin [[PCs:Plitz Haubenschnaupf|Plitz]] of the Haubenschnaupfen.''&lt;br /&gt;
&lt;br /&gt;
...and so [[Fegall]] came upon a traveling caravan group. The group had a young leader, a human with fiery hair - and fiery humor! Fegall offered to help the caravan in mending their general crockery and tents, but the leader was not happy! He roared: &amp;quot;How can those fingers, not nearly as long and strong as those of us humans, be of any help to us?&amp;quot; One of the leader's wives, though, was filled with much Wisdom. She went to her husband after Fegall had left, and implored that he ask the dwarf for his assistance. The husband snorted as he held her in their bed. &amp;quot;But why! As I said, his fingers are puny and seem wrinkled!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My husband&amp;quot;, the woman chortled. &amp;quot;Did you not see him idly playing with your boot while we were talking?&amp;quot; She got out of bed and walked to their chest. &amp;quot;I saved it here for you to see.&amp;quot; For lo! The boot shone like a sapphire, and it was hard as steel. The leader placed the boot on his foot, and found it quite sturdy! &amp;quot;We must find him, now!&amp;quot;, he shouted. The leader rounded up his best scouts and bade them search the area around the caravans. &amp;quot;Do not let that dwarf leave!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
He smirked at himself. &amp;quot;If I can force him to strengthen our weapons as he can do my boots...we won't need to gather to survive! We would be able to take what we want!&amp;quot; The scouts found Fegall as he was wandering through a rocky gully. They threatened him with many utterings of &amp;quot;follow us back, or else...!&amp;quot; He shrugged and did so. Returning to the camp, the leader bade Fegall to do with their weapons what he did with his shoe. Fegall exclaimed: &amp;quot;Why, I'll give your weapons the hardness of diamonds! After all, a Gift Made by the Hands is a great sign of Friendship.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The leader was pleased. Now they wouldn't be treated like peasant wanderers by city folk! They escorted Fegall to the weapons tent and posted many guards around it. Throughout the night, sounds of hammering and hissing could be heard from the tent. The next morning, the leader checked in on the tent. The guards had been switched many times that night, to be sure that the dwarf would not sneak away. As he opened the tent flap, he gasped. Standing there, all their weapons were gleaming like diamonds! Blades, mace heads, and arrowheads all glistened like oiled leather.&lt;br /&gt;
&lt;br /&gt;
However... Fegall was nary to be seen! &amp;quot;Oh well, at least the rascal left us with these fine weapons!&amp;quot;, the leader smiled at himself. Against his wife's protests, he organized a raid on a nearby village. They would strike at the break of dawn, and surprise the villagers.&lt;br /&gt;
&lt;br /&gt;
Just before daybreak, the leader and twenty of his men waited outside the village. He was impatient to attack, and as he saw the sun starting to rise, he bellowed: &amp;quot;Take them, men!&amp;quot; But lo, and Witness this Learning! In the middle of the village square stood Fegall. He pointed a Finger at them and shouted in a deep voice:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You would use these Gifts to Take from others, and not Make your own? A shame on these Gifts I bestowed upon you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun broke out fully, then, and the weapons shone - nay, they burned brighter than the fires of the Heavens! The leader and his men were blinded! They threw down their weapons and clutched at their useless faces. A rugged cheer broke out from the now-aware villagers, and they chased the leader and his men out. The dropped weapons were then gathered by the villagers and used to ever defend themselves against those who would Take, and their smithy became known throughout the area for its Weapons of Excellent Design. For the villagers knew that a Gift should be used to Further Making, and not to Assist Taking or Breaking!&lt;br /&gt;
&lt;br /&gt;
[[PCs:Gurky_Bogglewig|Gurky Bogglewig]]&lt;br /&gt;
[[Category:Stories]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Fegall_and_The_Stupid_Tyeduns&amp;diff=52875</id>
		<title>Fegall and The Stupid Tyeduns</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Fegall_and_The_Stupid_Tyeduns&amp;diff=52875"/>
		<updated>2023-06-06T05:33:53Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Sarmanos moved page Fegall and The Stupid Tyeduns to Fegall and the Stupid Tyeduans: Typo and grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fegall and the Stupid Tyeduans]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Fegall_and_the_Stupid_Tyeduans&amp;diff=52874</id>
		<title>Fegall and the Stupid Tyeduans</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Fegall_and_the_Stupid_Tyeduans&amp;diff=52874"/>
		<updated>2023-06-06T05:33:53Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Sarmanos moved page Fegall and The Stupid Tyeduns to Fegall and the Stupid Tyeduans: Typo and grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''by [[PCs:Findail Silaureth|Findail]]''&lt;br /&gt;
&lt;br /&gt;
[[Image:Finpg07.jpg|right|200px]]&lt;br /&gt;
[[Image:Finpg08.jpg|right|200px]]&lt;br /&gt;
&lt;br /&gt;
In ages past, Fegall traveled to the frozen plains of Tyedu, to study the making of quality fur garments. While there, he gathered many students to himself, the better to study and develop quality hats, and fur-trimmed vestments. They were happy students, and generally well behaved as well. Until one day, the evil Chief Bungnwar Dripnose came to Fegall's camp and proclaimed: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bwa ha ha ha ha! Foolish weaklings! What use has a Tyedun of quality fur mittens? I'm going to hassle you with this disgusting thing I found until you return to the wilds like true northmen.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
And the students cried like the silly people they were. But Fegall stepped forward and said: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall save all of you by kicking that thing into a valley, for I will not touch it.&amp;quot; And Fegall saved his students, and Chief Dripnose went away. Fegall rightly expected some praise for his bravery. But instead he received mockery. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh huh huh. You used your foot, little man. Were your hands to small to grasp the disgusting thing? Huh huh huh.&amp;quot; said the very stupid students. Fegall was very tolerant, and put up with the students' pathetic immaturity. But one day Chief Dripnose came back. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bwa ha ha ha ha ha! I've got a really disgusting thing to annoy you with THIS time,&amp;quot; he said. And the students cried and wept, and said: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please help us, Fegall! Please!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
But Fegall did not wish more mockery. So he said: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you had made the quality goat-fur gloves I taught you the secret of, you'd be able to throw that thing away yourselves without dirtying your hands. But your hands are all too large to fit in MY pair of gloves, so you're screwed,&amp;quot; and went into his library. The students begged for mercy, but Fegall was too busy studying a new stitching pattern for quality fur-lined boots to bother aiding them. So Chief Dripnose wrapped them up in the disgusting thing and took them away. And as far as anyone knows, they're still there.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stories|Fegall and the Stupid Tyeduans]]&lt;br /&gt;
[[Category:Findail's Journal|Fegall and the Stupid Tyeduans]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=52688</id>
		<title>PCs:Archibald Skybreaker</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=52688"/>
		<updated>2023-05-10T06:03:50Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC}}&lt;br /&gt;
{{PCStyle1|PCBackground=cyan&lt;br /&gt;
|Portrait=Archibaldport.jpg&lt;br /&gt;
|Name=Archibald Skybreaker&lt;br /&gt;
|Race=[[Avariel]]&lt;br /&gt;
|Sex=Male&lt;br /&gt;
|Class=[[Wizard]]&lt;br /&gt;
|Guild= [[Guild:AKN|The Guild for Advancement of Knowledge in Nature]], [[Guild:Reverdie|Academy of the Bardic Arts]]&lt;br /&gt;
|Server=Wilderness&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=5086&lt;br /&gt;
|BottomImage=Allheralds5jx.png&lt;br /&gt;
}}&lt;br /&gt;
[[Category:PCs ]]&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
===Personality: 2004-Mid 2009===&lt;br /&gt;
&lt;br /&gt;
For most of his years, Archibald was generally viewed as a crazy obsessive-compulsive mage with tons of ideas and unique but bad solutions to problems. In general, he was actually somewhat nice to people though never close enough to anyone to call them a friend. He was prone to fits of rage whenever he felt he was being mocked and insulted by others and often responded poorly to this. He rarely thought through the consequences of his actions as well many times to the detriment of himself or those around him. In most situations, he acted overly confident to a point of foolishness as well. Even though it took ages for it to happen, something finally gave that caused all of this to change...&lt;br /&gt;
&lt;br /&gt;
===Present Day Personality===&lt;br /&gt;
&lt;br /&gt;
These days Archibald is no longer considered mad or insane by many. He tends towards being a kind man, though very fiercely protective of that which he cares about, especially his friends. His creativity while somewhat diminished by his now stable mind tends to be put to better use as well and he can see both simple and complex solutions to problems that many don't and he can immediately act upon them or offer ideas to others. He is a remarkably good listener and very helpful and wise in concern to the issues of others thanks to the great variety of different experiences and things he has gone through over the years. However, he does tend to make friends with women more easily and seems to be a natural at helping them with their problems. Despite his occasional lack of tact, he does remarkably well at being a charming gentleman, a trickster and joker, and just showing a boastful air of confidence for the sake of it for unknown reasons. He tends to approach most situations confidently, though he is more than aware of his own limits and knows when it's best to admit to them, yet also knows when taking a risk is the best possible approach.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
Removed until it can be updated.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Archibald Skybreaker]]&lt;br /&gt;
[[Category:T'NanshiPCs|Archibald Skybreaker]]&lt;br /&gt;
[[Category:Transmutant|Archibald Skybreaker]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=52687</id>
		<title>PCs:Archibald Skybreaker</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=52687"/>
		<updated>2023-05-10T06:02:04Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC}}&lt;br /&gt;
{{PCStyle1|PCBackground=purple&lt;br /&gt;
|Portrait=Archibaldport.jpg&lt;br /&gt;
|Name=Archibald Skybreaker&lt;br /&gt;
|Race=[[Avariel]]&lt;br /&gt;
|Sex=Male&lt;br /&gt;
|Class=[[Wizard]]&lt;br /&gt;
|Guild= [[Guild:AKN|The Guild for Advancement of Knowledge in Nature]], [[Guild:Reverdie|Academy of the Bardic Arts]]&lt;br /&gt;
|Server=Wilderness&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=5086&lt;br /&gt;
|BottomImage=Allheralds5jx.png&lt;br /&gt;
}}&lt;br /&gt;
[[Category:PCs ]]&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
===Personality: 2004-Mid 2009===&lt;br /&gt;
&lt;br /&gt;
For most of his years, Archibald was generally viewed as a crazy obsessive-compulsive mage with tons of ideas and unique but bad solutions to problems. In general, he was actually somewhat nice to people though never close enough to anyone to call them a friend. He was prone to fits of rage whenever he felt he was being mocked and insulted by others and often responded poorly to this. He rarely thought through the consequences of his actions as well many times to the detriment of himself or those around him. In most situations, he acted overly confident to a point of foolishness as well. Even though it took ages for it to happen, something finally gave that caused all of this to change...&lt;br /&gt;
&lt;br /&gt;
===Present Day Personality===&lt;br /&gt;
&lt;br /&gt;
These days Archibald is no longer considered mad or insane by many. He tends towards being a kind man, though very fiercely protective of that which he cares about, especially his friends. His creativity while somewhat diminished by his now stable mind tends to be put to better use as well and he can see both simple and complex solutions to problems that many don't and he can immediately act upon them or offer ideas to others. He is a remarkably good listener and very helpful and wise in concern to the issues of others thanks to the great variety of different experiences and things he has gone through over the years. However, he does tend to make friends with women more easily and seems to be a natural at helping them with their problems. Despite his occasional lack of tact, he does remarkably well at being a charming gentleman, a trickster and joker, and just showing a boastful air of confidence for the sake of it for unknown reasons. He tends to approach most situations confidently, though he is more than aware of his own limits and knows when it's best to admit to them, yet also knows when taking a risk is the best possible approach.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
Removed until it can be updated.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Archibald Skybreaker]]&lt;br /&gt;
[[Category:T'NanshiPCs|Archibald Skybreaker]]&lt;br /&gt;
[[Category:Transmutant|Archibald Skybreaker]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Archibaldport.jpg&amp;diff=52686</id>
		<title>File:Archibaldport.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Archibaldport.jpg&amp;diff=52686"/>
		<updated>2023-05-10T05:59:23Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Sarmanos uploaded a new version of File:Archibaldport.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Guild:GreenOrder&amp;diff=52685</id>
		<title>Guild:GreenOrder</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Guild:GreenOrder&amp;diff=52685"/>
		<updated>2023-05-10T05:48:31Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- bgcolor=white&lt;br /&gt;
| align=center |&lt;br /&gt;
&amp;lt;font size=&amp;quot;+2&amp;quot;&amp;gt;'''Green Order of the Forest'''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;'''''Sedera Yerak'Le'Yeritath'''''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| rowspan=2 valign=top |&lt;br /&gt;
{{MageOrders}}&lt;br /&gt;
[[Image:Treant-thumb.jpg|frame|right|Green With Treant]]&lt;br /&gt;
[[Image:Woods1-thumb.jpg|frame|right|Green in the Woods]]&lt;br /&gt;
[[Image:Spelunking-thumb.jpg|frame|right|Greens going Caving]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%; margin-left: 1em; margin-bottom: 0.5em; border: #8888aa solid 1px; padding: 5px; background: #99CC99; &amp;quot;&lt;br /&gt;
|&lt;br /&gt;
'''Base:''' Technically [[Le'Or T'Nanshi|Le'Or T'Nanshi]], but that isn't really strict.&lt;br /&gt;
&lt;br /&gt;
'''Philosophy:''' Liberty, Compassion, Freedom as cited in the HMC approved book [[Green_Order_of_the_Forest|The Green Order of the Forest]]&lt;br /&gt;
&lt;br /&gt;
'''Purpose:''' One of the mage orders of Avlis. The Green Order handles many [[Arcane]] issues relating to Nature, [[T'Nanshi]] and Forests in general. We are not, however completely seated in the forest. There are others that share our beliefs, even if bereft of trees and soforth, and the Green Order supports them as well...&lt;br /&gt;
&lt;br /&gt;
'''Contact:''' Any Green Order Mage is as good as the other, due to the lack of any real organisational structure in regards to recruitment. However, the following are good contact points.&lt;br /&gt;
===Archmage===&lt;br /&gt;
* Archamge: Ezarie Naen &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Mages===&lt;br /&gt;
* Great Mage of Relations: Deostori&lt;br /&gt;
* Great Mage of Internal Affairs: Tanaes Orath Great Mage of Internal Affairs &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Great Mage of Arms: &lt;br /&gt;
&lt;br /&gt;
===Senior Mages===&lt;br /&gt;
* Senior Mage of [[M%27Chek|M'Chek]]: [[PCs:Nawen_Amakiir|Ammika Beign]] &lt;br /&gt;
* Senior Mage of [[Nor%27Seere|Nor'Seere]]: Thienna Skybreaker&lt;br /&gt;
* Senior Mage of [[Red_Gate|Redgate]]: Xander Goliak &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Senior Mage of [[Zvidureth]]: &lt;br /&gt;
&lt;br /&gt;
===High Mage Council Members===&lt;br /&gt;
* Ezarie Naen &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[PCs:Nawen_Amakiir|Ammika Beign]] &lt;br /&gt;
===Other Positions and Members===&lt;br /&gt;
* Liason to [[Blandenberg Protectorate|Blandenberg]] [[PCs:Catrionae Dy'nei|Catrionae Raykeeshen]] [http://www.avlis.org/memberlist.php?mode=viewprofile&amp;amp;u=16335 PM] &lt;br /&gt;
* Evy and Tond (Virtually Unlimited Explorers in Arcane Research) &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Ariana&lt;br /&gt;
* Berruffi Hopen&lt;br /&gt;
* [[PCs:Helenah Trisphenae|Helenah Trisphenae]] [http://www.avlis.org/memberlist.php?mode=viewprofile&amp;amp;u=16167 PM]&lt;br /&gt;
*Pandora &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*Sana of the White Rapids &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Advanced Mage Specializations (AMS)===&lt;br /&gt;
====Aeromancer====&lt;br /&gt;
* Ammika Beign (3rd Rank)&lt;br /&gt;
* Deostori (Teacher Rank)&lt;br /&gt;
&lt;br /&gt;
====Fatespinner====&lt;br /&gt;
* Ariana (2nd Rank)&lt;br /&gt;
* Ayslynne (2nd Rank)&lt;br /&gt;
* Catrionae Dy'nei (3rd Rank)&lt;br /&gt;
* Thienna Skybreaker (Teacher Rank)&lt;br /&gt;
&lt;br /&gt;
====White Necromancer====&lt;br /&gt;
* Beruffi Hoppen (1st Rank)&lt;br /&gt;
* Arcadia Dias (3rd Rank)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Synopsis of the Green Order ==&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:justify;&amp;quot; |&lt;br /&gt;
''A tree grows...''&lt;br /&gt;
&lt;br /&gt;
''Twisted and contorted by the forces of nature, its adaptability ensures strong, proud growth and is that which shapes its outer beauty. The Green Order of the Forest holds firm to the belief that, like the tree, life is fluid and unpredictable, each new day presenting us with a unique set of circumstances in which yesterday's decisions bear little merit for today's judgments. For these reasons, Green Mages let the very goodness within their own hearts guide their actions and decisions. Their approach to magic and its use is spontaneous yet never reckless, for above all else their arcane gift is seen as a blessing to be used appropriately for the greater good of all creatures and they tread the path to righteousness even if its course appears unseemly to others. They are a discrete group, for their methods may at times be misunderstood and even frowned upon by their peers, but the well-being of the world and protection of all that is good is their only focus, to be achieved by whatever means necessary.''&lt;br /&gt;
