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	<id>http://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Silk</id>
	<title>Avlis Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Silk"/>
	<link rel="alternate" type="text/html" href="http://wiki.avlis.org/Special:Contributions/Silk"/>
	<updated>2026-06-01T01:09:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:Title&amp;diff=27793</id>
		<title>Template:Title</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:Title&amp;diff=27793"/>
		<updated>2008-03-17T21:31:39Z</updated>

		<summary type="html">&lt;p&gt;Silk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[http://www.avlis.org http://www.avlis.org/images/avlis_header_new.gif]&amp;lt;/center&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #d0d0ff; color: #f0f080; background-color: #EFF1FB&amp;quot;|[[Getting Started In Avlis|'''Start Here''']]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #d0d0ff; color: #f0f080; background-color: #F9F1F1&amp;quot;|[[Map|Wiki Map]]&lt;br /&gt;
|}&lt;br /&gt;
| ||&lt;br /&gt;
|&amp;lt;big&amp;gt;''' [[Avlis_Wiki:About|Interactive Player Library]] '''&amp;lt;/big&amp;gt; &lt;br /&gt;
| || ||&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #d0d0ff; color: #f0f080; background-color: #F9F1F1&amp;quot;|[[:Category:AvlisWiki|Categories]]&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #d0d0ff; color: #f0f080; background-color: #EFF1FB&amp;quot;|[[Help:Contents|Help]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Category:Team:DM&amp;diff=24375</id>
		<title>Category:Team:DM</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Category:Team:DM&amp;diff=24375"/>
		<updated>2007-02-11T20:13:52Z</updated>

		<summary type="html">&lt;p&gt;Silk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Dungeon Master (DM)''' is a player who uses the [http://www.nwnwiki.org/DM_client DM client] and controls [[Wikipedia:Non-player character|NPC]]s and other aspects of the game for [[Wikipedia:Player character|player character]]s.&lt;br /&gt;
&lt;br /&gt;
For the Players, a DM is a DM - whatever word is placed before the word DM. &lt;br /&gt;
All of them are part of the Team, so please feel free to ask any of us if you need help.  &lt;br /&gt;
&lt;br /&gt;
The DM hierarchy goes from high to low: Head DM - Elder DM - Veteran DM - Senior DM - Major DM - Minor DM - Apprentice DM.&lt;br /&gt;
&lt;br /&gt;
DM's are not restricted to any one server, they can DM wherever they want. The category &amp;quot;Server&amp;quot; is just to show you what server the DM knows best, which could be usefull in communicating with the Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| BORDER=&amp;quot;1&amp;quot; CELLPADDING=&amp;quot;4&amp;quot;&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|'''Avatar'''&lt;br /&gt;
|'''Title'''&lt;br /&gt;
|'''Server'''&lt;br /&gt;
|'''Timezone'''&lt;br /&gt;
|'''Email'''&lt;br /&gt;
|-&lt;br /&gt;
|Aerill&lt;br /&gt;
|Qinoxitl&lt;br /&gt;
|Apprentice DM&lt;br /&gt;
| &lt;br /&gt;
|GMT+2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Alexandru_Stanicu Alexandru Stanicu]&lt;br /&gt;
|The Hammer&lt;br /&gt;
|Elder DM&lt;br /&gt;
| &lt;br /&gt;
|GMT-?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Aloro Aloro]&lt;br /&gt;
|Cha'reth&lt;br /&gt;
|Elder DM&lt;br /&gt;
|LeOr&lt;br /&gt;
|GMT+10&lt;br /&gt;
|aloro at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Belasco32&lt;br /&gt;
|Ingoren&lt;br /&gt;
|Apprentice DM&lt;br /&gt;
| &lt;br /&gt;
|GMT-?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Cindare&lt;br /&gt;
|Berryn&lt;br /&gt;
|Major DM&lt;br /&gt;
| &lt;br /&gt;
|GMT-8 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Croton&lt;br /&gt;
|Kuthos&lt;br /&gt;
|Senior DM&lt;br /&gt;
|LeOr&lt;br /&gt;
|GMT-4&lt;br /&gt;
|croton at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Czarcasm Czarcasm]&lt;br /&gt;
|Keros&lt;br /&gt;
|Senior DM&lt;br /&gt;
|Kurathene&lt;br /&gt;
|GMT-5&lt;br /&gt;
|czarcasm at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Dougnoel dougnoel]&lt;br /&gt;
|Forian&lt;br /&gt;
|Major&lt;br /&gt;
| &lt;br /&gt;
|GMT-4&lt;br /&gt;
|dougnoel at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Gaelyn_Faerstryd Gaelyn Faerstryd]&lt;br /&gt;
|Clangeddin&lt;br /&gt;
|Major DM&lt;br /&gt;
|Deglos&lt;br /&gt;
|GMT-5&lt;br /&gt;
|gaelyn at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Game-Extremist&lt;br /&gt;
|Harpinger&lt;br /&gt;
|Major DM&lt;br /&gt;
|Dark City&lt;br /&gt;
|GMT+10&lt;br /&gt;
|Game-Extremist at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Havoulov&lt;br /&gt;
|Sharistracterus&lt;br /&gt;
|Major DM&lt;br /&gt;
|Ferrell&lt;br /&gt;
|GMT+2&lt;br /&gt;
|havoulov at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Jazz Jazz]&lt;br /&gt;
|Wilsash&lt;br /&gt;
|Senior DM&lt;br /&gt;
|Kuras&lt;br /&gt;
|GMT+1&lt;br /&gt;
|jazz at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Jedisniper&lt;br /&gt;
|The'ton&lt;br /&gt;
|Minor DM&lt;br /&gt;
| &lt;br /&gt;
|GMT+11&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Kinerata&lt;br /&gt;
|Paragus&lt;br /&gt;
|Major DM&lt;br /&gt;
| &lt;br /&gt;
|GMT+11&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Korak&lt;br /&gt;
|Kelvos&lt;br /&gt;
|Major DM&lt;br /&gt;
|Mikona&lt;br /&gt;
|GMT-5&lt;br /&gt;
|korak at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Marijn&lt;br /&gt;
|Andrinor&lt;br /&gt;
|Veteran DM&lt;br /&gt;
|Visimontium&lt;br /&gt;
|GMT+1&lt;br /&gt;
|marijn at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Mistcaller Mistcaller]&lt;br /&gt;
|Destiny&lt;br /&gt;
|Major DM&lt;br /&gt;
|Mikona&lt;br /&gt;
|GMT+3&lt;br /&gt;
|mistcaller at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Micah Ormane&lt;br /&gt;
|Vorin&lt;br /&gt;
|ApprenticeDM&lt;br /&gt;
| &lt;br /&gt;
|GMT-?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:NecroZombie NecroZombie]&lt;br /&gt;
|Bobil&lt;br /&gt;
|Major DM&lt;br /&gt;
|Mikona&lt;br /&gt;
|GMT-5&lt;br /&gt;
|necrozombie at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Nighthawk4 Nighthawk4]&lt;br /&gt;
|Dru'El&lt;br /&gt;
|Head DM&lt;br /&gt;
|Elysia&lt;br /&gt;
|GMT+1&lt;br /&gt;
|nighthawk4 at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Olaf&lt;br /&gt;
|Titania&lt;br /&gt;
|Senior DM&lt;br /&gt;
|Wilderness&lt;br /&gt;
|GMT-7&lt;br /&gt;
|olaf at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Orleron&lt;br /&gt;
|Angadar&lt;br /&gt;
|The Boss&lt;br /&gt;
|Avlis&lt;br /&gt;
|GMT-4&lt;br /&gt;
|orleron at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Papainhell papainhell]&lt;br /&gt;
|Kimonictinus&lt;br /&gt;
|Veteran DM&lt;br /&gt;
|Deglos&lt;br /&gt;
|GMT-4&lt;br /&gt;
|papainhell at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Phranque Phranque]&lt;br /&gt;
|Toran&lt;br /&gt;
|Veteran DM&lt;br /&gt;
|Kuras&lt;br /&gt;
|GMT-8&lt;br /&gt;
|phranque at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Plethora Plethora]&lt;br /&gt;
|Mishlekh&lt;br /&gt;
|Elder DM&lt;br /&gt;
|Visimontium&lt;br /&gt;
|GMT+10&lt;br /&gt;