&lt;br /&gt;
''Little regard is given to rank and organization within the order, for each member is respected as an individual of equal value, whose talents should be allowed to bloom to their fullest potential, nurtured, not stifled by imposed formalities. What loose structure does exist within the order is only as is required by the Order's place within the larger mage society. Any positions seemingly official are somewhat unofficial for those within the order itself. Such positions are seen as necessary impositions gracefully undertaken by those appointed. They are never aspired to and only rarely recognized, especially by those that hold them. However, these 'positions' are awarded as a mark of respect and faith in those chosen to be most fitted to serving.''&lt;br /&gt;
&lt;br /&gt;
''The beliefs of the order are akin to the teachings of Dru'El and so it is often noted that membership is rich in both his faithful and [[Elf|Elves]] alike, but in no way is it restricted to such. Through their willingness to help others and their like-minded free and easy nature, the Green Order of the Forest has become a close family and as well as a tight-knit force.''&lt;br /&gt;
&lt;br /&gt;
''[[Dru'El]] v'[[Andrinor]] Berath Lenu.''''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Choosing a mage order is a long and important process for a mage &amp;amp;mdash; take your time, speak to members of every order you can find, and make your decision from there.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage Orders|GreenOrder]]&lt;br /&gt;
[[Category:Guilds|GreenOrder]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Guild:GreenOrder&amp;diff=52684</id>
		<title>Guild:GreenOrder</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Guild:GreenOrder&amp;diff=52684"/>
		<updated>2023-05-10T05:47:37Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- bgcolor=white&lt;br /&gt;
| align=center |&lt;br /&gt;
&amp;lt;font size=&amp;quot;+2&amp;quot;&amp;gt;'''Green Order of the Forest'''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;'''''Sedera Yerak'Le'Yeritath'''''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| rowspan=2 valign=top |&lt;br /&gt;
{{MageOrders}}&lt;br /&gt;
[[Image:Treant-thumb.jpg|frame|right|Green With Treant]]&lt;br /&gt;
[[Image:Woods1-thumb.jpg|frame|right|Green in the Woods]]&lt;br /&gt;
[[Image:Spelunking-thumb.jpg|frame|right|Greens going Caving]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%; margin-left: 1em; margin-bottom: 0.5em; border: #8888aa solid 1px; padding: 5px; background: #99CC99; &amp;quot;&lt;br /&gt;
|&lt;br /&gt;
'''Base:''' Technically [[Le'Or T'Nanshi|Le'Or T'Nanshi]], but that isn't really strict.&lt;br /&gt;
&lt;br /&gt;
'''Philosophy:''' Liberty, Compassion, Freedom as cited in the HMC approved book [[Green_Order_of_the_Forest|The Green Order of the Forest]]&lt;br /&gt;
&lt;br /&gt;
'''Purpose:''' One of the mage orders of Avlis. The Green Order handles many [[Arcane]] issues relating to Nature, [[T'Nanshi]] and Forests in general. We are not, however completely seated in the forest. There are others that share our beliefs, even if bereft of trees and soforth, and the Green Order supports them as well...&lt;br /&gt;
&lt;br /&gt;
'''Contact:''' Any Green Order Mage is as good as the other, due to the lack of any real organisational structure in regards to recruitment. However, the following are good contact points.&lt;br /&gt;
===Archmage===&lt;br /&gt;
* Archamge: Ezarie Naen &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Mages===&lt;br /&gt;
* Great Mage of Relations: Deostori&lt;br /&gt;
* Great Mage of Internal Affairs: Tanaes Orath Great Mage of Internal Affairs &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Great Mage of Arms: [[PCs:Archibald_Thel|Archibald Thel]]&lt;br /&gt;
&lt;br /&gt;
===Senior Mages===&lt;br /&gt;
* Senior Mage of [[M%27Chek|M'Chek]]: [[PCs:Nawen_Amakiir|Ammika Beign]] &lt;br /&gt;
* Senior Mage of [[Nor%27Seere|Nor'Seere]]: Thienna Thel&lt;br /&gt;
* Senior Mage of [[Red_Gate|Redgate]]: Xander Goliak &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Senior Mage of [[Zvidureth]]: [[PCs:Archibald_Thel|Archibald Thel]]&lt;br /&gt;
&lt;br /&gt;
===High Mage Council Members===&lt;br /&gt;
* Ezarie Naen &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[PCs:Nawen_Amakiir|Ammika Beign]] &lt;br /&gt;
===Other Positions and Members===&lt;br /&gt;
* Liason to [[Blandenberg Protectorate|Blandenberg]] [[PCs:Catrionae Dy'nei|Catrionae Raykeeshen]] [http://www.avlis.org/memberlist.php?mode=viewprofile&amp;amp;u=16335 PM] &lt;br /&gt;
* Evy and Tond (Virtually Unlimited Explorers in Arcane Research) &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Ariana&lt;br /&gt;
* Berruffi Hopen&lt;br /&gt;
* [[PCs:Helenah Trisphenae|Helenah Trisphenae]] [http://www.avlis.org/memberlist.php?mode=viewprofile&amp;amp;u=16167 PM]&lt;br /&gt;
*Pandora &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*Sana of the White Rapids &amp;lt;sup&amp;gt;[[NPCs]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Advanced Mage Specializations (AMS)===&lt;br /&gt;
====Aeromancer====&lt;br /&gt;
* Ammika Beign (3rd Rank)&lt;br /&gt;
* Deostori (Teacher Rank)&lt;br /&gt;
&lt;br /&gt;
====Fatespinner====&lt;br /&gt;
* Ariana (2nd Rank)&lt;br /&gt;
* Ayslynne (2nd Rank)&lt;br /&gt;
* Catrionae Dy'nei (3rd Rank)&lt;br /&gt;
* Thienna Relimion (Teacher Rank)&lt;br /&gt;
&lt;br /&gt;
====White Necromancer====&lt;br /&gt;
* Beruffi Hoppen (1st Rank)&lt;br /&gt;
* Arcadia Dias (3rd Rank)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Synopsis of the Green Order ==&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:justify;&amp;quot; |&lt;br /&gt;
''A tree grows...''&lt;br /&gt;
&lt;br /&gt;
''Twisted and contorted by the forces of nature, its adaptability ensures strong, proud growth and is that which shapes its outer beauty. The Green Order of the Forest holds firm to the belief that, like the tree, life is fluid and unpredictable, each new day presenting us with a unique set of circumstances in which yesterday's decisions bear little merit for today's judgments. For these reasons, Green Mages let the very goodness within their own hearts guide their actions and decisions. Their approach to magic and its use is spontaneous yet never reckless, for above all else their arcane gift is seen as a blessing to be used appropriately for the greater good of all creatures and they tread the path to righteousness even if its course appears unseemly to others. They are a discrete group, for their methods may at times be misunderstood and even frowned upon by their peers, but the well-being of the world and protection of all that is good is their only focus, to be achieved by whatever means necessary.''&lt;br /&gt;
&lt;br /&gt;
''Little regard is given to rank and organization within the order, for each member is respected as an individual of equal value, whose talents should be allowed to bloom to their fullest potential, nurtured, not stifled by imposed formalities. What loose structure does exist within the order is only as is required by the Order's place within the larger mage society. Any positions seemingly official are somewhat unofficial for those within the order itself. Such positions are seen as necessary impositions gracefully undertaken by those appointed. They are never aspired to and only rarely recognized, especially by those that hold them. However, these 'positions' are awarded as a mark of respect and faith in those chosen to be most fitted to serving.''&lt;br /&gt;
&lt;br /&gt;
''The beliefs of the order are akin to the teachings of Dru'El and so it is often noted that membership is rich in both his faithful and [[Elf|Elves]] alike, but in no way is it restricted to such. Through their willingness to help others and their like-minded free and easy nature, the Green Order of the Forest has become a close family and as well as a tight-knit force.''&lt;br /&gt;
&lt;br /&gt;
''[[Dru'El]] v'[[Andrinor]] Berath Lenu.''''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Choosing a mage order is a long and important process for a mage &amp;amp;mdash; take your time, speak to members of every order you can find, and make your decision from there.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage Orders|GreenOrder]]&lt;br /&gt;
[[Category:Guilds|GreenOrder]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Category:Guilds&amp;diff=52683</id>
		<title>Category:Guilds</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Category:Guilds&amp;diff=52683"/>
		<updated>2023-05-10T05:46:15Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Removed &amp;quot;if I ever write a sourcebook for Avlis&amp;quot; blurb because one did get written and cleaned up some grammar and spelling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildsHeader}}&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The word &amp;quot;guild&amp;quot; here is actually a misnomer. Guilds in Avlis refer to organizations run by players. While some indeed are crafting and trading guilds focused on certain skills like alchemy or blacksmithing, others are religious groups, druid circles, monk enclaves, or just groups of people with similar interests (see: a breakdown of guilds [[Guilds:by_type|based on their purpose]]). Guilds are a great place to meet PCs who have interests in common with your PC. They are also good places to find other PCs to adventure with or gain support from.&lt;br /&gt;
&lt;br /&gt;
While a DM sponsor is necessary when a guild is initially formed, after that, the organization is wholly run by players. Guilds get their own private forum in the Avlis forums to discuss guild matters. They also get guild tokens, items they can wear that identify them as members of that guild. Some guilds even have their own uniforms and magic items.&lt;br /&gt;
&lt;br /&gt;
To join a guild it is best to ask around about that guild in-game by speaking with PCs. If you are unable to find a member of that guild online (perhaps due to time zone differences), then it is acceptable to send a PM to the moderator of the guild's forum.&lt;br /&gt;
&lt;br /&gt;
== Guild Types ==&lt;br /&gt;
&lt;br /&gt;
There are '''TWO''' kinds of guilds on Avlis: One kind created by players, and one kind created by the people who made Avlis.&lt;br /&gt;
&lt;br /&gt;
These differences are very practical, and you should keep them in mind.&lt;br /&gt;
&lt;br /&gt;
=== Guild Type 1: Player-Made Guild ===&lt;br /&gt;
&lt;br /&gt;
 Note: As of the 2020s, active Type 1 Avlis guilds are often '''Type 1.5''', which incorporates one or more [[:Category:NPCs|NPCs]].&lt;br /&gt;
&lt;br /&gt;
Examples of this are [[Guild:AAAA|AAAA]], [[Guild:AKN|AKN]], [[Guild:ANRA|ANRA]], Order of --Insert Here--.&lt;br /&gt;
&lt;br /&gt;
Players conceived of and made these guilds. They thought them up, and they proposed them to DM's. The process then began for them to become manifest on the server.&lt;br /&gt;
&lt;br /&gt;
ICly, the members of these guilds are only Players ([[Economy|NPC merchants]] don't count). So if Order of --Insert Here-- has 6 PCs, then ICly, the ENTIRE Order has 6 people in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guild Type 2: Built-In Avlis Guild ===&lt;br /&gt;
&lt;br /&gt;
Examples of this are armies, --Insert City-- guard, [[Guild:Raven|Raven]], [[Guild:ShadowDirks|Shadow Dirks]], Church of --Insert God name--, Government of --Insert country/city--, and the [[Arcane#Andrinor's_Trust|Trust Orders]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Guild&amp;quot; is actually a bad name for these groups. They are not guilds. Guilds are groups that players use to get together socially and fulfill some common goal they have among themselves. These groups don't do that. These groups are an integral part of Avlis' religious, social, government, and magical structure. They are VERY different from typical guilds.&lt;br /&gt;
&lt;br /&gt;
For example, someone who is a high cleric of a church in an area is not just in control of 6 or 8 clerics played by PCs, they are in control of hundreds or thousands of followers of their god in their area, few of which are actually represented by NPCs.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Own Player Run Guild ==&lt;br /&gt;
&lt;br /&gt;
There are some criteria that your guild must match before getting official guild status on Avlis:&lt;br /&gt;
&lt;br /&gt;
# Your guild must fit in with the existing background of Avlis (this is the most important one).&lt;br /&gt;
# Your guild must have a serious group of players that are active enough to support its continued existence. Somewhere in the region of 8 to 10 characters that are on regularly is what you should aim for at the least.&lt;br /&gt;
# You need a DM sponsor. One of the DMs must agree to help you get organized as a guild and he will be there for the guild to ask the questions from.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
# The right to guild items&lt;br /&gt;
#* 1000 GP toolset value for normal members&lt;br /&gt;
#* 2000 GP toolset value for officers&lt;br /&gt;
#* 5000 GP toolset value for leaders&lt;br /&gt;
# The right to a separate private discussion forum&lt;br /&gt;
# The right to build a guild house somewhere (you still have to pay for it, but there are some things that are allowed for guild houses that we wouldn't even consider in a regular PC house).&lt;br /&gt;
# You have a DM that guides your guild at least in OOC matters.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=34450 Avlis forum source material (consolidated)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]]&lt;br /&gt;
[[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]]&lt;br /&gt;
[[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]]&lt;br /&gt;
[[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]]&lt;br /&gt;
[[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]]&lt;br /&gt;
[[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]]&lt;br /&gt;
[[#Y|Y]] [[#Z|Z]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Gorethar&amp;diff=52665</id>
		<title>Gorethar</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Gorethar&amp;diff=52665"/>
		<updated>2023-04-17T05:51:45Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Gorethar.jpg|150px|right]]&lt;br /&gt;
&lt;br /&gt;
{{DeityInfoBlock&lt;br /&gt;
|Symbol= Crossed sword and hammer&lt;br /&gt;
|Colors= Silver&lt;br /&gt;
|Alignment= [[Alignment#Lawful_Good|Lawful Good]]&lt;br /&gt;
|WorshippersAlignment= Lawful Good&lt;br /&gt;
|AreaOfControl= [[Dwarf|Dwarves]], Craftsmen, Warriors of Goodness&lt;br /&gt;
|ClericalDomains= [[Magic:Level#Earth|Earth]], [[Magic:Level#Good|Good]], [[Magic:Level#Magic|Magic]], [[Magic:Level#Protection|Protection]], [[Magic:Level#War|War]]&lt;br /&gt;
}}&lt;br /&gt;
* '''Center of Worship''': [[Galdos]]&lt;br /&gt;
* '''Religious Orders:''' [[Guild:OrderofGorethar|The Order of Gorethar]]&lt;br /&gt;
* '''Holy Warrior:''' [[Paladin]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [http://www.avlis.org/portal.php?getpage=gorethar More information on Gorethar] This link doesn't work as of 2008-08-21 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The world is constantly beset by forces of good, evil, law, and chaos. These factors are very black and white. Something is either good, bad, orderly or chaotic. All who follow '''Gorethar''' are born into this world with the important job of making sure the pull towards goodness and law is the most dominant one. When the nine warriors discovered the Eternal spark, which ultimately changed them into the Gods we recognize today, The warrior Gorethar was the only one who thought that the Spark should not be used by anyone because its power would most likely corrupt anyone who used it. The first sentence above, explains the ethos, that is the devout follower of Gorethar. &lt;br /&gt;
&lt;br /&gt;
At the end of the Age of Gods, the newly created gods decided to consult other gods that were in keeping with their outlook for advice on the creation of their followers.... Gorethar enlisted the aid of [[Clangeddin Silverbeard|Clangeddin]] the Dwarven god. Clangeddin told him that he should never fall prey to the imperfect ideals of others, and that he should create a race that will spread goodness and work hard, regardless of what the other gods and races would do. Taking this point further, Clangeddin went on to state that dwarves suited Gorethar's character the best, since they were so hardworking. He insured Gorethar that Dwarves would work hard to spread goodness throughout the planet in an effort to make it a better place. So, taking Clangeddin's advice, Gorethar created dwarves in the same way he suggested. To show his gratitude and satisfaction with his new race, Gorethar allowed Clangeddin to teach the Dwarven people craftsmanship, and to have a few priests of his own on Avlis. So, being the first race to walk Avlis, the dwarves quickly got started on improving their living conditions and philosophy before anyone else. They also spread out over a pretty sizable chunk of land. &lt;br /&gt;
&lt;br /&gt;
Gorethar was also the first of the nine to create a holy warrior, the Paladin. Paladins were the very first holy warriors ever to appear on Avlis. They are almost as ancient as the Church of Gorethar itself. &lt;br /&gt;
&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;|&lt;br /&gt;
|''Out Of Character Information'' &lt;br /&gt;
Paladins shall be covered in greater depth in a different document, however it should be noted here that ALL Paladins worship Gorethar, they belong to him and no other church. All of the nine major gods have their own holy warrior, the Paladin is the only one that is not a prestige class, all of the others will require DM intervention, in the form of a quest or other in game manner, to become one. The Paladin is the exception, you can select it during character creation.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Gorethar is the creator and patron god of the Dwarves, he also has an affinity for warriors that fight to eliminate evil. His warriors are staunch in their beliefs that evil must be destroyed at all costs. When it comes to being good, Gorethar has no preferences or cares for the race of his worshipper. He is as kind and fair to his [[Human|human]] paladin followers as he is to his Dwarven and [[Shaahesk|lizard man]] followers. All races are found in his service, though Dwarves are the largest in number. &lt;br /&gt;
&lt;br /&gt;
Followers of Gorethar believe that it's possible to have a society where everyone obeys the laws and everyone is happy, but remember, they also understand the &amp;quot;spirit&amp;quot; of the law. If a law is obviously going to hurt an innocent by carrying it out, they will make an exception. However, if you are not innocent and you broke the law, you deserve punishment accordingly. They are not as rigid as a LN society, but they can still be rigid in certain cases. &lt;br /&gt;
&lt;br /&gt;
When one's deeds lead towards good and order for other people in addition to the one doing the deed, the forces of good and law are said to get a leg up on their opposites. By aligning your own beliefs and psyche with these forces of good and order, you will become an enlightened being who is able to see the will of Gorethar in the world. &lt;br /&gt;
&lt;br /&gt;
Goodness and order take work! Gluttony and laziness are the bane of Gorethar and anyone who follows him. The forces that are constantly pulling at the world must be constantly countered. This is the path chosen by the devout of Gorethar. The hope of all who worship Gorethar:is that each person who is helped and enlightened may help an enlighten two others to bring about peace and tranquility for all.&lt;br /&gt;
&lt;br /&gt;
Crafting is one method by which order may be brought, and this is why Gorethar made the dwarves and gave them the love of crafting. Dwarves are always hard working, and they constantly move about to beautify the surroundings of their homeland. At the deep root of it, Gorethar watches over crafting and preaches it because it teaches discipline, and it shows how to make something out of nothing. This is a representation of bringing order from chaos, and is thus sacred. &lt;br /&gt;
&lt;br /&gt;
One should also not forget that Gorethar is a warrior first and foremost. Sometimes it is necessary to sacrifice a local peacetime to bring about goodness and order. When there is a fight to be had in support of these things, Gorethar is never far behind, and neither are his followers. Hate, mistrust, theft, murder, rape, plunder and destruction are always things that Gorethar will violently oppose. Mercy is to be had and quarter is to be given to those who surrender, however it is acceptable to make sure they are contained in the future.&lt;br /&gt;
&lt;br /&gt;
Gorethar has temples in [[Kuras]], [[Visimontium]], [[Ferrell]], [[Elysia]], [[Deglos]], and [[Mikona]].&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Gorethar&amp;diff=52664</id>
		<title>Gorethar</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Gorethar&amp;diff=52664"/>
		<updated>2023-04-17T05:49:20Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Gorethar.jpg|150px|right]]&lt;br /&gt;
&lt;br /&gt;
{{DeityInfoBlock&lt;br /&gt;
|Symbol= Crossed sword and hammer&lt;br /&gt;
|Colors= Silver&lt;br /&gt;
|Alignment= [[Alignment#Lawful_Good|Lawful Good]]&lt;br /&gt;
|WorshippersAlignment= Lawful Good&lt;br /&gt;
|AreaOfControl= [[Dwarf|Dwarves]], Craftsmen, Warriors of Goodness&lt;br /&gt;
|ClericalDomains= [[Magic:Level#Earth|Earth]], [[Magic:Level#Good|Good]], [[Magic:Level#Magic|Magic]], [[Magic:Level#Protection|Protection]], [[Magic:Level#War|War]]&lt;br /&gt;
}}&lt;br /&gt;
* '''Center of Worship''': [[Galdos]]&lt;br /&gt;
* '''Religious Orders:''' [[Guild:OrderofGorethar|The Order of Gorethar]]&lt;br /&gt;
* '''Holy Warrior:''' [[Paladin]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [http://www.avlis.org/portal.php?getpage=gorethar More information on Gorethar] This link doesn't work as of 2008-08-21 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The world is constantly beset by forces of good, evil, law, and chaos. These factors are very black and white. Something is either good, bad, orderly or chaotic. All who follow '''Gorethar''' are born into this world with the important job of making sure the pull towards goodness and law is the most dominant one. When the nine warriors discovered the Eternal spark, which ultimately changed them into the Gods we recognize today, The warrior Gorethar was the only one who thought that the Spark should not be used by anyone because its power would most likely corrupt anyone who used it. The first sentence above, explains the ethos, that is the devout follower of Gorethar. &lt;br /&gt;
&lt;br /&gt;
At the end of the Age of Gods, the newly created gods decided to consult other gods that were in keeping with their outlook for advice on the creation of their followers.... Gorethar enlisted the aid of [[Clangeddin Silverbeard|Clangeddin]] the Dwarven god. Clangeddin told him that he should never fall prey to the imperfect ideals of others, and that he should create a race that will spread goodness and work hard, regardless of what the other gods and races would do. Taking this point further, Clangeddin went on to state that dwarves suited Gorethar's character the best, since they were so hardworking. He insured Gorethar that Dwarves would work hard to spread goodness throughout the planet in an effort to make it a better place. So, taking Clangeddin's advice, Gorethar created dwarves in the same way he suggested. To show his gratitude and satisfaction with his new race, Gorethar allowed Clangeddin to teach the Dwarven people craftsmanship, and to have a few priests of his own on Avlis. So, being the first race to walk Avlis, the dwarves quickly got started on improving their living conditions and philosophy before anyone else. They also spread out over a pretty sizable chunk of land. &lt;br /&gt;
&lt;br /&gt;
Gorethar was also the first of the nine to create a holy warrior, the Paladin. Paladins were the very first holy warriors ever to appear on Avlis. They are almost as ancient as the Church of Gorethar itself. &lt;br /&gt;
&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;|&lt;br /&gt;
|''Out Of Character Information'' &lt;br /&gt;
Paladins shall be covered in greater depth in a different document, however it should be noted here that ALL Paladins worship Gorethar, they belong to him and no other church. All of the nine major gods have their own holy warrior, the Paladin is the only one that is not a prestige class, all of the others will require DM intervention, in the form of a quest or other in game manner, to become one. The Paladin is the exception, you can select it during character creation.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Gorethar is the creator and patron god of the Dwarves, he also has an affinity for warriors that fight to eliminate evil. His warriors are staunch in their beliefs that evil must be destroyed at all costs. When it comes to being good, Gorethar has no preferences or cares for the race of his worshipper. He is as kind and fair to his [[Human|human]] paladin followers as he is to his Dwarven and [[Shaahesk|lizard man]] followers. All races are found in his service, though Dwarves are the largest in number. &lt;br /&gt;
&lt;br /&gt;
Followers of Gorethar believe that it's possible to have a society where everyone obeys the laws and everyone is happy, but remember, they also understand the &amp;quot;spirit&amp;quot; of the law. If a law is obviously going to hurt an innocent by carrying it out, they will make an exception. However, if you are not innocent and you broke the law, you deserve punishment accordingly. They are not as rigid as a LN society, but they can still be rigid in certain cases. &lt;br /&gt;
&lt;br /&gt;
When one's deeds lead towards good and order for other people in addition to the one doing the deed, the forces of good and law are said to get a leg up on their opposites. By aligning your own beliefs and psyche with these forces of good and order, you will become an enlightened being who is able to see the will of Gorethar in the world. &lt;br /&gt;
&lt;br /&gt;
Goodness and order take work! Gluttony and laziness are the bane of Gorethar and anyone who follows him. The forces that are constantly pulling at the world must be constantly countered. This is the path chosen by the devout of Gorethar. The hope of all who worship Gorethar:is that each person who is helped and enlightened may help an enlighten two others to bring about peace and tranquility for all.&lt;br /&gt;
&lt;br /&gt;
Crafting is one method by which order may be brought, and this is why Gorethar made the dwarves and gave them the love of crafting. Dwarves are always hard working, and they constantly move about to beautify the surroundings of their homeland. At the deep root of it, Gorethar watches over crafting and preaches it because it teaches discipline, and it shows how to make something out of nothing. This is a representation of bringing order from chaos, and is thus sacred. &lt;br /&gt;
&lt;br /&gt;
One should also not forget that Gorethar is a warrior first and foremost. Sometimes it is necessary to sacrifice a local peacetime to bring about goodness and order. When there is a fight to be had in support of these things, Gorethar is never far behind, and neither are his followers. Hate, mistrust, theft, murder, rape, plunder and destruction are always things that Gorethar will violently oppose. Mercy is to be had and quarter is to be given to those who surrender, however it is acceptable to make sure they are contained in the future.&lt;br /&gt;
&lt;br /&gt;
Gorethar has temples in [[Kuras]], [[Visimontium]], [[Ferrell]], [[Elysia]], [[Deglos]] and [[Mikona]].&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Gorethar&amp;diff=52663</id>
		<title>Gorethar</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Gorethar&amp;diff=52663"/>
		<updated>2023-04-17T05:49:08Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: No Deglos mention for temples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Gorethar.jpg|150px|right]]&lt;br /&gt;
&lt;br /&gt;
{{DeityInfoBlock&lt;br /&gt;
|Symbol= Crossed sword and hammer&lt;br /&gt;
|Colors= Silver&lt;br /&gt;
|Alignment= [[Alignment#Lawful_Good|Lawful Good]]&lt;br /&gt;
|WorshippersAlignment= Lawful Good&lt;br /&gt;
|AreaOfControl= [[Dwarf|Dwarves]], Craftsmen, Warriors of Goodness&lt;br /&gt;
|ClericalDomains= [[Magic:Level#Earth|Earth]], [[Magic:Level#Good|Good]], [[Magic:Level#Magic|Magic]], [[Magic:Level#Protection|Protection]], [[Magic:Level#War|War]]&lt;br /&gt;
}}&lt;br /&gt;
* '''Center of Worship''': [[Galdos]]&lt;br /&gt;
* '''Religious Orders:''' [[Guild:OrderofGorethar|The Order of Gorethar]]&lt;br /&gt;
* '''Holy Warrior:''' [[Paladin]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [http://www.avlis.org/portal.php?getpage=gorethar More information on Gorethar] This link doesn't work as of 2008-08-21 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The world is constantly beset by forces of good, evil, law, and chaos. These factors are very black and white. Something is either good, bad, orderly or chaotic. All who follow '''Gorethar''' are born into this world with the important job of making sure the pull towards goodness and law is the most dominant one. When the nine warriors discovered the Eternal spark, which ultimately changed them into the Gods we recognize today, The warrior Gorethar was the only one who thought that the Spark should not be used by anyone because its power would most likely corrupt anyone who used it. The first sentence above, explains the ethos, that is the devout follower of Gorethar. &lt;br /&gt;
&lt;br /&gt;
At the end of the Age of Gods, the newly created gods decided to consult other gods that were in keeping with their outlook for advice on the creation of their followers.... Gorethar enlisted the aid of [[Clangeddin Silverbeard|Clangeddin]] the Dwarven god. Clangeddin told him that he should never fall prey to the imperfect ideals of others, and that he should create a race that will spread goodness and work hard, regardless of what the other gods and races would do. Taking this point further, Clangeddin went on to state that dwarves suited Gorethar's character the best, since they were so hardworking. He insured Gorethar that Dwarves would work hard to spread goodness throughout the planet in an effort to make it a better place. So, taking Clangeddin's advice, Gorethar created dwarves in the same way he suggested. To show his gratitude and satisfaction with his new race, Gorethar allowed Clangeddin to teach the Dwarven people craftsmanship, and to have a few priests of his own on Avlis. So, being the first race to walk Avlis, the dwarves quickly got started on improving their living conditions and philosophy before anyone else. They also spread out over a pretty sizable chunk of land. &lt;br /&gt;
&lt;br /&gt;
Gorethar was also the first of the nine to create a holy warrior, the Paladin. Paladins were the very first holy warriors ever to appear on Avlis. They are almost as ancient as the Church of Gorethar itself. &lt;br /&gt;
&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;|&lt;br /&gt;
|''Out Of Character Information'' &lt;br /&gt;
Paladins shall be covered in greater depth in a different document, however it should be noted here that ALL Paladins worship Gorethar, they belong to him and no other church. All of the nine major gods have their own holy warrior, the Paladin is the only one that is not a prestige class, all of the others will require DM intervention, in the form of a quest or other in game manner, to become one. The Paladin is the exception, you can select it during character creation.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Gorethar is the creator and patron god of the Dwarves, he also has an affinity for warriors that fight to eliminate evil. His warriors are staunch in their beliefs that evil must be destroyed at all costs. When it comes to being good, Gorethar has no preferences or cares for the race of his worshipper. He is as kind and fair to his [[Human|human]] paladin followers as he is to his Dwarven and [[Shaahesk|lizard man]] followers. All races are found in his service, though Dwarves are the largest in number. &lt;br /&gt;
&lt;br /&gt;
Followers of Gorethar believe that it's possible to have a society where everyone obeys the laws and everyone is happy, but remember, they also understand the &amp;quot;spirit&amp;quot; of the law. If a law is obviously going to hurt an innocent by carrying it out, they will make an exception. However, if you are not innocent and you broke the law, you deserve punishment accordingly. They are not as rigid as a LN society, but they can still be rigid in certain cases. &lt;br /&gt;
&lt;br /&gt;
When one's deeds lead towards good and order for other people in addition to the one doing the deed, the forces of good and law are said to get a leg up on their opposites. By aligning your own beliefs and psyche with these forces of good and order, you will become an enlightened being who is able to see the will of Gorethar in the world. &lt;br /&gt;
&lt;br /&gt;
Goodness and order take work! Gluttony and laziness are the bane of Gorethar and anyone who follows him. The forces that are constantly pulling at the world must be constantly countered. This is the path chosen by the devout of Gorethar. The hope of all who worship Gorethar:is that each person who is helped and enlightened may help an enlighten two others to bring about peace and tranquility for all.&lt;br /&gt;
&lt;br /&gt;
Crafting is one method by which order may be brought, and this is why Gorethar made the dwarves and gave them the love of crafting. Dwarves are always hard working, and they constantly move about to beautify the surroundings of their homeland. At the deep root of it, Gorethar watches over crafting and preaches it because it teaches discipline, and it shows how to make something out of nothing. This is a representation of bringing order from chaos, and is thus sacred. &lt;br /&gt;
&lt;br /&gt;
One should also not forget that Gorethar is a warrior first and foremost. Sometimes it is necessary to sacrifice a local peacetime to bring about goodness and order. When there is a fight to be had in support of these things, Gorethar is never far behind, and neither are his followers. Hate, mistrust, theft, murder, rape, plunder and destruction are always things that Gorethar will violently oppose. Mercy is to be had and quarter is to be given to those who surrender, however it is acceptable to make sure they are contained in the future.&lt;br /&gt;
&lt;br /&gt;
Gorethar has temples in [[Kuras]], [[Visimontium]], [[Ferrell]], [[Elysia], [[Deglos]] and [[Mikona]].&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elysia&amp;diff=52651</id>
		<title>Elysia</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elysia&amp;diff=52651"/>
		<updated>2023-04-11T08:02:02Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Added to Category: Cities and various grammar fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Servers:''' {{Servers}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
----&amp;lt;br /&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{CityInfo&lt;br /&gt;
|CityName = Elysia&lt;br /&gt;
|CityAlias = City of Champions&lt;br /&gt;
|CityArea =  Elysia (City State)&lt;br /&gt;
|CitySize = 215,000&lt;br /&gt;
|CityLang = Common, Fairy Common, Sylvan, Sprite, Elven&lt;br /&gt;
|CityReligion = [[Angadar]], [[Dre'Ana]], [[Dru'El]], [[Dra'Nar]], [[Gorethar]], [[O'Ma]]&lt;br /&gt;
|CityAlignment = Neutral Good&lt;br /&gt;
|CityRuler = High Champion Sarmon (Recently Deceased)&lt;br /&gt;
|CityRaces = 70% Fey Races (including half-fey), 25% [[Elf]], 5% Other&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Elysia_areas_2011_lr.jpg|thumb|500px|Elysia Map (2011)&amp;lt;br /&amp;gt; ''Composite image of areas in-game.'']]&lt;br /&gt;
[[Image:Elysia1.jpg|thumb|500px|Elysia]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elysia''' is a fortified city located along the shores of [[Lake Eridanus]], along the western edge of [[T'Nanshi]], south of the halfling nation of [[Ferrell]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
* Along the western edge of T'Nanshi, east of the halfling nation of Ferrell&lt;br /&gt;
&lt;br /&gt;
'''Name Derivation'''&lt;br /&gt;
* Elysia is named after the Neutral Good Outer Plane, Elysium.&lt;br /&gt;
&lt;br /&gt;
===Founding - 2006 to 2137 A.O.D.===&lt;br /&gt;
In the early 21st century, soon after the events that led to the ascension of [[Andrinor]] and those described in [[Avlis_Campaign_1,_Part_1|Avlis Campaign 1]] established the holy warrior order known as the Champions of O’Ma, land&lt;br /&gt;
was granted to [[NPCs:Vanoviel_Niltaurwen|Vanoviel Niltaurwen]] by the elven Council of Nine to establish Champion's Keep. The fortress gradually grew over the course of several years into a castle, where artisans and merchants began to congregate at the location. This led to the formation of a small city that continued to grow throughout the years. In honor of O’Ma’s home plane of Elysium, Vanoviel chose to name her new city Elysia.&lt;br /&gt;
&lt;br /&gt;
Despite its humble origins, Elysia soon became an unofficial haven of [[Half-Fey]]/[[Half-Elf]] hybrids as well as urban sprites. Vanoviel herself was the daughter of an elven woman and a male O’Man nymph. As the city continued to&lt;br /&gt;