|plethora at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:RCon RCon]&lt;br /&gt;
|Evrak&lt;br /&gt;
|Senior DM&lt;br /&gt;
|Wilderness&lt;br /&gt;
|GMT-4&lt;br /&gt;
|rcon at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Renedq renedq]&lt;br /&gt;
|Blibdoolpoolp&lt;br /&gt;
|Major DM    &lt;br /&gt;
|Mikona&lt;br /&gt;
|GMT-5&lt;br /&gt;
|renedq at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Ronnin&lt;br /&gt;
|Valok&lt;br /&gt;
|Major DM&lt;br /&gt;
| &lt;br /&gt;
|GMT-5&lt;br /&gt;
|ronnin at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|rhampshire&lt;br /&gt;
|Aryeh Gidol&lt;br /&gt;
|Major DM&lt;br /&gt;
|LeOr&lt;br /&gt;
|GMT-1&lt;br /&gt;
|rhampshire at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Sapperken&lt;br /&gt;
|Dagath&lt;br /&gt;
|Major DM&lt;br /&gt;
| &lt;br /&gt;
|GMT-5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Schaek&lt;br /&gt;
|Gruumsh&lt;br /&gt;
|Apprentice DM&lt;br /&gt;
|Visimontium&lt;br /&gt;
|GMT+1&lt;br /&gt;
|schaek at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Shardthepious&lt;br /&gt;
|Ra-Ghul&lt;br /&gt;
|Senior DM&lt;br /&gt;
|Elysia&lt;br /&gt;
|GMT-5&lt;br /&gt;
|shardthepious at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Significant_Owl Significant Owl]&lt;br /&gt;
|O'Ma&lt;br /&gt;
|Major DM&lt;br /&gt;
|Elysia&lt;br /&gt;
|GMT+2&lt;br /&gt;
|significantowl at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Silk&lt;br /&gt;
|Andrinor&lt;br /&gt;
|IT Director&lt;br /&gt;
|Avlis&lt;br /&gt;
|GMT-5&lt;br /&gt;
|silk at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Snow&lt;br /&gt;
|Aarilax&lt;br /&gt;
|Senior DM&lt;br /&gt;
| &lt;br /&gt;
|GMT+2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Spool32&lt;br /&gt;
|Verossa&lt;br /&gt;
|Senior DM&lt;br /&gt;
|Wilderness&lt;br /&gt;
|GMT-5&lt;br /&gt;
|spool32 at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Swoods241078&lt;br /&gt;
|Ptah&lt;br /&gt;
|Major DM&lt;br /&gt;
|Visimontium&lt;br /&gt;
|GMT+1&lt;br /&gt;
|swoods241078 at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Thalarian Thalarian Arc'Thass]&lt;br /&gt;
|Senath&lt;br /&gt;
|Elder DM&lt;br /&gt;
|Kurathane&lt;br /&gt;
|GMT+1&lt;br /&gt;
|thalarian at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|The Dragonspeaker&lt;br /&gt;
|Maleki&lt;br /&gt;
|Major DM&lt;br /&gt;
|Elysia&lt;br /&gt;
|GMT-4&lt;br /&gt;
|thedragonspeaker at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|TheElvenKing&lt;br /&gt;
|Corellon&lt;br /&gt;
|Veteran DM&lt;br /&gt;
| &lt;br /&gt;
|GMT+2&lt;br /&gt;
|theelvenking at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Themicles&lt;br /&gt;
|Themicles&lt;br /&gt;
|Minor DM&lt;br /&gt;
| &lt;br /&gt;
|GMT-4&lt;br /&gt;
|themicles at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Tindertwiggy&lt;br /&gt;
|Mikon&lt;br /&gt;
|Elder DM&lt;br /&gt;
| &lt;br /&gt;
|GMT-?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|tq121&lt;br /&gt;
|Dre'Ana&lt;br /&gt;
|Veteran DM&lt;br /&gt;
|Elysia&lt;br /&gt;
|GMT+1&lt;br /&gt;
|tq121 at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Trigger&lt;br /&gt;
|Yeraiah&lt;br /&gt;
|Major DM&lt;br /&gt;
| &lt;br /&gt;
|GMT+1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Vian&lt;br /&gt;
|Gorethar&lt;br /&gt;
|Senior DM&lt;br /&gt;
| &lt;br /&gt;
|GMT-?&lt;br /&gt;
|vian at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.avlis.org/wiki/index.php?title=User:Wolfwielder wolfwielder]&lt;br /&gt;
|Balgar&lt;br /&gt;
|Senior DM&lt;br /&gt;
|Deglos&lt;br /&gt;
|GMT-5&lt;br /&gt;
|wolfwielder at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|Xarthna&lt;br /&gt;
|Dra'Nar&lt;br /&gt;
|Major DM&lt;br /&gt;
|&lt;br /&gt;
|GMT-5&lt;br /&gt;
|xarthna at avlis dot org&lt;br /&gt;
|-}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team| DM]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:Silk&amp;diff=24374</id>
		<title>User:Silk</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:Silk&amp;diff=24374"/>
		<updated>2007-02-11T20:12:56Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Co-Founder/Creator of Avlis Online, I have my fingertips in just about everything related to Avlis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Team|Silk]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Talk:History_of_Osannia&amp;diff=23360</id>
		<title>Talk:History of Osannia</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Talk:History_of_Osannia&amp;diff=23360"/>
		<updated>2006-10-27T14:56:11Z</updated>

		<summary type="html">&lt;p&gt;Silk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is Osannia?&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23359</id>
		<title>Noughts and Crosses</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23359"/>
		<updated>2006-10-27T14:54:54Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Game 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
* [[Help:Noughts and Crosses|How to play]]&lt;br /&gt;
&lt;br /&gt;
==Completed Games==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open Games==&lt;br /&gt;
===Game 1===&lt;br /&gt;
{{OaX_Game&lt;br /&gt;
|status=&lt;br /&gt;
|X=[[User:Silk|Silk]]&lt;br /&gt;
|O=[[User:Tissa|Tissa]]&lt;br /&gt;
| O | X | O |&lt;br /&gt;
| X | X | O |&lt;br /&gt;
| S | O | X |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Game 2===&lt;br /&gt;
{{OaX_Game&lt;br /&gt;
|status=&lt;br /&gt;
|X=player 1&lt;br /&gt;
|O=player 2&lt;br /&gt;
| . | . | . |&lt;br /&gt;
| . | . | . |&lt;br /&gt;
| . | . | . |&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23349</id>
		<title>Noughts and Crosses</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23349"/>
		<updated>2006-10-26T15:49:01Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Game 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
* [[Help:Noughts and Crosses|How to play]]&lt;br /&gt;
&lt;br /&gt;
==Completed Games==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open Games==&lt;br /&gt;
===Game 1===&lt;br /&gt;
{{OaX_Game&lt;br /&gt;
|status=&lt;br /&gt;
|X=[[User:Silk|Silk]]&lt;br /&gt;
|O=[[User:Tissa|Tissa]]&lt;br /&gt;
| O | X | O |&lt;br /&gt;
| X | X | . |&lt;br /&gt;
| . | O | X |&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23347</id>
		<title>Noughts and Crosses</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23347"/>
		<updated>2006-10-26T15:14:22Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Game 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
* [[Help:Noughts and Crosses|How to play]]&lt;br /&gt;
&lt;br /&gt;
==Completed Games==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open Games==&lt;br /&gt;
===Game 1===&lt;br /&gt;
{{OaX_Game&lt;br /&gt;
|status=&lt;br /&gt;
|X=[[User:Silk|Silk]]&lt;br /&gt;
|O=[[User:Tissa|Tissa]]&lt;br /&gt;
| O | X | O |&lt;br /&gt;
| . | X | . |&lt;br /&gt;
| . | . | X |&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23255</id>
		<title>Noughts and Crosses</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23255"/>
		<updated>2006-10-25T17:17:00Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Game 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