grow, Vanoviel created the positions of mayor and the City Council of Elysia. This helped diversify the city's cultural and social background, and followers of the other goodly gods began to congregate in the city soon afterward. Elysia continued to grow steadily over the next half century, reaching a peak in the population at three hundred thousand towards the end of the 21st century. This meant that even though it was still officially part of [[T'Nanshi]], Elysia had gained a degree of autonomy. Features of this independence included Elysia’s neutrality in the [[M%27Chek-T%27Nanshi_War|M’Chek-T’Nanshi War]], as well as its own independent trade relations and deals with the various nations of Southern [[Negaria]].&lt;br /&gt;
&lt;br /&gt;
===Second Fairy War and Aftermath - 2138 to 2151 A.O.D.===&lt;br /&gt;
The fortunes of the city altered dramatically in the mid-22nd century as the Titanian Court was passed from the Seelie [[Fey]] to the Unseelie [[Fey]]. This destroyed the fragile peace between the fey races that had existed since the end of the [[First_Fairy_War|Fairy War]].  Allying with the [[Shaahesk]] of [[Drotid]] and the [[Human]]s of [[M'Chek]], the Titanian fey struck quickly in 2138 A.O.D., laying siege to the city as the focus of their aggression against [[O'Ma]] and his fairy races.&lt;br /&gt;
&lt;br /&gt;
Despite the massive number of forces arrayed against it, however, the city held due to both Vanoviel's skilled leadership and a great many fortifications that had been erected as part of the preparations for the new war. The tide of the battle slowly shifted when the expeditionary forces sent by [[Grantir]] were able to come to the aid of Elysia and lift the siege and drive the Titanian forces back. However, at the moment when Elysia seemed to be spared from destruction, tragedy struck in 2150 A.O.D.  The champion detachment led by Vanoviel was ambushed by a large group of Titanian fey and [[Shaahesk]]. Vanoviel lost her life in that battle from special magics used to trap her soul on the Abyss.  Reeling from the loss, the champions spent several weeks reinforcing their ranks with volunteer forces and regrouping under Vanoviel's right-hand advisor and second in command, [[Sarmon]]. They then launched a campaign to drive their tormentors out of T’Nanshi.&lt;br /&gt;
&lt;br /&gt;
The resultant campaign was successful, but the new forces also suffered large losses. Many champions succumbed to the climate and disease in [[Drotid]] and sheer attrition. The end of the war in 2151 A.O.D. was brought about by the surrender of [[Drotid]], the exhaustion of [[M'Chek]] and [[T'Nanshi]], and the reconciliation of [[O'Ma]] and [[Titania]] brought the city some relief.&lt;br /&gt;
&lt;br /&gt;
===Independence and Invasion - 2152 to 2231 A.O.D.===&lt;br /&gt;
In its hasty recovery from [[The_Second_Fairy_War|The Second Fairy War]], Elysia warded off a number of other mishaps, such as plague and attacks from various cults.  Seven and a half years after the end of the war, in 2158 A.O.D. [[T'Nanshi]] awarded Elysia independence as a sovereign nation.  This was seen as a relief for [[T'Nanshi]] to be rid of its entanglements with the warring fey races.&lt;br /&gt;
&lt;br /&gt;
Fortunately, fairy entanglements receded into the background and Elysia enjoyed tolerable relations between the two fey races going forward.  However, the environment at large provided no such comfort.  A small invasion force of [[Underdark]] demons passed nearby the city in a quest for a false artifact and nearly proved fatal. Then in the late 2220's, attacks from [[Drotid]] ramped up all across the southern portion of [[Negaria]] reaching from [[Drotid]]'s border with [[T'Nanshi]] and into [[M'Chek]] and [[Blandenberg_Protectorate]].  An advanced force of [[Shaahesk]] from [[Drotid]] soon succeeded in infiltrating the Temple of [[Angadar]] below the city and desecrating it in the name of their god, [[Aarilax]]. That was followed by a full scale invasion and occupation of the city by [[Drotid]] in the year 2231 A.O.D.&lt;br /&gt;
&lt;br /&gt;
===Drotid Occupation - 2232 to 2235 A.O.D.===&lt;br /&gt;
The stunning takeover of Elysia by Warlord Kalinak from [[Drotid]] led almost immediately to the formation of several underground resistances. As the [[Shaahesk]] oppressed the people of Elysia and encroached the worship of their evil god [[Aarilax]], they met with many small attacks and acts of defiance. Over time, Warlord Kalinak and High Priest Draliss'liss of Aarilax began to disagree on how to administer the city and what levels of resistance to tolerate.  Their tension was compounded by the influence of an immortal woman named Trael (the daughter of [[Toran]] and sister of [[Senath]]) who played both of them against each other and Elysia from long before the invasion as a means of trying to vent her anger at her father for bestowing godhood on his son and not her.  The tension soon opened them up to weakness and the resistance was able to kill these individuals and retake the city while Thrael lived to try again somewhere else.&lt;br /&gt;
&lt;br /&gt;
==Districts ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Elysia_Districts.jpg|thumb|right|300px|Elysia]] &lt;br /&gt;
&lt;br /&gt;
While most of the citizens think of Elysia as only their home, the Champions of O'ma considered it both their home and if need be a highly defensible bastion. This thought played a huge role in the design of the city. [[NPCs:Vanoviel Niltaurwen|Vanoviel]] chose the location of Champions Castle carefully. It is situated on a hillock nearly a half mile from the shores of Lake Eridanus, the highest land mass for five miles in any direction. The city grew in concentric near circles around the completed castle. It is easiest to imagine Elysia as a bull's eye with Champions Castle as the center. The only difference is that the bull's eye is shifted right of center if facing north and looking down from above. There are eleven districts in Elysia and they form four concentric rings around Champions Castle. &lt;br /&gt;
&lt;br /&gt;
===Parks District===&lt;br /&gt;
The first ring is formed by the Parks District. This district was created in deference to Tupaia Dagroth, a druidess of O'ma and an adventuring companion of Vanoviel, so that the city would be less of a smudge on nature. It is located primarily on the slopes of the hill on which Champions Castle sits. Tupaia makes her home outside the city, but often visits the Parks District, and when she is at neither place, she is usually tending to affairs in her estate in Mikona, which she inadvertently inherited from the late Lord Dagroth nearly fifty years ago.&lt;br /&gt;
&lt;br /&gt;
=== Temple District === &lt;br /&gt;
[[Image:Broken temple druel elysia.jpg|thumb|right|The broken temple of Dru'El]]&lt;br /&gt;
The second ring is formed by the Temple District. The district contains temples to many of the major gods of good and in times of siege would be the primary fallback position of the citizens of Elysia. This walled area was the first completed after the castle. The High Priests of all of the major temples select one of their members each year to be the voting member of the City Council from this district. While it is not always true the chosen high priest is usually rotated through all the temples.&lt;br /&gt;
&lt;br /&gt;
=== Nobles District ===&lt;br /&gt;
The third ring is formed by the Nobles District. This walled and gated area of the city is misnamed since Elysia, being a true democracy, has no nobles. It is simply called the Nobles District because the wealthiest citizens of Elysia live here. The wall surrounding the Nobles District is actually the first city wall that was built nearly twenty-five years ago. It remains a defensible structure even after Elysia continued to grow around it. The four gates leading into the Nobles District are named for the four cardinal points. The North gate connects the Nobles District to the Northern Residences. East Gate connects to the Eastern Residences. West Gate connects to the Artisans district. South Gate connects to the Market. The citizens of the Nobles District elect their City Council member yearly by popular vote. &lt;br /&gt;
&lt;br /&gt;
The fourth ring is formed by the remaining districts of the city: Northern Residences, Eastern Residences, Artisans District, Market District, Warehouse District, Forge District, and the Wharves. The entire fourth ring is surrounded by the city wall, which has four gates named for the principal race found on the roads exiting each gate. Elf Gate, on the city's eastern edge, leads to the nation of T'Nanshi. Man Gate, on the south side, leads to the nation of M'Chek. Dwarf Gate, on the northwestern edge, heads towards the nation of Deglos. Dracon Gate, on the west edge of the city just south of the lake, leads to Toran Shaarda. &lt;br /&gt;
&lt;br /&gt;
=== Wharves District === &lt;br /&gt;
[[Image:Departing_from_elysia_docks.jpg|thumb|right|Departing from the docks]]&lt;br /&gt;
The Wharves District is obviously located on the lake and contains most of Elysia's inns. The port is a major source of income for the city as Elysia is nearly the halfway point between the ocean at Mikona and the mountains of the dwarves in Deglos. The wharves always have a strong military presence, as the Champions are constantly vigilant against attacks that may come from the lake. The voting member of the City Council from the Wharves District is always the Harbormaster. The position is currently filled by Angathon Galenlom, a crusty old elf and rumored reformed pirate. The Wharves are connected to the Northern Residences, the Forge District and through that the Artisans District.&lt;br /&gt;
&lt;br /&gt;
=== Forge District ===&lt;br /&gt;
The Forge District is a small area of the city containing many of the skilled professionals in the creation of both martial and everyday materials. The name comes from a visiting dwarf that claimed the district smelled like his home. Rumor has it may have even brought a tear to his eye. This is the area to find all manner of high-quality weapons and armor. The member of the City Council from the district is elected by the shop owners and residents. The current councilperson is Ollom Hammersong, a well-respected dwarven transplant from Deglos. This district also has a small private mooring area for vessels not using the main wharves. The Forge District is located directly adjacent to the Artisans and wharves districts.&lt;br /&gt;
&lt;br /&gt;
=== Warehouse District === &lt;br /&gt;
The Warehouse District contains all of the city's storage areas for the goods that are entering and leaving the bustling port. Unbeknownst to the City Council and the Elysial Guards, this area also houses one of the few areas of crime in the city. A small thieves' guild, an offshoot of the Grey Dirk in Andarr, is alleged to operate out of one of the district's many warehouses. There is even scuttlebutt that Vanoviel Niltaurwen knew of the guild's existence and allowed it to remain, provided it didn't grow too large. It is speculated that she did this for all of the help that Raven, a former adventuring companion, gave her over the years. It is also whispered that the guild also occasionally does some work for the Champions of O'ma, and still has close ties to the guild run by Raven in Mikona today. The City Council member from this district is selected by the owners of the warehouses. The councilman from this district is Nimir Eowondil, a lesser warehouse owner. This district is nestled between the Eastern and Northern residences.&lt;br /&gt;
&lt;br /&gt;
=== Artisans District ===&lt;br /&gt;
The Artisans District contains the city's primary mercantile areas. In this district, you can get everything from a magical ring to a pair of trousers and everything in between. The heads of the various guilds select one of their numbers to be the district's council members each year. The Artisans District is represented by two members of the City Council. The council members are generally the heads of the guilds that were most profitable in the previous year. The current council members are Legilia Ibiralian, half-elf/half-dryad head of the weavers' guild, and Simon Wren, human head of the carpenters' guild. This district connects to the Market district, the inner Nobles district, and through the adjoining Forge district the Wharves. It also contains Dracon Gate and the west gate to the nobles district.&lt;br /&gt;
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=== Market District ===&lt;br /&gt;
The Market District contains most of the city's access to foodstuffs, ranging from wheat grown on the farms outside the city walls to fine elven wine imported from T'Nanshi. The owners of the shops and services in the district vote for one City Council Member and the farmers in the surrounding area also vote for one City Council Member. This gives the Market District, as a whole, two voting members on the City Council. The current Council members are Bieb Galie, an elven farmer and one of the citizens that have been in Elysia the longest, and Seveliwyn Kohajan, a half-elf/half-nymph grocer. This District connects to the Artisans District and the Eastern Residences. It also contains Man Gate and the southern gate to the Nobles district.&lt;br /&gt;
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=== Northern Residences ===&lt;br /&gt;
The Northern Residences contain just that, the residences of most of the citizens of Elysia. This area contains the homes of the lower class of citizens. The house are in good repair, but not large. This district has one City Council member that is elected yearly by popular vote. The current member is Sevywia Qaurwen, a half-elven refugee from Mikona, who arrived in Elysia with nothing and has learned the skills needed to survive. She is a child of war, whose human father raped her elven mother. This district connects to the Warehouse District and the Eastern Residences. It also contains both Dwarf Gate and North Gate.&lt;br /&gt;
&lt;br /&gt;
=== Eastern Residences ===&lt;br /&gt;
The Eastern Residences contain just that, the residences of the citizens of Elysia. This area contains the homes of middle-class citizens. The houses are in good repair and larger than the homes in the Northern Residences, but not as opulent as the homes in the Nobles District. A reading room free for the use of residents and visitors is located here. This district has one City Council member that is elected yearly by popular vote. The current member is Eterra Miryldan, a former elven noble from T'Nanshi who grew disillusioned with the levity of the government there. This district connects to the Market District and the Warehouse District. It also contains Elf gate as well as the west gate to the nobles district. Several prominent merchants such as HEAL, the Warrior Maidens shop and the Paradise Boutique and Emporium are located here.&lt;br /&gt;
&lt;br /&gt;
=== Champions Castle ===&lt;br /&gt;
Champions Castle is the headquarters of the Champions of O'ma and as such is the largest single structure in the city. With the exterior castle walls are the exterior bailey and the keep proper with the walled inner bailey. During festival times, the outer bailey is filled with vendors and performers to entertain all the citizens of Elysia. The keep and inner bailey are the nerve center of the Champions of O'ma. The everyday running of the Champions of O'ma are seen to at the local level by the sub-commanders, but the large grand exploits of the Champions of O'ma are planned here. All early training for the Champions of O'ma takes place here.&lt;br /&gt;
&lt;br /&gt;
=== Inner Bailey ===&lt;br /&gt;
The inner Bailey contains the Drill Grounds, Archery Range, the Champions Smithy, the Champions Bowyer, the Champions Stables, the Champions Hospital, and the Champions Temple of O'ma. While these buildings are primarily for use by Champions of O'ma it is not uncommon to see people from all walks of life within the inner bailey. &lt;br /&gt;
&lt;br /&gt;
=== Champions Keep ===&lt;br /&gt;
The Champions Keep contains the formal audience chamber, the Champions Mess, Elysia's library, various meeting and planning rooms, housing for many of the higher-level officials in the Champions of O'ma, and Maria Torin's personal laboratory. The Champions Keep is also used for all City Council Meetings but is usually closed to the general public.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The city of Elysia is governed by a Mayor and a City Council. The mayor is elected bi-annually by a popular vote of all citizens of Elysia and its surrounding farm areas that submit to the city's rule. The current mayor is [[NPCs:Ainthradion_Rinthon|Ainthradion Rinthon]], a well-respected elf who has lived in Elysia for many years and a relative of [[NPCs:Aratelda Rinthon|Aratelda Rinthon]], a former adventuring companion of Vanoviel.&lt;br /&gt;
&lt;br /&gt;
The City Council members are elected or selected, depending on their sending district, to a one-year term. Each of the city's districts has an equal vote in the council. In addition to the elected members, there are four permanent members of the council. One permanent council member position is always held by the head of the Champions of O'Ma, but this council position does not vote. The remaining three permanent council members are the Masterwizard of the Champions of O'Ma, the High Cleric of the Champions of O'ma, and the Head of the Elysial Guards, the city's militia. Each of those three members has full voting rights. The positions are currently held by Maria Torin, Masterwizardess of the Champions of O'Ma, Laucin Ulyn, High Cleric of the Champions of O'Ma, and Derrik Ogresbane, Captain of the Elysial Guards. The remaining eleven members of the council represent each of the city's districts. The mayor is afforded a vote only to break a tie among the council.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Prior to the existence of Elysia, the worship of [[O'Ma]] took place primarily in forests and rural areas. Small temples exist in other cities, but the bulk of [[O'Ma]] worship was constituted by fey in their natural environments.  The founding of Elysia created an epicenter of [[O'Ma]] worship first among the hybrid races who congregated there.  Not long after that, some of the pure-blooded fey joined in the activities. Presently, Elysia still possesses the largest temple of [[O'Ma]] in the world and the largest concentration of [[O'Ma]]'s faithful anywhere on the continent.&lt;br /&gt;
&lt;br /&gt;
The formation of a center of [[O'Ma]] worship in turn attracted the other deities within his &amp;quot;orbit&amp;quot;.  Temples to these deities within the city soon followed.  For example, [[O'Ma]]'s children, [[Dra'Nar]] and [[Dre'Ana]], who are both deities, both attracted and created a large base of followers there.  Certain other deities, like [[Angadar]] who are allied with [[O'Ma]] against the forces of [[Titania]] also found solace in the city and created temples there.  Overall, the religions that are prominent in Elysia are ones that are compatible politically or naturally with the worship of [[O'Ma]].  Exceptions to this occurred during the occupation by [[Drotid]], of course, and there are some remnants of that left in the city.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
===Avlis Carpentry Enterprise (ACE)===&lt;br /&gt;
[[Guild:ACE|ACE]] has two objectives -- to train new bowyers and carpenters to the finest possible standard, and to supply quality goods to the discerning public. It is a loosely structured guild focused on carpentry, but with capabilities in other crafts as well. In 2110 A.O.D., the organization was established in Elysia by a group of carpenters led by [[PCs:Jillanae_Maleficarium|Jillanae Maleficarium]]. At various points in its history, it has been instrumental in helping the city recover from war and atrocity by supplying materials and laborers for rebuilding.&lt;br /&gt;
&lt;br /&gt;
===Elysia's Diligent Guides and Explorers (EDGE)===&lt;br /&gt;
With the frequency of war and tumultuous events in Elysia, the city attracts many adventurers.  [[Guild:EDGE|EDGE]] is the closest thing that Elysia has to an &amp;quot;Adventurer's Guild&amp;quot;.  It's mission is to provide services for outsiders and natives who wish to independently work for the good of the city.  These services can include tours, materials, and even organized outings to achieve certain city-related goals.&lt;br /&gt;
&lt;br /&gt;
===Hazardous Environment, Alchemical Laboratory (HEAL)===&lt;br /&gt;
[[Guild:HEAL|HEAL]] is both a guild and a physical shop where alchemists and herbalists ply their trade in the city.  It is a well-known gathering place for the exchange of knowledge in these fields as well as the production of large quantities of chemical and medicinal products for the city's needs.&lt;br /&gt;
&lt;br /&gt;
===Le'Megen T'Elysia (The Shield of Elysia)===&lt;br /&gt;
As the successor to the Elysian Defense Force, [[Guild:Le%27Megen_T%27Elysia|Le'Megen T'Elysia]] assures the safety of the city in accordance with the official government and the established city guards.  It is a civilian volunteer force with some members being contributed from other organizations around Elysia.&lt;br /&gt;
&lt;br /&gt;
===Shadow Dirks===&lt;br /&gt;
Whatever parts of the city there are that are farthest away from the brightly-lit public areas, those are the places the [[Guild:ShadowDirks|Shadow Dirks]] dwell.  This mysterious group was founded in [[Elysia]] as an offshoot of the Grey Dirks rogue's guild from the city of [[Andarr]].  For a price, any free and willing soul can be smuggled in or out, given a new identity, instructions on how to stay hidden, and in some cases a completely new lease on Life. To supplement their income and training, the Shadow Dirks are known to also engage in some petty thievery, but they are generally not known to steal from the downtrodden and the innocent.&lt;br /&gt;
&lt;br /&gt;
===The Champions of O'Ma===&lt;br /&gt;
The holy warriors of [[O'Ma]] are charged with guarding the city of Elysia and the Church of O'Ma.  In these functions, their missions take them all over the city and the rest of the continent involving tasks ranging from bolstering the city guard to conducting diplomatic relations with other nations to fighting in far-off wars. Their existence is heavily tied to the hierarchy of Elysia's military and governmental functions as well as the Church of O'Ma.  If these three organizations form a trinity of stability within the city, the Champions are what connect them together.&lt;br /&gt;
&lt;br /&gt;
===The Order of Gorethar===&lt;br /&gt;
Part knightly order and part law-enforcement organization, the [[Guild:Order_of_Gorethar|Order of Gorethar]] is made up of dedicated warriors who support the cause and philosophy of its patron namesake, the god [[Gorethar]]. Many of the Order of Gorethar’s members have distinguished themselves in the destruction of evil across [[Negaria]], including defending [[Mikona]] against dragons and [[Elf,Sereg|Sereg'wethrin]], defense of the City of [[Elysia]] during the [[The_Second_Fairy_War|Second Fairy War]], restoration of the Dwarven Quarters in [[Mikona]], guarding the people during the Great Migration from [[M%27Chek]] to [[Visimontium]], and the closing of the Rift in [[Ferrell]]. The Order has also helped in other endeavors, including working at and donations to the Shelter of Hope in [[Mikona]], providing scrolls and healing supplies during the plague that struck southern Avlis, and guarding shipments of food and other supplies to areas devastated during the [[M%27Chek-T%27Nanshi_War|M'Chek-T'Nanshi]] war.&lt;br /&gt;
&lt;br /&gt;
===The Maidens of Dre'Ana===&lt;br /&gt;
The [[Guild:Maidens|Maidens of Dre'Ana]], also known as The Warrior Maidens of Dre'Ana is an organization holy to its namesake, the goddess [[Dre'Ana]]. This organization is dedicated to helping all in need and training women in the teachings of Dre’Ana to become what they truly dream of. They aim to promote women as more than objects and the weaker sex, so they may stand up and be noticed as researchers, explorers, scholars, warriors and leaders. To be a Warrior Maiden is not to take an oath, but a life all its own.&lt;br /&gt;
&lt;br /&gt;
===The Order of O'Ma===&lt;br /&gt;
The Order of O'Ma is an organization dedicated to the precepts of [[O'Ma]] with a threefold purpose. Firstly, to destroy evil by seeking out and destroying beings of inherent and unredeemable evil wherever they may be. Secondly, to protect those in need, the innocent and the defenseless. Finally, to find a path that best achieves the best for all. This organization often finds itself working behind the scenes with the Champions, the Maidens, and the Order of Gorethar to defend the city and bolster the leadership of the Church of [[O'Ma]], in most cases.&lt;br /&gt;
&lt;br /&gt;
==Notable Officials &amp;amp; Personalities==&lt;br /&gt;
=== Council of Elysia ===&lt;br /&gt;
&lt;br /&gt;
''Maria Torin'', Master Wizard of the Champions of O'ma&amp;lt;br /&amp;gt;&lt;br /&gt;
''Laucin Ulyn'', High Cleric of the Champions of O'ma&amp;lt;br /&amp;gt;&lt;br /&gt;
''Maj. Derrick Ogresbane'', Le'Megen T'Elysia Duty Supervisor&amp;lt;br /&amp;gt;&lt;br /&gt;
''Sevywia Quarwen'', Northern Residences&amp;lt;br /&amp;gt;&lt;br /&gt;
''Eterra Miryldan'', Eastern Residences&amp;lt;br /&amp;gt;&lt;br /&gt;
''Seveliwyn Kohajan'', Marketplace&amp;lt;br /&amp;gt;&lt;br /&gt;
''Bieb Galie'', Marketplace (Usually found at his farm south of Dracon Gate)&amp;lt;br /&amp;gt;&lt;br /&gt;
''Nimir Eowondil'', Warehouse District&amp;lt;br /&amp;gt;&lt;br /&gt;
''Legila Ibiralian'', Artisan's District&amp;lt;br /&amp;gt;&lt;br /&gt;
''Ridan Virewyr'', Artisan's District&amp;lt;br /&amp;gt;&lt;br /&gt;
''Angathon Galenlom'', Elysia Wharves&amp;lt;br /&amp;gt;&lt;br /&gt;
''Ollom Hammersong'', Forge District&amp;lt;br /&amp;gt;&lt;br /&gt;
''Legewiel Ste'te'lin'', Nobles District&amp;lt;br /&amp;gt;&lt;br /&gt;
''Drendolyn Steelheart'', Temple District&lt;br /&gt;
&lt;br /&gt;
=== Others of Note ===&lt;br /&gt;
&lt;br /&gt;
''Sarmon'', head of the Champions at the Council Chambers (DECEASED)&amp;lt;br /&amp;gt;&lt;br /&gt;
''Lady Tupaia Dagroth'', Druid of Dagroth Woods&amp;lt;br /&amp;gt;&lt;br /&gt;
''Thamior Amakiir'', Seneschal of the Champions Keep&amp;lt;br /&amp;gt;&lt;br /&gt;
''Alazmi Alxicus'', Lt. General of Elysian Armed Forces&amp;lt;br /&amp;gt;&lt;br /&gt;
''Amaelia Cys'siira'', Elysian Lifestone Keeper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
===Champion's Castle===&lt;br /&gt;
The heart of the city is the Champions of O'Ma Castle. It is situated on a hillock nearly a half mile from the shores of Lake Eridanus, the highest land mass for five miles in any direction. The city grew in concentric near circles around the completed castle. It is easiest to imagine Elysia as a bull's eye with [[#Champions Castle:|Champions Castle]] as the center. The only difference is that the bull's eye is shifted right of center if facing north and looking down from above.&lt;br /&gt;
&lt;br /&gt;
== In Game Developments ==&lt;br /&gt;
  [[Image:Elysia_Welcomes_You.jpg|thumb|300px|Elysia Welcomes You!]]&lt;br /&gt;
* [http://www.avlis.org/viewforum.php?f=216 Elysia Marketplace]&lt;br /&gt;
* [[:Category:ElysiaPCs|Elysian PCs]]&lt;br /&gt;
* [[Major Meeting Points#Elysia|Major Meeting Points]]&lt;br /&gt;
* [[Elysia:Recent_Events|Recent Events]]&lt;br /&gt;
* [[Shop_Locations#Elysia|Shop Locations]]&lt;br /&gt;
* [[Tavern_Locations#Elysia|Tavern Locations]]&lt;br /&gt;
&lt;br /&gt;
== Technical Aspects ==&lt;br /&gt;
* [[Needed_files | Needed Files]]&lt;br /&gt;
* Elysia [[Servers#Elysia | Server Connection Information]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Server information:  The Elysian server entails all of the city of Elysia, its outlying farmlands, and a small section of the T'Nanshi forest, but for all intents and purposes, the entire server is treated as Elysian soil.&lt;br /&gt;
&lt;br /&gt;
[[Category:Servers]] [[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Visimontium&amp;diff=52650</id>
		<title>Visimontium</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Visimontium&amp;diff=52650"/>
		<updated>2023-04-11T07:58:24Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Added to Category: Cities&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Servers:''' {{Servers}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Visimontium.gif|thumb|512px|A more detailed version of the city map can be found [https://app.box.com/shared/t4i3s9m9a3 here]]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Visimontium''' is a city in the northern part of the nation of [[Deglos]], although it is politically independent of Deglos; It is relatively near the Deglos borders with [[Galdos]] and [[Servator]].  The city is surrounded by some of the highest mountains in Avlis and sits on the southern shore of [[Lake Crescetoria]].  It is home to many temples, academic institutions, and [[Arcane#Andrinor's_Trust|Andrinor's Trust]]. Visimontium is often mentioned as the Holy City of [[Andrinor]].&lt;br /&gt;
&lt;br /&gt;
The city is described in great detail in [[Miriel's Guide to Visimontium]].&lt;br /&gt;
&lt;br /&gt;
== In Game Developments == &lt;br /&gt;
* [http://www.avlis.org/viewforum.php?f=274 City of Visimontium Forum]. Discussion of the daily events in and around the City of Visimontium in northern Deglos.&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=58368 City Council of Visimontium Announcements]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=62881 Visimontium Real Estate Services]&lt;br /&gt;
* [[Major Meeting Points#Visimontium|Major Meeting Points in Visimontium]]&lt;br /&gt;
* [http://www.avlis.org/viewforum.php?f=275 Visimontium Marketplace]&lt;br /&gt;
* [[:Category:VisimontiumPCs|Notable Characters of Visimontium]]&lt;br /&gt;
* [[Early History of Visimontium]]&lt;br /&gt;
* [[Visimontium:Recent Events|Recent Events]]&lt;br /&gt;
&lt;br /&gt;
== Technical Aspects ==&lt;br /&gt;
* [[Needed_files | Needed Files]]&lt;br /&gt;
* Visimontium [[Servers#Visimontium | Server Connection Information]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Server Information:  This server entails the city of Visimontium and the mountainous areas that directly surround it.  For all intents and purposes, all areas on this server are considered part of the in-game city-state of Visimontium.&lt;br /&gt;
&lt;br /&gt;
[[Category:Servers]] [[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Le%27Or_T%27Nanshi&amp;diff=52649</id>
		<title>Le'Or T'Nanshi</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Le%27Or_T%27Nanshi&amp;diff=52649"/>
		<updated>2023-04-11T07:57:19Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: Added to Category: Cities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Servers:''' {{Servers}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:LeOrTNanshi_0002.jpg|thumb|400px|Le'Or T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
'''Le'Or T'Nanshi''' is the capitol of the elven nation of [[T'Nanshi]] proper. The administration of the entire nation is controlled from this location. However, as a rule, the elves rule things very loosely and only as much as needed.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Le'Or T'Nanshi and the Nation of T'Nanshi are ruled by the same body of elected officials. The [[Council of Nine]] controls all foreign policy and domestic matters.&lt;br /&gt;
&lt;br /&gt;
Members are elected to the Council of Nine via elections held every fifty years. The Council of Nine passes laws, as few as possible, that are enforced within Le'Or T'Nanshi by the [[Watchmen]]. The remainder of the nation gets its laws enforced by the [[Guild: Le'Nofaythen'T'Nanshi|T'Nanshi army]].&lt;br /&gt;
&lt;br /&gt;
Both the Watchmen and the T'Nanshi army are separate entities controlled by the council. Both the Watchmen and the army each have a supreme commander in chief that is a member of the council. They are the only ones on the governing body with a specific task to look after. The rest of the members act in consultation with each other on all other matters.&lt;br /&gt;
&lt;br /&gt;
Although it is not a law, it often happens that only Nobles can get elected to the Council of Nine. This is not seen as a problem by the elves, for most common elves have absolutely no interest in politics or governing, and they have little intention of catching the eye of the government.&lt;br /&gt;
&lt;br /&gt;
Noble families in T'Nanshi are not the same as in a typical human nation. Nobility is not equated with land ownership or money in elven society. For the elves, a noble family is simply a family who has played a big part in the history of the elves at some point in time. When a family earns a distinction to set it apart from the normal elven families, it is considered noble. It just so happens, that most of these families also have successful business dealings that have made them wealthy, but it is not true of all the noble families.&lt;br /&gt;
&lt;br /&gt;
The commander in chief of the Watchmen is a man named [[NPCs:Ryiel Sunmar|Ryiel Sunmar]]. His family is also of noble descent, although they take their lineage from the newer Sunmar family and its founder, [[NPCs:Orleron Sunmar|Orleron Sunmar]]. Ryiel is Orleron's half-brother.&lt;br /&gt;
&lt;br /&gt;
===Economy and Trade===&lt;br /&gt;
&lt;br /&gt;
T'Nanshi is a largely self-sufficient nation. They have no need to import food or large quantities of raw materials, except for metals and stone. The nation's major exports are timber, herbs (particularly glowmoss), luxury goods, and food. T'Nanshi currently exports significant amounts of food aid to M'Chek under the terms of the peace treaty between the two nations. &lt;br /&gt;
&lt;br /&gt;
There are 4 major trade routes:&lt;br /&gt;
&lt;br /&gt;
*The Great Western Road, which runs from Nanshi Urbaz south to the chasm created by the M'Chek / T'Nanshi war. This once ran all the way to Southhill in M'Chek but that road is barred now, and trade turns east at the crossroads of the Western and Southern Roads. &lt;br /&gt;
*The Great Southern Road runs from somewhere in Western T'Nanshi, where it used to go all the way to the Eridanus River and a coastal port now destroyed by the Forest of Midnight, all the way to Nireth on the eastern coast.&lt;br /&gt;
*The Northern Route runs from Nanshi Urbaz eastwards along the Deglos border to about the center of the nation, where it turns south for the Foot of Le'Or and continues generally southeast until it reaches Ft. Taunton in the Blandenberg Protectorate. Smaller paths go further east to Quithranos (known as Fishhaven in the common tongue). The major overland route to southern markets now begins at the crossroads over Orcscourge Chasm and links the Great Southern Road to Blandenberg, and then to M'Chek.&lt;br /&gt;
*Nireth's major seaport functions as the 4th route, linking Mikona and Eastshore to Grantir and northern [[Negaria]]. Currently this route is impeded by a Drotid blockade of the port.&lt;br /&gt;
&lt;br /&gt;
T'Nanshi has significant trade relationships with Deglos via Nanshi Urbaz, with provinces of the Kurathene Empire via Nireth, and with Elysia via a westerly spur of the Great Western Road. It maintains minimal trade with Toran Shaarda via the outpost and small docks at Renethae, but this is mostly a military location. Also significant to the economy is the farming community of Summerleaf in the canopies near the lift at Kharak Thayt, and the light industrial center at Silverfall, also in the canopies. Artisans and artificers gravitate to Le'Or, and finely crafted items created by the artisans are shipped throughout Negaria.&lt;br /&gt;
&lt;br /&gt;
== Le'Or T'Nanshi Districts ==&lt;br /&gt;
=== Entrance District ===&lt;br /&gt;
This district centers around a group of trees connected to a couple of winches that control lifts used to get into the city. It is usually heavily guarded, and all non-elven visitors are noted.&lt;br /&gt;
&lt;br /&gt;
=== Marketplace ===&lt;br /&gt;
This is the heart of the entire elven economy in T'Nanshi. Goods from all over Avlis are brought into this market from as far as the nation of Tydedu. Exports are also fairly rigorous here. There are two kinds of merchants to be found: elven domestic merchants, and (usually) non-elven foreign merchants. The domestic merchants are selling items for export, and the foreign merchants often have goods from elsewhere. Fallkirk Enterprises, Inc. maintains a transport portal here, making [[Visimontium]] only a step (and a few hundred gold pieces) away. Le'Or T'Nanshi's prime location makes it a major trade artery for getting goods to the south part of the continent.&lt;br /&gt;
&lt;br /&gt;
=== Capitol District === &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; align=right&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.avlis.org/world/graphics/screenshots/rainy_tree_city_leor.jpg http://www.avlis.org/world/graphics/screenshots/rainy_tree_city_leor_thumb.jpg]&lt;br /&gt;
|}&lt;br /&gt;
This is the spiritual and legislative heart of T'Nanshi. It contains the Capitol Building, where the Council of Nine meets for sessions and makes decisions for ruling the nation. It also houses the High Temple of [[Dru'El]], which is the main holy site for all who follow that god. It is said in legend that the ground beneath the trees of the temple once held the prison that contained Dru'El as a mortal before he escaped to godhood. Aside from Dru'El's temple, there are temples to [[Gorethar]], [[Dra'Nar]], and [[Pelar]], as well as shrines to [[Cha'reth]], [[Mishlekh]], [[Berryn]], and [[Dagath]]. Healing and resurrections are easily found here.&lt;br /&gt;
&lt;br /&gt;