* [[Help:Noughts and Crosses|How to play]]&lt;br /&gt;
&lt;br /&gt;
==Completed Games==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open Games==&lt;br /&gt;
===Game 1===&lt;br /&gt;
{{OaX_Game&lt;br /&gt;
|status=&lt;br /&gt;
|X=[[User:Silk|Silk]]&lt;br /&gt;
|O=[[User:Tissa|Tissa]]&lt;br /&gt;
| O | . | . |&lt;br /&gt;
| . | X | . |&lt;br /&gt;
| . | . | X |&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23253</id>
		<title>Noughts and Crosses</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Noughts_and_Crosses&amp;diff=23253"/>
		<updated>2006-10-25T16:12:54Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Game 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
* [[Help:Noughts and Crosses|How to play]]&lt;br /&gt;
&lt;br /&gt;
==Completed Games==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open Games==&lt;br /&gt;
===Game 1===&lt;br /&gt;
{{OaX_Game&lt;br /&gt;
|status=&lt;br /&gt;
|X=player 1&lt;br /&gt;
|O=player 2&lt;br /&gt;
| . | . | . |&lt;br /&gt;
| . | X | . |&lt;br /&gt;
| . | . | . |&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23092</id>
		<title>Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23092"/>
		<updated>2006-10-17T15:48:40Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Adventurers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' +6 dex, -2 wis, -4 cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Favored Enemy: Humans&lt;br /&gt;
* Hardiness vs. Enchantments&lt;br /&gt;
* Immunity To Sleep&lt;br /&gt;
* Keen Sense&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Search)&lt;br /&gt;
* Skill Affinity (Spot)&lt;br /&gt;
* Weapon Proficiency (Elf)&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Wizard &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sereg can only be created in Dark City server&lt;br /&gt;
* All Sereg have black skin and hair through the character creation process&lt;br /&gt;
* Sereg'wetherin can take the Arcane Archer class&lt;br /&gt;
* All Sereg'wetherin MUST be male, it is not possible to create a female Sereg and playing a female Sereg is considered [[Rules:Specific_Rules:Cheesing|Cheesing]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|drangonari]] word for &amp;quot;assassin&amp;quot;, i.e. sereg'wethrin. The different specializations within this force were also given drangonari designations during this time period.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all orc mages. Without a purpose, the sereg'wethrin force was relegated to training and minor operations with limited scope.&lt;br /&gt;
&lt;br /&gt;
Initially, the sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:&lt;br /&gt;
&lt;br /&gt;
* Camouflage: The sereg'wethrin skin and hair is permanently dark... almost black.&lt;br /&gt;
* Stealth: They received enhanced hiding and stealth abilities.&lt;br /&gt;
* Speed: Sereg'wethrin have an un-natural quickness.&lt;br /&gt;
&lt;br /&gt;
A price for this experimentation and enhancement was also paid. The mind of a sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.&lt;br /&gt;
&lt;br /&gt;
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the sereg'wethrin would cease to be an organized military force. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Most sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.&lt;br /&gt;
&lt;br /&gt;
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the sereg'wethrin force. But at this point, it was too late.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian elves.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of sereg'wethrin interests, and overriding hatred for humankind.&lt;br /&gt;
&lt;br /&gt;
=== Sereg-superconditioning ===&lt;br /&gt;
&lt;br /&gt;
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the sereg who fought in that war were superconditioned. When the sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all sereg'wethrin coming of age right now are NOT superconditioned.&lt;br /&gt;
&lt;br /&gt;
About half of all sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.&lt;br /&gt;
&lt;br /&gt;
Superconditioning does not seem to cause the sereg to hate [[Human, Adomkuro|adomkuro]].&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin look much like Avlissian elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.&lt;br /&gt;
&lt;br /&gt;
Almost all sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.&lt;br /&gt;
&lt;br /&gt;
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.&lt;br /&gt;
&lt;br /&gt;
==Sereg'wethrin Lands==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are amoral and worship their own existance rather than any external deity.&lt;br /&gt;
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means &amp;quot;Assasin&amp;quot;, Cuar= &amp;quot;Archer&amp;quot;, Shaalth=&amp;quot;Captain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are trained to stay with their cell unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their cell and destroyed.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.&lt;br /&gt;
&lt;br /&gt;
== Reproduction and The Nwal'maer ==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing woman and young male Elves. The woman were imprisoned in a breeding sector of the primary underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.&lt;br /&gt;
&lt;br /&gt;
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a &amp;quot;superhuman&amp;quot; body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for &amp;quot;The Tortured Ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.&lt;br /&gt;
&lt;br /&gt;
==IC information for new underdark Sereg PCs==&lt;br /&gt;
A lot of young Sereg'Wethrin have taken up residence in and near the city of Verloghokbol.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=26946&amp;amp;highlight= Sereg'wethrin info thread]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=73350 Player derived information on Sereg (not 100% accurate)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23091</id>
		<title>Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23091"/>
		<updated>2006-10-17T15:47:42Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Adventurers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' +6 dex, -2 wis, -4 cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Favored Enemy: Humans&lt;br /&gt;
* Hardiness vs. Enchantments&lt;br /&gt;
* Immunity To Sleep&lt;br /&gt;
* Keen Sense&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Search)&lt;br /&gt;
* Skill Affinity (Spot)&lt;br /&gt;
* Weapon Proficiency (Elf)&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Wizard &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sereg can only be created in Dark City server&lt;br /&gt;
* All Sereg have black skin and hair through the character creation process&lt;br /&gt;
* Sereg'wetherin can take the Arcane Archer class&lt;br /&gt;