=== Thayten Le'Nanshen (Residence District) ===&lt;br /&gt;
All the normal, non-noble, folk live here. All undistinguished elven tradesmen and workers make their homes here if they wish to live within the city. Many elves decide to live outside the city so they can more easily ply their harvesting trades, but craftsmen often choose to live inside.&lt;br /&gt;
&lt;br /&gt;
=== Nobles District ===&lt;br /&gt;
The Nobles district contains the houses of the distinguished elven families who choose to live within the capitol. The district, and the houses within, are quite large. &lt;br /&gt;
&lt;br /&gt;
=== Garrison District=== &lt;br /&gt;
This is a military base. In fact, it is the central military base for entire elven army. Commanding officers and generals are common here, as most of the plans for the war with M'Chek started within the base's walls.&lt;br /&gt;
&lt;br /&gt;
==Other Cities==&lt;br /&gt;
There are several large cities scattered throughout T'Nanshi, though none approach the size of Elysia or Mikona:&lt;br /&gt;
&lt;br /&gt;
===Nireth===&lt;br /&gt;
The largest port city in T'Nanshi (and the largest city on the forest floor) is Nireth, on the east coast. This is a major trading hub for M'Chek, Grantir, and points north. The nearby mine generates great wealth for daring and enterprising prospectors and fuels a thriving business district that features the AAAA's Nireth Collection Center. Nireth is the seat of the High Priest of Dru'El in Eastern T'Nanshi, and the though Temple to Dru'El is smaller than Cornath'Dru'El in the west, it is the largest constructed  on the forest floor. Currently, Nireth is experiencing a severe blockade by Drotid warships, decimating the export trade as well as impeding M'Chekian economic interests along the eastern coast and even into Mikona.&lt;br /&gt;
&lt;br /&gt;
===Zvidureth===&lt;br /&gt;
The 2nd largest city on the forest floor is Zvidureth in the northwest, situated along the Great Western Road. Among other things, Zvidureth does a great trade in exports of T'Nanshi Glowmoss. Featuring an eclectic open-air market and a unique pack-bear rental service, this trading city is perfectly situated just south of a major crossroads. With Elysia and Kharak Zvidurat both short distances to the west and north, a diverse mix of residents and travellers can always be found here. Just off the Great Western Road, The Leaping Stag is said to be the busiest tavern on the T'Nanshi forest floor. Cornath Dru'El is a short distance to the west, and the nation's only Temple of Cha'reth overlooks the town from a high bluff to the east.&lt;br /&gt;
&lt;br /&gt;
===Quithranos===&lt;br /&gt;
Known to humans as Fishhaven, this town has seen better days. Once a significant fishing and trading city, the ravages of the M'Chek/T'Nanshi War severely reduced its economic influence. Several years later, the town was raided by the Bonds of Evrak, and fully half the citizens were forced to tie heavy stones around their necks before being driven into the sea. Le'Nofaythen's elite 6th Division, along with elements of the Southern Division rescued the town, but it has never recovered fully from the massacre. Rumors claim the spirits of Quithranos dead rise with the mist in the harbor, and it is difficult to find a family unscarred by the Evrakian atrocity. In recent years, Quithranos has become the site of Le'Nofaythen's basic training camp, and the brightest prospects are often selected for an elite unit of Arcane Archers based in the town. With fishing boats almost permanently out of action there's little work for locals, and the increased presence of Le'Nofaythen recruits has fueled an industry revolving around prostitution and gambling.&lt;br /&gt;
&lt;br /&gt;
===Summerleaf===&lt;br /&gt;
Located in the northwestern canopies above the lift at Karak Thayt, Summerleaf is an idyllic farming community with a small market. Boji the Weaponsmith is a local mainstay of the marketplace, boasting rare and obscure weaponry from unknown lands. Famous for its Summerleaf Stuffed Mushrooms and flaming-hot T'Nanshi Chili, this village offers a welcome respite from the danger of the forest floor. Numerous other plants are grown at the farms, some of them found only in Summerleaf.&lt;br /&gt;
&lt;br /&gt;
===Bah'Etzeth===&lt;br /&gt;
Known as Fourtree to humans, this sleepy village on the canopy road between Summerleaf and Le'Or gets its name from the quartet of massive ''etzethen'' surrounding the public square. Nanshin here lead a quiet life with very little contact with the world... or even their brethren on the forest floor. Locations of interest include a large Temple to [[Dra'Nar]] with an orphanage and a Cha'rethite hospital, Secondhand Celestial (a magical curiosity shop), and Vara'eths, an exclusive bookstore with a wildly varied selection and a proprietor famous for refusing to speak common.&lt;br /&gt;
&lt;br /&gt;
== In Game Developments == &lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=33602 Welcome to Le'Or!]&lt;br /&gt;
* [http://www.avlis.org/viewforum.php?f=137 City of Le'Or T'Nanshi announcements]&lt;br /&gt;
* [http://www.avlis.org/viewforum.php?f=217 Le'Or T'Nanshi Marketplace noticeboards]&lt;br /&gt;
* [http://www.copap.org/images/SouthernAvlis_750width.jpg Map of southern Avlis]&lt;br /&gt;
* [[Major Meeting Points#Le'Or T'Nanshi|Major Meeting Points]]&lt;br /&gt;
* [[T'Nanshi: Recent Events|Recent Events]]&lt;br /&gt;
* [[Shop_Locations#T'Nanshi|Shop Locations]]&lt;br /&gt;
* [[Tavern_Locations#T'Nanshi|Tavern Locations]]&lt;br /&gt;
* [[:Category:Le'OrPCs|Notable Player Characters of Le'Or T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
== Technical Aspects ==&lt;br /&gt;
* [[Needed_files | Needed Files]]&lt;br /&gt;
* Le'Or T'Nanshi [[Servers#Le'Or | Server Connection Information]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Server Information:  This server entails not only the city of Le'Or T'Nanshi but the entire &amp;quot;Canopies&amp;quot; area of T'Nanshi.  In-game, the Canopies are the walkways and villages that are supported by the trees of the forest itself, high above the forest floor.  The Canopies cover the same amount of area that the lands of T'Nanshi do on the Wilderness Server. Please check the [[Wilderness]] Server page for information about these locations. &lt;br /&gt;
&lt;br /&gt;
A small section of the nation of Deglos is also found on this server.&lt;br /&gt;
&lt;br /&gt;
[[Category:Servers]] [[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Nor%27Seere&amp;diff=52648</id>
		<title>Nor'Seere</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Nor%27Seere&amp;diff=52648"/>
		<updated>2023-04-11T07:53:25Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Nor'Seere is one of the first [[Elf,_Avariel|Avariel]] settlements in the Avlissian South after [[Angadar]]'s curse was lifted, in the years following the conclusion of the [[Second Fairy War]]. The settlement is situated in northwestern [[T'Nanshi]] and stands on a clifftop of great elevation, rising high above the T'Nanshi Canopies. It can be reached from the second tier of the [[Lifts_to_the_Canopies|Canopies Lift]] at the vicinity of [[Elysia]].&lt;br /&gt;
&lt;br /&gt;
The settlement was founded by the grace of [[NPC:Queen_Adathi|Queen Adathi]]. The Avariel Royal Court currently makes its seat there, as do many of the noble houses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Noble Houses of Nor'Seere:===&lt;br /&gt;
====First House - House of Adathi&amp;lt;br /&amp;gt;====&lt;br /&gt;
*[[NPC:Queen_Adathi|Queen Adathi]] of Nor'Seere ''(Head of House)''&lt;br /&gt;
*Lord Eddings - Protector of the Winds&lt;br /&gt;
*Crown Princess Aviviya&lt;br /&gt;
*Prince Consort Hebastion - Married to Crown Princess Aviviya&lt;br /&gt;
&lt;br /&gt;
====Second House - House Edding&amp;lt;br /&amp;gt;====&lt;br /&gt;
*Crown Prince Thalion ''(Head of House)''&lt;br /&gt;
*Princess Naia - Royal Ambassador&lt;br /&gt;
*[[PCs:Seavien_Dana|Lord Seavien Dana]] - cousin to Lord Eddings and Head of House Dana&lt;br /&gt;
&lt;br /&gt;
====Third House - House Skybreaker &amp;lt;br /&amp;gt;====&lt;br /&gt;
*[[PCs:Thienna_Relimion|Lady Thienna Skybreaker]] ''(Head of House)''&lt;br /&gt;
*[[PCs:Archibald Thel|Lord Archibald Skybreaker]]&lt;br /&gt;
&lt;br /&gt;
====Fourth House - House Silverstrike&amp;lt;br /&amp;gt;====&lt;br /&gt;
*Skyla Silverstrike ''(Head of House)''&lt;br /&gt;
*Sereph Silverstrike&lt;br /&gt;
*Strephonius&lt;br /&gt;
*[[PCs:Thaylis_Beign|Sir Thaylis Beign]]&lt;br /&gt;
*[[PCs:Nawen_Amakiir|Nawen Beign]]&lt;br /&gt;
&lt;br /&gt;
====Fifth House - House Nightstorm&amp;lt;br /&amp;gt;====&lt;br /&gt;
*Paya Nightstorm - Daughter of the House ''(Head of House)''&lt;br /&gt;
&lt;br /&gt;
====Sixth House - House Goldfeather====&lt;br /&gt;
*Faradin Goldfeather - Son of the House ''(Head of House)''&lt;br /&gt;
&lt;br /&gt;
====Seventh House - House Highfeather====&lt;br /&gt;
*Soosha Highfeather - ''(Head of House)''&lt;br /&gt;
*[[PCs:Aneirin Menelaos|Aneirin Menelaos]]&lt;br /&gt;
&lt;br /&gt;
===Members of the Court:===&lt;br /&gt;
In addition to those listed above.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Silence Dreampinner - Head Advisor to The Queen&lt;br /&gt;
*Exxa - Silence's Bodyguard&lt;br /&gt;
*Bolton Feircebreeze - Royal Chancellor of Foreign affairs&lt;br /&gt;
*Aiden Brightwing - Royal Stewart&lt;br /&gt;
*Andryos - Dragon Ambassador, Keeper of Mysteries&lt;br /&gt;
*Fortyn Owlblade -  Head Historian&lt;br /&gt;
*Cali Lightbreeze - Rangermistress of Nor'seere&lt;br /&gt;
*Banner Cliffdodge - Royal Huntmaster&lt;br /&gt;
*Blossum Honeyweave - Master Brewer and Trade Mistress&lt;br /&gt;
*Kylen Icearrow - Royal Artisan&lt;br /&gt;
*Snow - Minor Noble, a distant cousin to Adathi &lt;br /&gt;
*Scarlet Riverwind - Royal Confessor&lt;br /&gt;
*Ellina Cloudcross - Royal Almoner &lt;br /&gt;
*Eve Nightrose - Minor Royal, Handmaiden to the Princesses&lt;br /&gt;
*Ana Applebranch - Head Druid of the Avariel&lt;br /&gt;
*Celia Wintersbreath - Royal Scribe&lt;br /&gt;
*Timber Fastflight - Royal Herald&lt;br /&gt;
*Marcus Lightfeather - Royal Spymaster&lt;br /&gt;
*Pandora - Royal Alchemist and Homesinger (A keeper of the Dead)&lt;br /&gt;
*Tiia Nimbus - Royal Treasurer&lt;br /&gt;
*Judith - Head chef&lt;br /&gt;
*Healer Tomas - Royal Healer&lt;br /&gt;
*Jenkin Sparktome - Royal Master Bard&lt;br /&gt;
*[[NPCs:Soosha_Highfeather|Soosha Highfeather]] - Royal Bard of the Court&lt;br /&gt;
*Captain Stormrise -  Master of Ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Landmarks:===&lt;br /&gt;
&lt;br /&gt;
The Queen's Palace&amp;lt;br&amp;gt;&lt;br /&gt;
The Dragons' Abode&amp;lt;br&amp;gt;&lt;br /&gt;
The Trinity Temple ([[Cha'reth]], [[Dru'El]], [[Corellon Larethian]])&amp;lt;br&amp;gt;&lt;br /&gt;
Celeb ar' Malda [[Shop Locations|marketplace]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]] [[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Nor%27Seere&amp;diff=52647</id>
		<title>Nor'Seere</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Nor%27Seere&amp;diff=52647"/>
		<updated>2023-04-11T07:33:04Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Nor'Seere is one of the first [[Elf,_Avariel|Avariel]] settlements in the Avlissian South after [[Angadar]]'s curse was lifted, in the years following the conclusion of the [[Second Fairy War]]. The settlement is situated in northwestern [[T'Nanshi]] and stands on a clifftop of great elevation, rising high above the T'Nanshi Canopies. It can be reached from the second tier of the [[Lifts_to_the_Canopies|Canopies Lift]] at the vicinity of [[Elysia]].&lt;br /&gt;
&lt;br /&gt;
The settlement was founded by the grace of [[NPC:Queen_Adathi|Queen Adathi]]. The Avariel Royal Court currently makes its seat there, as do many of the noble houses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Noble Houses of Nor'Seere:===&lt;br /&gt;
====First House - House of Adathi&amp;lt;br /&amp;gt;====&lt;br /&gt;
*[[NPC:Queen_Adathi|Queen Adathi]] of Nor'Seere ''(Head of House)''&lt;br /&gt;
*Lord Eddings - Protector of the Winds&lt;br /&gt;
*Crown Princess Aviviya&lt;br /&gt;
*Prince Consort Hebastion - Married to Crown Princess Aviviya&lt;br /&gt;
&lt;br /&gt;
====Second House - House Edding&amp;lt;br /&amp;gt;====&lt;br /&gt;
*Crown Prince Thalion ''(Head of House)''&lt;br /&gt;
*Princess Naia - Royal Ambassador&lt;br /&gt;
*[[PCs:Seavien_Dana|Lord Seavien Dana]] - cousin to Lord Eddings and Head of House Dana&lt;br /&gt;
&lt;br /&gt;
====Third House - House Skybreaker &amp;lt;br /&amp;gt;====&lt;br /&gt;
*[[PCs:Thienna_Relimion|Lady Thienna Skybreaker]] ''(Head of House)''&lt;br /&gt;
*[[PCs:Archibald Thel|Lord Archibald Skybreaker]]&lt;br /&gt;
&lt;br /&gt;
====Fourth House - House Silverstrike&amp;lt;br /&amp;gt;====&lt;br /&gt;
*Skyla Silverstrike ''(Head of House)''&lt;br /&gt;
*Sereph Silverstrike&lt;br /&gt;
*Strephonius&lt;br /&gt;
*[[PCs:Thaylis_Beign|Sir Thaylis Beign]]&lt;br /&gt;
*[[PCs:Nawen_Amakiir|Nawen Beign]]&lt;br /&gt;
&lt;br /&gt;
====Fifth House - House Nightstorm&amp;lt;br /&amp;gt;====&lt;br /&gt;
*Paya Nightstorm - Daughter of the House ''(Head of House)''&lt;br /&gt;
&lt;br /&gt;
====Sixth House - House Goldfeather====&lt;br /&gt;
*Faradin Goldfeather - Son of the House ''(Head of House)''&lt;br /&gt;
&lt;br /&gt;
====Seventh House - House Highfeather====&lt;br /&gt;
*Soosha Highfeather - ''(Head of House)''&lt;br /&gt;
*[[PCs:Aneirin Menelaos|Aneirin Menelaos]]&lt;br /&gt;
&lt;br /&gt;
===Members of the Court:===&lt;br /&gt;
In addition to those listed above.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Silence Dreampinner - Head Advisor to The Queen&lt;br /&gt;
*Exxa - Silence's Bodyguard&lt;br /&gt;
*Bolton Feircebreeze - Royal Chancellor of Foreign affairs&lt;br /&gt;
*Aiden Brightwing - Royal Stewart&lt;br /&gt;
*Andryos - Dragon Ambassador, Keeper of Mysteries&lt;br /&gt;
*Fortyn Owlblade -  Head Historian&lt;br /&gt;
*Cali Lightbreeze - Rangermistress of Nor'seere&lt;br /&gt;
*Banner Cliffdodge - Royal Huntmaster&lt;br /&gt;
*Blossum Honeyweave - Master Brewer and Trade Mistress&lt;br /&gt;
*Kylen Icearrow - Royal Artisan&lt;br /&gt;
*Snow - Minor Noble, a distant cousin to Adathi &lt;br /&gt;
*Scarlet Riverwind - Royal Confessor&lt;br /&gt;
*Ellina Cloudcross - Royal Almoner &lt;br /&gt;
*Eve Nightrose - Minor Royal, Handmaiden to the Princesses&lt;br /&gt;
*Ana Applebranch - Head Druid of the Avariel&lt;br /&gt;
*Celia Wintersbreath - Royal Scribe&lt;br /&gt;
*Timber Fastflight - Royal Herald&lt;br /&gt;
*Marcus Lightfeather - Royal Spymaster&lt;br /&gt;
*Pandora - Royal Alchemist and Homesinger (A keeper of the Dead)&lt;br /&gt;
*Tiia Nimbus - Royal Treasurer&lt;br /&gt;
*Judith - Head chef&lt;br /&gt;
*Healer Tomas - Royal Healer&lt;br /&gt;
*Jenkin Sparktome - Royal Master Bard&lt;br /&gt;
*[[NPCs:Soosha_Highfeather|Soosha Highfeather]] - Royal Bard of the Court&lt;br /&gt;
*Captain Stormrise -  Master of Ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notable Landmarks:===&lt;br /&gt;
&lt;br /&gt;
The Queen's Palace&amp;lt;br&amp;gt;&lt;br /&gt;
The Dragons' Abode&amp;lt;br&amp;gt;&lt;br /&gt;
The Trinity Temple ([[Cha'reth]], [[Dru'El]], [[Corellon Larethian]])&amp;lt;br&amp;gt;&lt;br /&gt;
Celeb ar' Malda [[Shop Locations|marketplace]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=51868</id>
		<title>PCs:Archibald Skybreaker</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=51868"/>
		<updated>2022-10-03T03:19:40Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
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&lt;div&gt;{{PC}}&lt;br /&gt;
{{PCStyle1|PCBackground=green&lt;br /&gt;
|Portrait=Archibaldport.jpg&lt;br /&gt;
|Name=Archibald Thel&lt;br /&gt;
|Race=[[Avariel]]&lt;br /&gt;
|Sex=Male&lt;br /&gt;
|Class=[[Wizard]]&lt;br /&gt;
|Guild=[[Guild:GreenOrder|Green Order of the Forest]], [[Guild:AKN|The Guild for Advancement of Knowledge in Nature]], [[Guild:Reverdie|Academy of the Bardic Arts]]&lt;br /&gt;
|Server=Wilderness&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=5086&lt;br /&gt;
|BottomImage=Allheralds5jx.png&lt;br /&gt;
}}&lt;br /&gt;
[[Category:PCs ]]&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
===Personality: 2004-Mid 2009===&lt;br /&gt;
&lt;br /&gt;
For most of his years, Archibald was generally viewed as a crazy obsessive-compulsive mage with tons of ideas and unique but bad solutions to problems. In general, he was actually somewhat nice to people though never close enough to anyone to call them a friend. He was prone to fits of rage whenever he felt he was being mocked and insulted by others and often responded poorly to this. He rarely thought through the consequences of his actions as well many times to the detriment of himself or those around him. In most situations, he acted overly confident to a point of foolishness as well. Even though it took ages for it to happen, something finally gave that caused all of this to change...&lt;br /&gt;
&lt;br /&gt;
===Present Day Personality===&lt;br /&gt;
&lt;br /&gt;
These days Archibald is no longer considered mad or insane by many. He tends towards being a kind man, though very fiercely protective of that which he cares about, especially his friends. His creativity while somewhat diminished by his now stable mind tends to be put to better use as well and he can see both simple and complex solutions to problems that many don't and he can immediately act upon them or offer ideas to others. He is a remarkably good listener and very helpful and wise in concern to the issues of others thanks to the great variety of different experiences and things he has gone through over the years. However, he does tend to make friends with women more easily and seems to be a natural at helping them with their problems. Despite his occasional lack of tact, he does remarkably well at being a charming gentleman, a trickster and joker, and just showing a boastful air of confidence for the sake of it for unknown reasons. He tends to approach most situations confidently, though he is more than aware of his own limits and knows when it's best to admit to them, yet also knows when taking a risk is the best possible approach.&lt;br /&gt;
&lt;br /&gt;
==Archibald's Story==&lt;br /&gt;
===Background and History===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;OOC Author's Note: Some of these events occurred many years ago and my memory of them may not be entirely correct or missing some things. Please feel free to check with me and fill in any blanks you see.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====The Chaos Comes====&lt;br /&gt;
Archibald suddenly arrived on the scene many years ago and almost immediately began to cause an uproar or a scene anywhere he went. There's little more to say on this part aside from the fact that in most cases the typical response from onlookers ranged from amused to downright hostile and annoyed. Archibald also did some planewalking to Ysgard and even briefly had a poorly wrought campaign to join the Council in [[Elysia]] There is some speculation he may also have been a [[Forian|Forianite]] at the time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Archmage Archibald Thel of the Flame, Novice Sorcerer====&lt;br /&gt;