* All Sereg'wetherin MUST be male, it is not possible to create a female Sereg and playing a female Sereg is considered [[Rules:Specific_Rules:Cheesing|Cheesing]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|drangonari]] word for &amp;quot;assassin&amp;quot;, i.e. sereg'wethrin. The different specializations within this force were also given drangonari designations during this time period.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all orc mages. Without a purpose, the sereg'wethrin force was relegated to training and minor operations with limited scope.&lt;br /&gt;
&lt;br /&gt;
Initially, the sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:&lt;br /&gt;
&lt;br /&gt;
* Camouflage: The sereg'wethrin skin and hair is permanently dark... almost black.&lt;br /&gt;
* Stealth: They received enhanced hiding and stealth abilities.&lt;br /&gt;
* Speed: Sereg'wethrin have an un-natural quickness.&lt;br /&gt;
&lt;br /&gt;
A price for this experimentation and enhancement was also paid. The mind of a sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.&lt;br /&gt;
&lt;br /&gt;
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the sereg'wethrin would cease to be an organized military force. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Most sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.&lt;br /&gt;
&lt;br /&gt;
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the sereg'wethrin force. But at this point, it was too late.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian elves.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of sereg'wethrin interests, and overriding hatred for humankind.&lt;br /&gt;
&lt;br /&gt;
=== Sereg-superconditioning ===&lt;br /&gt;
&lt;br /&gt;
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the sereg who fought in that war were superconditioned. When the sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all sereg'wethrin coming of age right now are NOT superconditioned.&lt;br /&gt;
&lt;br /&gt;
About half of all sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.&lt;br /&gt;
&lt;br /&gt;
Superconditioning does not seem to cause the sereg to hate [[Human, Adomkuro|adomkuro]].&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin look much like Avlissian elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.&lt;br /&gt;
&lt;br /&gt;
Almost all sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.&lt;br /&gt;
&lt;br /&gt;
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.&lt;br /&gt;
&lt;br /&gt;
==Sereg'wethrin Lands==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are amoral and worship their own existance rather than any external deity.&lt;br /&gt;
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means &amp;quot;Assasin&amp;quot;, Cuar= &amp;quot;Archer&amp;quot;, Shaalth=&amp;quot;Captain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are trained to stay with their cell unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their units and destroyed.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.&lt;br /&gt;
&lt;br /&gt;
== Reproduction and The Nwal'maer ==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing woman and young male Elves. The woman were imprisoned in a breeding sector of the primary underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.&lt;br /&gt;
&lt;br /&gt;
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a &amp;quot;superhuman&amp;quot; body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for &amp;quot;The Tortured Ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.&lt;br /&gt;
&lt;br /&gt;
==IC information for new underdark Sereg PCs==&lt;br /&gt;
A lot of young Sereg'Wethrin have taken up residence in and near the city of Verloghokbol.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=26946&amp;amp;highlight= Sereg'wethrin info thread]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=73350 Player derived information on Sereg (not 100% accurate)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23090</id>
		<title>Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23090"/>
		<updated>2006-10-17T15:47:03Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Female Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' +6 dex, -2 wis, -4 cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Favored Enemy: Humans&lt;br /&gt;
* Hardiness vs. Enchantments&lt;br /&gt;
* Immunity To Sleep&lt;br /&gt;
* Keen Sense&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Search)&lt;br /&gt;
* Skill Affinity (Spot)&lt;br /&gt;
* Weapon Proficiency (Elf)&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Wizard &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sereg can only be created in Dark City server&lt;br /&gt;
* All Sereg have black skin and hair through the character creation process&lt;br /&gt;
* Sereg'wetherin can take the Arcane Archer class&lt;br /&gt;
* All Sereg'wetherin MUST be male, it is not possible to create a female Sereg and playing a female Sereg is considered [[Rules:Specific_Rules:Cheesing|Cheesing]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|drangonari]] word for &amp;quot;assassin&amp;quot;, i.e. sereg'wethrin. The different specializations within this force were also given drangonari designations during this time period.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all orc mages. Without a purpose, the sereg'wethrin force was relegated to training and minor operations with limited scope.&lt;br /&gt;
&lt;br /&gt;
Initially, the sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:&lt;br /&gt;
&lt;br /&gt;
* Camouflage: The sereg'wethrin skin and hair is permanently dark... almost black.&lt;br /&gt;
* Stealth: They received enhanced hiding and stealth abilities.&lt;br /&gt;
* Speed: Sereg'wethrin have an un-natural quickness.&lt;br /&gt;
&lt;br /&gt;
A price for this experimentation and enhancement was also paid. The mind of a sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.&lt;br /&gt;
&lt;br /&gt;
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the sereg'wethrin would cease to be an organized military force. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Most sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.&lt;br /&gt;
&lt;br /&gt;
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the sereg'wethrin force. But at this point, it was too late.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian elves.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of sereg'wethrin interests, and overriding hatred for humankind.&lt;br /&gt;
&lt;br /&gt;
=== Sereg-superconditioning ===&lt;br /&gt;
&lt;br /&gt;
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the sereg who fought in that war were superconditioned. When the sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all sereg'wethrin coming of age right now are NOT superconditioned.&lt;br /&gt;
&lt;br /&gt;
About half of all sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.&lt;br /&gt;
&lt;br /&gt;
Superconditioning does not seem to cause the sereg to hate [[Human, Adomkuro|adomkuro]].&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin look much like Avlissian elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.&lt;br /&gt;
&lt;br /&gt;
Almost all sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.&lt;br /&gt;
&lt;br /&gt;
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.&lt;br /&gt;
&lt;br /&gt;
==Sereg'wethrin Lands==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are amoral and worship their own existance rather than any external deity.&lt;br /&gt;
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means &amp;quot;Assasin&amp;quot;, Cuar= &amp;quot;Archer&amp;quot;, Shaalth=&amp;quot;Captain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are trained to stay with their unit unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their units and destroyed.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.&lt;br /&gt;
&lt;br /&gt;
== Reproduction and The Nwal'maer ==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing woman and young male Elves. The woman were imprisoned in a breeding sector of the primary underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.&lt;br /&gt;
&lt;br /&gt;
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a &amp;quot;superhuman&amp;quot; body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for &amp;quot;The Tortured Ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.&lt;br /&gt;
&lt;br /&gt;
==IC information for new underdark Sereg PCs==&lt;br /&gt;
A lot of young Sereg'Wethrin have taken up residence in and near the city of Verloghokbol.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=26946&amp;amp;highlight= Sereg'wethrin info thread]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=73350 Player derived information on Sereg (not 100% accurate)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23089</id>
		<title>Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23089"/>
		<updated>2006-10-17T15:46:24Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' +6 dex, -2 wis, -4 cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Favored Enemy: Humans&lt;br /&gt;
* Hardiness vs. Enchantments&lt;br /&gt;
* Immunity To Sleep&lt;br /&gt;
* Keen Sense&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Search)&lt;br /&gt;
* Skill Affinity (Spot)&lt;br /&gt;
* Weapon Proficiency (Elf)&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Wizard &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sereg can only be created in Dark City server&lt;br /&gt;
* All Sereg have black skin and hair through the character creation process&lt;br /&gt;
* Sereg'wetherin can take the Arcane Archer class&lt;br /&gt;
* All Sereg'wetherin MUST be male, it is not possible to create a female Sereg and playing a female Sereg is considered [[Rules:Specific_Rules:Cheesing|Cheesing]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|drangonari]] word for &amp;quot;assassin&amp;quot;, i.e. sereg'wethrin. The different specializations within this force were also given drangonari designations during this time period.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all orc mages. Without a purpose, the sereg'wethrin force was relegated to training and minor operations with limited scope.&lt;br /&gt;
&lt;br /&gt;
Initially, the sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:&lt;br /&gt;
&lt;br /&gt;
* Camouflage: The sereg'wethrin skin and hair is permanently dark... almost black.&lt;br /&gt;
* Stealth: They received enhanced hiding and stealth abilities.&lt;br /&gt;
* Speed: Sereg'wethrin have an un-natural quickness.&lt;br /&gt;
&lt;br /&gt;
A price for this experimentation and enhancement was also paid. The mind of a sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.&lt;br /&gt;
&lt;br /&gt;
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the sereg'wethrin would cease to be an organized military force. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Most sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.&lt;br /&gt;
&lt;br /&gt;
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the sereg'wethrin force. But at this point, it was too late.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian elves.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of sereg'wethrin interests, and overriding hatred for humankind.&lt;br /&gt;
&lt;br /&gt;
=== Sereg-superconditioning ===&lt;br /&gt;
&lt;br /&gt;
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the sereg who fought in that war were superconditioned. When the sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all sereg'wethrin coming of age right now are NOT superconditioned.&lt;br /&gt;
&lt;br /&gt;
About half of all sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.&lt;br /&gt;
&lt;br /&gt;
Superconditioning does not seem to cause the sereg to hate [[Human, Adomkuro|adomkuro]].&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin look much like Avlissian elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.&lt;br /&gt;
&lt;br /&gt;
Almost all sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.&lt;br /&gt;
&lt;br /&gt;
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.&lt;br /&gt;
&lt;br /&gt;
==Sereg'wethrin Lands==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are amoral and worship their own existance rather than any external deity.&lt;br /&gt;
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means &amp;quot;Assasin&amp;quot;, Cuar= &amp;quot;Archer&amp;quot;, Shaalth=&amp;quot;Captain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero&lt;br /&gt;
&lt;br /&gt;
=== Female Names ===&lt;br /&gt;
&lt;br /&gt;
Ailinara, Delenari, Levana, Naia, Nansha, Nir'hirefya, Talyooma, Toova, Yeledela, Yoofeh&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are trained to stay with their unit unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their units and destroyed.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.&lt;br /&gt;
&lt;br /&gt;
== Reproduction and The Nwal'maer ==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing woman and young male Elves. The woman were imprisoned in a breeding sector of the primary underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.&lt;br /&gt;
&lt;br /&gt;
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a &amp;quot;superhuman&amp;quot; body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for &amp;quot;The Tortured Ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.&lt;br /&gt;
&lt;br /&gt;
==IC information for new underdark Sereg PCs==&lt;br /&gt;
A lot of young Sereg'Wethrin have taken up residence in and near the city of Verloghokbol.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=26946&amp;amp;highlight= Sereg'wethrin info thread]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=73350 Player derived information on Sereg (not 100% accurate)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23088</id>
		<title>Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=23088"/>
		<updated>2006-10-17T15:45:46Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' +6 dex, -2 wis, -4 cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Favored Enemy: Humans&lt;br /&gt;