Archibald eventually began to seek out joining a mage order and attempted to attend several Academy lectures, however, due to his conduct and nature at the time, he ended up either invalidating his attendance or getting kicked out of them. His only option at the time as well as the [[Guild:AshenOrder|Ashen Order of the Stars]] and he certainly wasn't about upholding balance in the world or in magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Having no place in the Trust and the contempt of many of what would be considered the elite of mages at the time, Archibald decided to just create his own mage order and obtain the notice of [[Andrinor]] himself. So Archibald announced the creation of the Yellow Order, a mage order dedicated to the free practice of magic and spreading its use among as many as possible and began to attempt to recruit non-order mages into it. This surprisingly angered much the Trust even more as some considered it as an attempt to poach potential members into their own Orders. Archibald did not relent though and even sought the council of Melonious Mennallin on the matter to which he strangely got support on. Soon, Archibald entered the Academy of Mortal Magic in Elysia and proceeded up to Andrinor's Shrine. There he prayed to Andrinor and converted and in an overt show of divine power, flames appeared around Archibald and a pillar of fire descended from above, leaving a set of red robes, a holy symbol, and a Trust Mark on Archibald's shoulder.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald's sudden ascent to Archmage did cause a commotion, and what's more he never actually completed the Academy curriculum. Some of the Trust still viewed him with contempt while others had become supportive. Archibald, however, shunned those who treated him poorly and mocked his efforts to create an Order and had suddenly changed their attitude towards him. He immediately began to recruit, the Red Order having formed right around the time of the settlement of [[Visimontium]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====The Brightest Flames Burn Out Fastest====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald quickly realized just how difficult recruitment for his Order was. Unlike the other mage orders, the Red Order at the time required followers to also be a worshiper of Andrinor and he lost a few recruits due to an unwillingness to have to convert to a god to join. Some others he recruited also suddenly took off and vanished, further adding to his frustrations. The few mages he did recruit at the time, he found lacking in initiative and far too dependent upon him for a mage order in which he envisioned the archmage not being the central leading figure unlike the other mage orders with its own unique structure. However, a combination of these Order along with personal issues lead him to suddenly abandon his station and disappear, believing that the Order would end up dying early unless it's few members were forced to take action. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====How He Fell====&lt;br /&gt;
After some time wandering, Archibald returned and initially attempted to re-join Red. However, he was immediately kicked out of the tower by a slaad bouncer they had summoned at the time and he was entirely shunned by the membership of the time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Having no real place to go or any allies in the south, Archibald left on a ship from [[Mikona]] and departed for [[Kuras]]. There he assumed the name of Fell Baldwin and during his stay, he blended in remarkably well and even at one point helped to hold off invading barbarians in one of the northern fiefs. He also attempted to set himself up as a god to a goblin tribe, claiming to be an avatar of [[Maleki]], but that did not quite work out. With new roads built leading to Visimontium and with time though, Archibald decided it was time he tried to return south once more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====The Flame Burns Again====&lt;br /&gt;
Archibald did return indeed to Visimontium. There he found a band of Red Order mages heading into the Gnomish Memorial for training and decided to follow them, trailing far behind. He ended up getting blown up for his efforts, but once they learned who he was, their attitude had changed. Red's leadership and higher ranks had changed significantly since then and were now headed up by [[PCs:Elyl|Elyl]], one of the initial mages Archibald tried to recruit. They amazingly welcomed him back to the Order with no argument and even let Archibald give himself the rank of &amp;quot;High Magus of Arcane Research&amp;quot; which no one contested. With that, Archibald had at last returned south and to stay. During this time he aided in temporarily creating a ward on the spider caves that prevented the cultists and spiders from leaving, helped with fighting the Death Army, and other various things. He was obviously still not viewed very favorably by the Trust, and for good reason, since he had abandoned the Order in the past.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Wildfire====&lt;br /&gt;
Eventually, after much convincing and effort, Archibald managed to talk the transmutant, Vesdrac Noss'tau into teaching him transmutation under a condition that he could no longer use most conjurations for the duration of the training. Archibald did indeed follow through...mostly. He still cast Dimension Doors with regularity, even at times they weren't needed and even a few other spells such as Improved Mage Armor. This caused Vesdrac to slow his teaching and as Archibald watched Vesdrac become more and more likely to be banished or declared an enemy combatant, along with his own anger as he thought that interweaving conjuring and transmuting would help to advance the art, Archibald became infuriated at Vesdrac and resolved to end his apprentice status with him, one way or another and simply snapped.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald lured Vesdrac north of Elf Gate one day under the pretense of an arcane demonstration. Then, without warning, Archibald executed an essentially defenseless Vesdrac without remorse and stole his spellbook, successfully escaping to Visimontium where he managed to acquire much of the knowledge inside it and got what he was after. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald did send the spellbook back to the Ebony Tower and to Vesdrac under some conditions, but Archmage [[PCs:Vintrinia_Carnen|Vintrinia]] caught up with Archibald though and executed him there and threw him from the Order. There is speculation that she did this as much because of her own friendship with Vesdrac than anything else and perhaps even political reasons as shortly thereafter she suddenly departed her own office and left for the [[Guild:EbonyOrder|Ebony Order]]. Archibald was again without an order and no one to turn to. He again went into hiding.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Heart of Madness====&lt;br /&gt;
At the time, Archibald was filled with many emotions. Hate, sadness, regret, anger, and a desire to have revenge on Vesdrac. He brought his information on Vesdrac's activities to [[PCs:Thorfinn Hausselkiff|Thorfinn]], the Speaker of the [[Guild:HandsofDruEl|Hands of Dru'El]] and somehow became friends with him, his wife [[PCs:Ellowin_Be'tend_Snyder|Ellowin]], and a few others of the [[Dru'El]] faith. Archibald also formulated a brief plan to oust Vintrinia from the order, but this was redundant as she left of her own accord before anything could come to pass. With the assistance of [[PCs:Bedlam_Dender|Bedlam]] and [[NPCs:Sophie_Dender|Sophie]] Dender along with Sophie's &amp;quot;sisters&amp;quot;, Archibald even sought to hurl his soul into the vortex to ask Andrinor for advice. He did so successfully and was told to seek forgiveness. Archibald did attempt to in his own odd way with Vesdrac and was denied, but Archibald had fulfilled Andrinor's conditions, though very few mages of more mortal inclinations cared and their feelings regarding Archibald had not changed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald then began a campaign to make sure Vesdrac's illegal activities and aid to the shaahesk became known. However, his lack of physical evidence was a problem and despite many armed forces in the nations at war agreeing with him, the governments never acted. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Meanwhile, Archibald began research into a few new projects and became more and more entwined in [[T'Nanshi]]. Unfortunately, due to a combination of what spending prolonged time as an illithid did to him for part of his research, and his overworking himself, Archibald began to suffer heavily from stress, culminating in a complete mental breakdown. Much of this stress was temporarily relieved when Sophie learned that Archibald surprisingly had gone his whole life untouched by a woman. She then conspired and trapped him, not letting him leave until he picked one of two sets of twin O'Man nymph sisters, of which afterward he remained with them for days. This actually helped improve his mood greatly and along with Finn and Ellowin's influence, he was very slowly changing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;More to come...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mage Orders==&lt;br /&gt;
===Current Mage Order Status===&lt;br /&gt;
&lt;br /&gt;
Archibald Thel is the founder of the Red Order of the Flame. He is currently both the Great Mage of Arms and Senior Mage of Zvidureth in the Green Order of the Forest.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Archibald Thel]]&lt;br /&gt;
[[Category:T'NanshiPCs|Archibald Thel]]&lt;br /&gt;
[[Category:Transmutant|Archibald Thel]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=51854</id>
		<title>PCs:Archibald Skybreaker</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=51854"/>
		<updated>2022-10-03T00:57:03Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC}}&lt;br /&gt;
{{PCStyle1|PCBackground=green&lt;br /&gt;
|Portrait=Archibaldport.jpg&lt;br /&gt;
|Name=Archibald Thel&lt;br /&gt;
|Race=[[Avariel]]&lt;br /&gt;
|Sex=Male&lt;br /&gt;
|Class=[[Wizard]]&lt;br /&gt;
|Guild=[[Guild:GreenOrder|Green Order of the Forest]], [[Guild:AKN|The Guild for Advancement of Knowledge in Nature]], [[Guild: Le'Nofaythen'T'Nanshi|Le'Nofaythen'T'Nanshi]], [[Guild:Reverdie|Academy of the Bardic Arts]]&lt;br /&gt;
|Server=Wilderness&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=5086&lt;br /&gt;
|BottomImage=Allheralds5jx.png&lt;br /&gt;
}}&lt;br /&gt;
[[Category:PCs ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Definition of Archibald&amp;lt;/b&amp;gt; - Truly Bold&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
===Personality: 2004-Mid 2009===&lt;br /&gt;
&lt;br /&gt;
For most of his years, Archibald was generally viewed as a crazy obsessive-compulsive mage with tons of ideas and unique but bad solutions to problems. In general, he was actually somewhat nice to people though never close enough to anyone to call them a friend. He was prone to fits of rage whenever he felt he was being mocked and insulted by others and often responded poorly to this. He rarely thought through the consequences of his actions as well many times to the detriment of himself or those around him. In most situations, he acted overly confident to a point of foolishness as well. Even though it took ages for it to happen, something finally gave that caused all of this to change...&lt;br /&gt;
&lt;br /&gt;
===Present Day Personality===&lt;br /&gt;
&lt;br /&gt;
These days Archibald is no longer considered mad or insane by many. He tends towards being a kind man, though very fiercely protective of that which he cares about, especially his friends. His creativity while somewhat diminished by his now stable mind tends to be put to better use as well and he can see both simple and complex solutions to problems that many don't and he can immediately act upon them or offer ideas to others. He is a remarkably good listener and very helpful and wise in concern to the issues of others thanks to the great variety of different experiences and things he has gone through over the years. However, he does tend to make friends with women more easily and seems to be a natural at helping them with their problems. Despite his occasional lack of tact, he does remarkably well at being a charming gentleman, a trickster and joker, and just showing a boastful air of confidence for the sake of it for unknown reasons. He tends to approach most situations confidently, though he is more than aware of his own limits and knows when it's best to admit to them, yet also knows when taking a risk is the best possible approach.&lt;br /&gt;
&lt;br /&gt;
==Archibald's Story==&lt;br /&gt;
===Background and History===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;OOC Author's Note: Some of these events occurred many years ago and my memory of them may not be entirely correct or missing some things. Please feel free to check with me and fill in any blanks you see.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====The Chaos Comes====&lt;br /&gt;
Archibald suddenly arrived on the scene many years ago and almost immediately began to cause an uproar or a scene anywhere he went. There's little more to say on this part aside from the fact that in most cases the typical response from onlookers ranged from amused to downright hostile and annoyed. Archibald also did some planewalking to Ysgard and even briefly had a poorly wrought campaign to join the Council in [[Elysia]] There is some speculation he may also have been a [[Forian|Forianite]] at the time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Archmage Archibald Thel of the Flame, Novice Sorcerer====&lt;br /&gt;
Archibald eventually began to seek out joining a mage order and attempted to attend several Academy lectures, however, due to his conduct and nature at the time, he ended up either invalidating his attendance or getting kicked out of them. His only option at the time as well as the [[Guild:AshenOrder|Ashen Order of the Stars]] and he certainly wasn't about upholding balance in the world or in magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Having no place in the Trust and the contempt of many of what would be considered the elite of mages at the time, Archibald decided to just create his own mage order and obtain the notice of [[Andrinor]] himself. So Archibald announced the creation of the Yellow Order, a mage order dedicated to the free practice of magic and spreading its use among as many as possible and began to attempt to recruit non-order mages into it. This surprisingly angered much the Trust even more as some considered it as an attempt to poach potential members into their own Orders. Archibald did not relent though and even sought the council of Melonious Mennallin on the matter to which he strangely got support on. Soon, Archibald entered the Academy of Mortal Magic in Elysia and proceeded up to Andrinor's Shrine. There he prayed to Andrinor and converted and in an overt show of divine power, flames appeared around Archibald and a pillar of fire descended from above, leaving a set of red robes, a holy symbol, and a Trust Mark on Archibald's shoulder.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald's sudden ascent to Archmage did cause a commotion, and what's more he never actually completed the Academy curriculum. Some of the Trust still viewed him with contempt while others had become supportive. Archibald, however, shunned those who treated him poorly and mocked his efforts to create an Order and had suddenly changed their attitude towards him. He immediately began to recruit, the Red Order having formed right around the time of the settlement of [[Visimontium]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====The Brightest Flames Burn Out Fastest====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald quickly realized just how difficult recruitment for his Order was. Unlike the other mage orders, the Red Order at the time required followers to also be a worshiper of Andrinor and he lost a few recruits due to an unwillingness to have to convert to a god to join. Some others he recruited also suddenly took off and vanished, further adding to his frustrations. The few mages he did recruit at the time, he found lacking in initiative and far too dependent upon him for a mage order in which he envisioned the archmage not being the central leading figure unlike the other mage orders with its own unique structure. However, a combination of these Order along with personal issues lead him to suddenly abandon his station and disappear, believing that the Order would end up dying early unless it's few members were forced to take action. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====How He Fell====&lt;br /&gt;
After some time wandering, Archibald returned and initially attempted to re-join Red. However, he was immediately kicked out of the tower by a slaad bouncer they had summoned at the time and he was entirely shunned by the membership of the time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Having no real place to go or any allies in the south, Archibald left on a ship from [[Mikona]] and departed for [[Kuras]]. There he assumed the name of Fell Baldwin and during his stay, he blended in remarkably well and even at one point helped to hold off invading barbarians in one of the northern fiefs. He also attempted to set himself up as a god to a goblin tribe, claiming to be an avatar of [[Maleki]], but that did not quite work out. With new roads built leading to Visimontium and with time though, Archibald decided it was time he tried to return south once more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====The Flame Burns Again====&lt;br /&gt;
Archibald did return indeed to Visimontium. There he found a band of Red Order mages heading into the Gnomish Memorial for training and decided to follow them, trailing far behind. He ended up getting blown up for his efforts, but once they learned who he was, their attitude had changed. Red's leadership and higher ranks had changed significantly since then and were now headed up by [[PCs:Elyl|Elyl]], one of the initial mages Archibald tried to recruit. They amazingly welcomed him back to the Order with no argument and even let Archibald give himself the rank of &amp;quot;High Magus of Arcane Research&amp;quot; which no one contested. With that, Archibald had at last returned south and to stay. During this time he aided in temporarily creating a ward on the spider caves that prevented the cultists and spiders from leaving, helped with fighting the Death Army, and other various things. He was obviously still not viewed very favorably by the Trust, and for good reason, since he had abandoned the Order in the past.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Wildfire====&lt;br /&gt;