* Hardiness vs. Enchantments&lt;br /&gt;
* Immunity To Sleep&lt;br /&gt;
* Keen Sense&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Search)&lt;br /&gt;
* Skill Affinity (Spot)&lt;br /&gt;
* Weapon Proficiency (Elf)&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Wizard &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sereg can only be created in Dark City server&lt;br /&gt;
* All Sereg have black skin and hair through the character creation process&lt;br /&gt;
* Sereg'wetherin can take the Arcane Archer class&lt;br /&gt;
* All Sereg'wetherin MUST be male, it is not possible to create a female Sereg and playing a female Sereg is considered [[Rules:Specific_Rules:Cheesing|Cheesing]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|drangonari]] word for &amp;quot;assassin&amp;quot;, i.e. sereg'wethrin. The different specializations within this force were also given drangonari designations during this time period.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all orc mages. Without a purpose, the sereg'wethrin force was relegated to training and minor operations with limited scope.&lt;br /&gt;
&lt;br /&gt;
Initially, the sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:&lt;br /&gt;
&lt;br /&gt;
* Camouflage: The sereg'wethrin skin and hair is permanently dark... almost black.&lt;br /&gt;
* Stealth: They received enhanced hiding and stealth abilities.&lt;br /&gt;
* Speed: Sereg'wethrin have an un-natural quickness.&lt;br /&gt;
&lt;br /&gt;
A price for this experimentation and enhancement was also paid. The mind of a sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.&lt;br /&gt;
&lt;br /&gt;
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the sereg'wethrin would cease to be an organized military force. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Most sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.&lt;br /&gt;
&lt;br /&gt;
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the sereg'wethrin force. But at this point, it was too late.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian elves.&lt;br /&gt;
&lt;br /&gt;
The sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of sereg'wethrin interests, and overriding hatred for humankind.&lt;br /&gt;
&lt;br /&gt;
=== Sereg-superconditioning ===&lt;br /&gt;
&lt;br /&gt;
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the sereg who fought in that war were superconditioned. When the sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all sereg'wethrin coming of age right now are NOT superconditioned.&lt;br /&gt;
&lt;br /&gt;
About half of all sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.&lt;br /&gt;
&lt;br /&gt;
Superconditioning does not seem to cause the sereg to hate [[Human, Adomkuro|adomkuro]].&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin look much like Avlissian elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.&lt;br /&gt;
&lt;br /&gt;
Almost all sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.&lt;br /&gt;
&lt;br /&gt;
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.&lt;br /&gt;
&lt;br /&gt;
==Sereg'wethrin Lands==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are amoral and worship their own existance rather than any external deity.&lt;br /&gt;
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means &amp;quot;Assasin&amp;quot;, Cuar= &amp;quot;Archer&amp;quot;, Shaalth=&amp;quot;Captain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero&lt;br /&gt;
&lt;br /&gt;
=== Female Names ===&lt;br /&gt;
&lt;br /&gt;
Ailinara, Delenari, Levana, Naia, Nansha, Nir'hirefya, Talyooma, Toova, Yeledela, Yoofeh&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are trained to stay with their unit unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their units and destroyed.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.&lt;br /&gt;
&lt;br /&gt;
== Reproduction and The Nwal'maer ==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing woman and young male Elves. The woman were imprisoned in a breeding sector of the primary underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.&lt;br /&gt;
&lt;br /&gt;
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a &amp;quot;superhuman&amp;quot; body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for &amp;quot;The Tortured Ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.&lt;br /&gt;
&lt;br /&gt;
==IC information for new underdark Sereg PCs==&lt;br /&gt;
A lot of young Sereg'Wethrin have taken up residence in and near the city of Verloghokbol.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=26946&amp;amp;highlight= Sereg'wethrin info thread]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=The_Avlis_Team&amp;diff=21622</id>
		<title>The Avlis Team</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=The_Avlis_Team&amp;diff=21622"/>
		<updated>2006-09-06T19:46:22Z</updated>

		<summary type="html">&lt;p&gt;Silk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Avlis Team runs, builds, and DMs the World of Avlis.&amp;lt;br&amp;gt;&lt;br /&gt;
These people make the dream come true. [[Join the Team|Want to join the team?]]&lt;br /&gt;
&lt;br /&gt;
== Team Job Descriptions ==&lt;br /&gt;
: [[Project Manager]]&lt;br /&gt;
: [[Lead Builder]]&lt;br /&gt;
: [[QA Lead]]&lt;br /&gt;
: [[Head DM]]&lt;br /&gt;
: [[Module Updater]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Project Coordinators/Team Leaders ==&lt;br /&gt;
: [[User:Orleron|Orleron]] The Boss&lt;br /&gt;
: [[User:dougnoel|dougnoel]] Lead Producer&lt;br /&gt;
: [[The Avlis Team#Silk|Silk]] Team Advisor, IT Director, Webmaster&lt;br /&gt;
: [[The Avlis Team#Jordicus|Jordicus]] Team Advisor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Contact The Avlis Team ==&lt;br /&gt;
&lt;br /&gt;
Email:  staff@avlis.org [http://www.avlis.org/portal.php?getpage=contact *]&lt;br /&gt;
&lt;br /&gt;
[[Individual Team Emails]]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=174 Ask the Team ] Forum for posing direct questions to the Avlis Team. &lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=52126 Player's idea box] Here is the place to post ideas for Avlis.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/bugs/ Report a Bug] ([[How to search the Avlis Forum#Basic Search of Avlis Bug Tracking database|Searching Bug Tracking database]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Team Listings==&lt;br /&gt;
[[:Category:Team|The Team]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:DM|DMs]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:MC|MCs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[http://avlis.blackdagger.com/team.html The team of long ago]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Wiki:Privacy_policy&amp;diff=21419</id>
		<title>Avlis Wiki:Privacy policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Wiki:Privacy_policy&amp;diff=21419"/>
		<updated>2006-08-31T17:58:15Z</updated>

		<summary type="html">&lt;p&gt;Silk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Things we know about you if you're logged in ==&lt;br /&gt;