Eventually, after much convincing and effort, Archibald managed to talk the transmutant, Vesdrac Noss'tau into teaching him transmutation under a condition that he could no longer use most conjurations for the duration of the training. Archibald did indeed follow through...mostly. He still cast Dimension Doors with regularity, even at times they weren't needed and even a few other spells such as Improved Mage Armor. This caused Vesdrac to slow his teaching and as Archibald watched Vesdrac become more and more likely to be banished or declared an enemy combatant, along with his own anger as he thought that interweaving conjuring and transmuting would help to advance the art, Archibald became infuriated at Vesdrac and resolved to end his apprentice status with him, one way or another and simply snapped.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald lured Vesdrac north of Elf Gate one day under the pretense of an arcane demonstration. Then, without warning, Archibald executed an essentially defenseless Vesdrac without remorse and stole his spellbook, successfully escaping to Visimontium where he managed to acquire much of the knowledge inside it and got what he was after. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald did send the spellbook back to the Ebony Tower and to Vesdrac under some conditions, but Archmage [[PCs:Vintrinia_Carnen|Vintrinia]] caught up with Archibald though and executed him there and threw him from the Order. There is speculation that she did this as much because of her own friendship with Vesdrac than anything else and perhaps even political reasons as shortly thereafter she suddenly departed her own office and left for the [[Guild:EbonyOrder|Ebony Order]]. Archibald was again without an order and no one to turn to. He again went into hiding.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Heart of Madness====&lt;br /&gt;
At the time, Archibald was filled with many emotions. Hate, sadness, regret, anger, and a desire to have revenge on Vesdrac. He brought his information on Vesdrac's activities to [[PCs:Thorfinn Hausselkiff|Thorfinn]], the Speaker of the [[Guild:HandsofDruEl|Hands of Dru'El]] and somehow became friends with him, his wife [[PCs:Ellowin_Be'tend_Snyder|Ellowin]], and a few others of the [[Dru'El]] faith. Archibald also formulated a brief plan to oust Vintrinia from the order, but this was redundant as she left of her own accord before anything could come to pass. With the assistance of [[PCs:Bedlam_Dender|Bedlam]] and [[NPCs:Sophie_Dender|Sophie]] Dender along with Sophie's &amp;quot;sisters&amp;quot;, Archibald even sought to hurl his soul into the vortex to ask Andrinor for advice. He did so successfully and was told to seek forgiveness. Archibald did attempt to in his own odd way with Vesdrac and was denied, but Archibald had fulfilled Andrinor's conditions, though very few mages of more mortal inclinations cared and their feelings regarding Archibald had not changed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald then began a campaign to make sure Vesdrac's illegal activities and aid to the shaahesk became known. However, his lack of physical evidence was a problem and despite many armed forces in the nations at war agreeing with him, the governments never acted. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Meanwhile, Archibald began research into a few new projects and became more and more entwined in [[T'Nanshi]]. Unfortunately, due to a combination of what spending prolonged time as an illithid did to him for part of his research, and his overworking himself, Archibald began to suffer heavily from stress, culminating in a complete mental breakdown. Much of this stress was temporarily relieved when Sophie learned that Archibald surprisingly had gone his whole life untouched by a woman. She then conspired and trapped him, not letting him leave until he picked one of two sets of twin O'Man nymph sisters, of which afterward he remained with them for days. This actually helped improve his mood greatly and along with Finn and Ellowin's influence, he was very slowly changing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;More to come...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mage Orders==&lt;br /&gt;
===Current Mage Order Status===&lt;br /&gt;
&lt;br /&gt;
Archibald Thel is the founder of the Red Order of the Flame. He is currently both the Great Mage of Arms and Senior Mage of Zvidureth in the Green Order of the Forest.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Archibald Thel]]&lt;br /&gt;
[[Category:T'NanshiPCs|Archibald Thel]]&lt;br /&gt;
[[Category:Transmutant|Archibald Thel]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=51853</id>
		<title>PCs:Archibald Skybreaker</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Archibald_Skybreaker&amp;diff=51853"/>
		<updated>2022-10-03T00:53:16Z</updated>

		<summary type="html">&lt;p&gt;Sarmanos: /* Mage Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC}}&lt;br /&gt;
{{PCStyle1|PCBackground=green&lt;br /&gt;
|Portrait=Archibaldport.jpg&lt;br /&gt;
|Name=Archibald Thel&lt;br /&gt;
|Race=[[Avariel]]&lt;br /&gt;
|Sex=Male&lt;br /&gt;
|Class=[[Wizard]]&lt;br /&gt;
|Guild=[[Guild:GreenOrder|Green Order of the Forest]], [[Guild:AKN|The Guild for Advancement of Knowledge in Nature]], [[Guild: Le'Nofaythen'T'Nanshi|Le'Nofaythen'T'Nanshi]], [[Guild:Reverdie|Academy of the Bardic Arts]]&lt;br /&gt;
|Server=Wilderness&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=5086&lt;br /&gt;
|BottomImage=Allheralds5jx.png&lt;br /&gt;
}}&lt;br /&gt;
[[Category:PCs ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;Definition of Archibald&amp;lt;/b&amp;gt; - Truly Bold&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
===Personality: 2004-Mid 2009===&lt;br /&gt;
&lt;br /&gt;
For most of his years, Archibald was generally viewed as a crazy obsessive-compulsive mage with tons of ideas and unique but bad solutions to problems. In general, he was actually somewhat nice to people though never close enough to anyone to call them a friend. He was prone to fits of rage whenever he felt he was being mocked and insulted by others and often responded poorly to this. He rarely thought through the consequences of his actions as well many times to the detriment of himself or those around him. In most situations, he acted overly confident to a point of foolishness as well. Even though it took ages for it to happen, something finally gave that caused all of this to change...&lt;br /&gt;
&lt;br /&gt;
===Present Day Personality===&lt;br /&gt;
&lt;br /&gt;
These days Archibald is no longer considered mad or insane by many. He tends towards being a kind man, though very fiercely protective of that which he cares about, especially his friends. His creativity while somewhat diminished by his now stable mind tends to be put to better use as well and he can see both simple and complex solutions to problems that many don't and he can immediately act upon them or offer ideas to others. He is a remarkably good listener and very helpful and wise in concern to the issues of others thanks to the great variety of different experiences and things he has gone through over the years. However, he does tend to make friends with women more easily and seems to be a natural at helping them with their problems. Despite his occasional lack of tact, he does remarkably well at being a charming gentleman, a trickster and joker, and just showing a boastful air of confidence for the sake of it for unknown reasons. He tends to approach most situations confidently, though he is more than aware of his own limits and knows when it's best to admit to them, yet also knows when taking a risk is the best possible approach.&lt;br /&gt;
&lt;br /&gt;
==Archibald's Story==&lt;br /&gt;
===Background and History===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;OOC Author's Note: Some of these events occurred many years ago and my memory of them may not be entirely correct or missing some things. Please feel free to check with me and fill in any blanks you see.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====The Chaos Comes====&lt;br /&gt;
Archibald suddenly arrived on the scene many years ago and almost immediately began to cause an uproar or a scene anywhere he went. There's little more to say on this part aside from the fact that in most cases the typical response from onlookers ranged from amused to downright hostile and annoyed. Archibald also did some planewalking to Ysgard and even briefly had a poorly wrought campaign to join the Council in [[Elysia]] There is some speculation he may also have been a [[Forian|Forianite]] at the time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Archmage Archibald Thel of the Flame, Novice Sorcerer====&lt;br /&gt;
Archibald eventually began to seek out joining a mage order and attempted to attend several Academy lectures, however, due to his conduct and nature at the time, he ended up either invalidating his attendance or getting kicked out of them. His only option at the time as well as the [[Guild:AshenOrder|Ashen Order of the Stars]] and he certainly wasn't about upholding balance in the world or in magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Having no place in the Trust and the contempt of many of what would be considered the elite of mages at the time, Archibald decided to just create his own mage order and obtain the notice of [[Andrinor]] himself. So Archibald announced the creation of the Yellow Order, a mage order dedicated to the free practice of magic and spreading its use among as many as possible and began to attempt to recruit non-order mages into it. This surprisingly angered much the Trust even more as some considered it as an attempt to poach potential members into their own Orders. Archibald did not relent though and even sought the council of Melonious Mennallin on the matter to which he strangely got support on. Soon, Archibald entered the Academy of Mortal Magic in Elysia and proceeded up to Andrinor's Shrine. There he prayed to Andrinor and converted and in an overt show of divine power, flames appeared around Archibald and a pillar of fire descended from above, leaving a set of red robes, a holy symbol, and a Trust Mark on Archibald's shoulder.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald's sudden ascent to Archmage did cause a commotion, and what's more he never actually completed the Academy curriculum. Some of the Trust still viewed him with contempt while others had become supportive. Archibald, however, shunned those who treated him poorly and mocked his efforts to create an Order and had suddenly changed their attitude towards him. He immediately began to recruit, the Red Order having formed right around the time of the settlement of [[Visimontium]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====The Brightest Flames Burn Out Fastest====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald quickly realized just how difficult recruitment for his Order was. Unlike the other mage orders, the Red Order at the time required followers to also be a worshiper of Andrinor and he lost a few recruits due to an unwillingness to have to convert to a god to join. Some others he recruited also suddenly took off and vanished, further adding to his frustrations. The few mages he did recruit at the time, he found lacking in initiative and far too dependent upon him for a mage order in which he envisioned the archmage not being the central leading figure unlike the other mage orders with its own unique structure. However, a combination of these Order along with personal issues lead him to suddenly abandon his station and disappear, believing that the Order would end up dying early unless it's few members were forced to take action. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====How He Fell====&lt;br /&gt;
After some time wandering, Archibald returned and initially attempted to re-join Red. However, he was immediately kicked out of the tower by a slaad bouncer they had summoned at the time and he was entirely shunned by the membership of the time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Having no real place to go or any allies in the south, Archibald left on a ship from [[Mikona]] and departed for [[Kuras]]. There he assumed the name of Fell Baldwin and during his stay, he blended in remarkably well and even at one point helped to hold off invading barbarians in one of the northern fiefs. He also attempted to set himself up as a god to a goblin tribe, claiming to be an avatar of [[Maleki]], but that did not quite work out. With new roads built leading to Visimontium and with time though, Archibald decided it was time he tried to return south once more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====The Flame Burns Again====&lt;br /&gt;
Archibald did return indeed to Visimontium. There he found a band of Red Order mages heading into the Gnomish Memorial for training and decided to follow them, trailing far behind. He ended up getting blown up for his efforts, but once they learned who he was, their attitude had changed. Red's leadership and higher ranks had changed significantly since then and were now headed up by [[PCs:Elyl|Elyl]], one of the initial mages Archibald tried to recruit. They amazingly welcomed him back to the Order with no argument and even let Archibald give himself the rank of &amp;quot;High Magus of Arcane Research&amp;quot; which no one contested. With that, Archibald had at last returned south and to stay. During this time he aided in temporarily creating a ward on the spider caves that prevented the cultists and spiders from leaving, helped with fighting the Death Army, and other various things. He was obviously still not viewed very favorably by the Trust, and for good reason, since he had abandoned the Order in the past.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Wildfire====&lt;br /&gt;
Eventually, after much convincing and effort, Archibald managed to talk the transmutant, Vesdrac Noss'tau into teaching him transmutation under a condition that he could no longer use most conjurations for the duration of the training. Archibald did indeed follow through...mostly. He still cast Dimension Doors with regularity, even at times they weren't needed and even a few other spells such as Improved Mage Armor. This caused Vesdrac to slow his teaching and as Archibald watched Vesdrac become more and more likely to be banished or declared an enemy combatant, along with his own anger as he thought that interweaving conjuring and transmuting would help to advance the art, Archibald became infuriated at Vesdrac and resolved to end his apprentice status with him, one way or another and simply snapped.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald lured Vesdrac north of Elf Gate one day under the pretense of an arcane demonstration. Then, without warning, Archibald executed an essentially defenseless Vesdrac without remorse and stole his spellbook, successfully escaping to Visimontium where he managed to acquire much of the knowledge inside it and got what he was after. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Archibald did send the spellbook back to the Ebony Tower and to Vesdrac under some conditions, but Archmage [[PCs:Vintrinia_Carnen|Vintrinia]] caught up with Archibald though and executed him there and threw him from the Order. There is speculation that she did this as much because of her own friendship with Vesdrac than anything else and perhaps even political reasons as shortly thereafter she suddenly departed her own office and left for the [[Guild:EbonyOrder|Ebony Order]]. Archibald was again without an order and no one to turn to. He again went into hiding.&lt;br /&gt;
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====Heart of Madness====&lt;br /&gt;
At the time, Archibald was filled with many emotions. Hate, sadness, regret, anger, and a desire to have revenge on Vesdrac. He brought his information on Vesdrac's activities to [[PCs:Thorfinn Hausselkiff|Thorfinn]], the Speaker of the [[Guild:HandsofDruEl|Hands of Dru'El]] and somehow became friends with him, his wife [[PCs:Ellowin_Be'tend_Snyder|Ellowin]], and a few others of the [[Dru'El]] faith. Archibald also formulated a brief plan to oust Vintrinia from the order, but this was redundant as she left of her own accord before anything could come to pass. With the assistance of [[PCs:Bedlam_Dender|Bedlam]] and [[NPCs:Sophie_Dender|Sophie]] Dender along with Sophie's &amp;quot;sisters&amp;quot;, Archibald even sought to hurl his soul into the vortex to ask Andrinor for advice. He did so successfully and was told to seek forgiveness. Archibald did attempt to in his own odd way with Vesdrac and was denied, but Archibald had fulfilled Andrinor's conditions, though very few mages of more mortal inclinations cared and their feelings regarding Archibald had not changed.&lt;br /&gt;
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Archibald then began a campaign to make sure Vesdrac's illegal activities and aid to the shaahesk became known. However, his lack of physical evidence was a problem and despite many armed forces in the nations at war agreeing with him, the governments never acted. &lt;br /&gt;
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Meanwhile, Archibald began research into a few new projects and became more and more entwined in [[T'Nanshi]]. Unfortunately, due to a combination of what spending prolonged time as an illithid did to him for part of his research, and his overworking himself, Archibald began to suffer heavily from stress, culminating in a complete mental breakdown. Much of this stress was temporarily relieved when Sophie learned that Archibald surprisingly had gone his whole life untouched by a woman. She then conspired and trapped him, not letting him leave until he picked one of two sets of twin O'Man nymph sisters, of which afterward he remained with them for days. This actually helped improve his mood greatly and along with Finn and Ellowin's influence, he was very slowly changing.&lt;br /&gt;
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&amp;lt;i&amp;gt;More to come...&amp;lt;/i&amp;gt;&lt;br /&gt;
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==Mage Orders==&lt;br /&gt;
===Current Mage Order Status===&lt;br /&gt;
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Archibald Thel is the founder of the Red Order of the Flame. He is currently both the Great Mage of Arms and Senior Mage of Zvidureth in the Green Order of the Forest.&lt;br /&gt;
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[[Category:PCs|Thel, Archibald]]&lt;br /&gt;
[[Category:Transmutant|Archibald Thel]]&lt;/div&gt;</summary>
		<author><name>Sarmanos</name></author>
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