* anything you entered when you registered&lt;br /&gt;
* your ip address&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things we know about you if you're not logged in ==&lt;br /&gt;
* your ip address&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things we do with the above information ==&lt;br /&gt;
* ban you if you do bad things&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That pretty much sums it up.&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Sceptre_of_Insubstantiality&amp;diff=10362</id>
		<title>Sceptre of Insubstantiality</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Sceptre_of_Insubstantiality&amp;diff=10362"/>
		<updated>2006-03-30T20:20:15Z</updated>

		<summary type="html">&lt;p&gt;Silk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Scepter of Insubstantiality''' is a device that the [[Elf, Sereg'wethrin|Sereg'wethrin]] stole from an ancient coal dragon. This artifact has the power to make its users insubstantial, allowing them to pass through solid matter. The Sereg'wethrin used this often to breach [[Mikona]]'s walls and spread terror. Obviously, it has restricted use, as only small groups of Sereg'wethrin have been able to use it this way, while they were forced to march their larger assault forces to [[Pg:M'Chek|M'Chek]] by the usual routes, including underdark tunnels. The artifact has a serious drawback in that its effects are powered by energy drawn from the person who it is used on, probably draining or tainting part of their life force in the process. It is undoubtedly harmful if not deadly to the recipients of its effects.  Prolonged use of the scepter's effect results in a continued disconnect of the perceived cohesion of reality which ultimately leads to complete insanity. The Scepter is currently held in the Sereg'wethrin capitol city, deep in the underdark.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=73350 Source]&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifacts]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Sceptre_of_Insubstantiality&amp;diff=10352</id>
		<title>Sceptre of Insubstantiality</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Sceptre_of_Insubstantiality&amp;diff=10352"/>
		<updated>2006-03-30T20:19:39Z</updated>

		<summary type="html">&lt;p&gt;Silk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Scepter of Insubstantiality''' is a device that the [[Elf, Sereg'wethrin|Sereg'wethrin]] stole from an ancient coal dragon. This artifact has the power to make its users insubstantial, allowing them to pass through solid matter. The Sereg'wethrin used this often to breach [[Mikona]]'s walls and spread terror. Obviously, it has restricted use, as only small groups of Sereg'wethrin have been able to use it this way, while they were forced to march their larger assault forces to [[Pg:M'Chek|M'Chek]] by the usual routes, including underdark tunnels. The artifact has a serious drawback its effects are powered by energy drawn from the person who it is used on, probably draining or tainting part of their life force in the process. It is undoubtedly harmful if not deadly to the recipients of its effects.  Prolonged use of the scepter's effect results in a continued disconnect of the perceived cohesion of reality which ultimately leads to complete insanity. The Scepter is currently held in the Sereg'wethrin capitol city, deep in the underdark.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=73350 Source]&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifacts]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=9008</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=9008"/>
		<updated>2006-03-08T20:57:42Z</updated>

		<summary type="html">&lt;p&gt;Silk: /* '''2) Pricing''' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette. The exceptions to this rule are guild items and keys. Keys do not have to be key objects, but they are to have no special properties added to them. Guild items fall under their own list of requirements and will not be discussed here.  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' No heartbeat based scripts will be allowed.  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each. Any NPC added to player housing is to have a CR of no higher than 1/8.Player Housing NPC's will leave a corpse when killed. A P-merchant is considered an NPC. A P-merchant costs 120,000.  Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold. Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.  Requirements for NPC's:&lt;br /&gt;
&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing. Exceptions may be considered for Avlis guilds. Before including any plants [http://www.avlis.org/privmsg.php?mode=post&amp;amp;u=10819 send a PM to Avlis '''Player Housing'''] to make sure your guild qualifies. All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas. This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team. An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.  Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing. No player may have more than one character that shares a player house. In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
 avlis_ext_1(the others are for future use)&lt;br /&gt;
 avlis_main1_3&lt;br /&gt;
 copaphak4_5&lt;br /&gt;
 cep1patch152&lt;br /&gt;
 cep1patch150&lt;br /&gt;
 cep1patch&lt;br /&gt;
 cep2da&lt;br /&gt;
 cepanatomy&lt;br /&gt;
 cepbaseitem&lt;br /&gt;
 cepcreature&lt;br /&gt;
 cepplace&lt;br /&gt;
 cepportrait&lt;br /&gt;
 ceptexture&lt;br /&gt;
 universal_4_5&lt;br /&gt;
&lt;br /&gt;
and the copaptlk3_5.tlk in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
Mikona: &lt;br /&gt;
 nwalleys11&lt;br /&gt;
&lt;br /&gt;
Wilderness: &lt;br /&gt;
 drylands&lt;br /&gt;
&lt;br /&gt;
Le'Or: &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
Deglos: (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
Ferrell: &lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
Kuras: (In this order)&lt;br /&gt;
 kuras_temp (before avlis_main1_3)&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 tw010&lt;br /&gt;
 fortress&lt;br /&gt;
 dracon_temp &lt;br /&gt;
&lt;br /&gt;
Visimontium/Northern Deglos: (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves &lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2) Pricing'''==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum. The requirements for purchasing a Inn are:&lt;br /&gt;
[code]1) Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
2) Must have been playing on Avlis at least 6 months&lt;br /&gt;
3) Must have general approval of the DM staff&lt;br /&gt;
4) Must build a new inn (existing ones are not for sale)&lt;br /&gt;
5) Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pricing Guidelines&lt;br /&gt;
&lt;br /&gt;
==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette. The exceptions to this rule are guild items and keys. Keys do not have to be key objects, but they are to have no special properties added to them. Guild items fall under their own list of requirements and will not be discussed here.  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' No heartbeat based scripts will be allowed.  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each. Any NPC added to player housing is to have a CR of no higher than 1/8.Player Housing NPC's will leave a corpse when killed. A P-merchant is considered an NPC. A P-merchant costs 120,000.  Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold. Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.  Requirements for NPC's:&lt;br /&gt;
&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing. Exceptions may be considered for Avlis guilds. Before including any plants [http://www.avlis.org/privmsg.php?mode=post&amp;amp;u=10819 send a PM to Avlis '''Player Housing'''] to make sure your guild qualifies. All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas. This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team. An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.  Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing. No player may have more than one character that shares a player house. In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
 avlis_ext_1(the others are for future use)&lt;br /&gt;
 avlis_main1_3&lt;br /&gt;
 copaphak4_5&lt;br /&gt;
 cep1patch152&lt;br /&gt;
 cep1patch150&lt;br /&gt;
 cep1patch&lt;br /&gt;
 cep2da&lt;br /&gt;
 cepanatomy&lt;br /&gt;
 cepbaseitem&lt;br /&gt;
 cepcreature&lt;br /&gt;
 cepplace&lt;br /&gt;
 cepportrait&lt;br /&gt;
 ceptexture&lt;br /&gt;
 universal_4_5&lt;br /&gt;
&lt;br /&gt;
and the copaptlk3_5.tlk in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
Mikona: &lt;br /&gt;
 nwalleys11&lt;br /&gt;
&lt;br /&gt;
Wilderness: &lt;br /&gt;
 drylands&lt;br /&gt;
&lt;br /&gt;
Le'Or: &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
Deglos: (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
Ferrell: &lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
Kuras: (In this order)&lt;br /&gt;
 kuras_temp (before avlis_main1_3)&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 tw010&lt;br /&gt;
 fortress&lt;br /&gt;
 dracon_temp &lt;br /&gt;
&lt;br /&gt;
Visimontium/Northern Deglos: (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves &lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''2) Pricing'''==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pricing Guidelines&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base model, expandable in game&lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. P-Chest: This is the standard chest used at Inn's in Avlis.  &lt;br /&gt;
 They have True-Persistence, meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting)&lt;br /&gt;
 remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 Cost varies depending on the hardness, hitpoints, fortitude of the chest and lock attributes.&lt;br /&gt;
&lt;br /&gt;
 2. Display Case:  This is a variation on the P-chest.  &lt;br /&gt;
 It allows characters to see items in the p-chest,&lt;br /&gt;
 but only those with the proper key can take those items out.  &lt;br /&gt;
 They have True-Persistence. Cost varies depending on the hardness, hitpoints, fortitude.&lt;br /&gt;
 They are generally more expensive then a P-Chest. &lt;br /&gt;
&lt;br /&gt;
 3. EP-Chest: An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers are persistent, but DO NOT have &lt;br /&gt;
 True-Persistence. &lt;br /&gt;
 Therefore, off-world items will vanish after server reset and any alterations made to items will&lt;br /&gt;
 reset back to the original palette version on server reset. &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 4. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers are persistent, but DO NOT have True-persistence. &lt;br /&gt;
 Therefore, off-world items will vanish after server reset and any alterations made to items will &lt;br /&gt;
 reset back to the original palette version on server reset. &lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
=='''3) Available resources'''==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from http://www.epignosis.info/download.php?list.8.  ''(file last updated 26 November 2005)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, you need to import the Archery tagets &amp;amp; Combat dummies erf available from http://www.epignosis.info/download.php?view.85&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.epignosis.info/download.php?view.90. &lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available from http://www.epignosis.info/download.php?view.84. This must be included with the submission.  The current version is 2.2, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, http://www.avlis.org/privmsg.php?mode=post&amp;amp;u=10819]send a PM to '''Avlis Player Housing''' asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''4) Submission process'''==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house (either as an erf or a mod file) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.epignosis.info/upload.php.  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/privmsg.php?mode=post&amp;amp;u=10819 send a PM to '''Avlis Player Housing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''5) Naming standards'''==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' Area naming standards&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' Item nameing standards (keys and guild items)&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''6) Previous housing threads'''==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=7989</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=7989"/>
		<updated>2006-02-23T20:48:05Z</updated>

		<summary type="html">&lt;p&gt;Silk: Initial page from this thread: http://www.avlis.org/viewtopic.php?t=32510&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1)	Rules for Building&lt;br /&gt;
2)	Pricing&lt;br /&gt;
3)	Available resources&lt;br /&gt;
4)	Submission process&lt;br /&gt;
5)      Naming standards (ALL ITEMS AND AREAS MUST FOLLOW)&lt;br /&gt;
6)	Previous housing threads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[size=18][b][u]1) Rules for Building[/u][/b][/size]&lt;br /&gt;
&lt;br /&gt;
[b]1.1)[/b] The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
[b]1.2)[/b] If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
[b]1.3)[/b] No custom items will be accepted for inclusion into the palette. The exceptions to this rule are guild items and keys. Keys do not have to be key objects, but they are to have no special properties added to them. Guild items fall under their own list of requirements and will not be discussed here.  &lt;br /&gt;
&lt;br /&gt;
[b]1.4)[/b] No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section [i]3[/i] below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
[b]1.5)[/b] All Player Housing scripts (section [i]3.1, 3.2[/i] and [i]3.3[/i]) shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
[b]1.6)[/b] No heartbeat based scripts will be allowed.  [i](NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)[/i]&lt;br /&gt;
&lt;br /&gt;
[b]1.7)[/b] NPC's cost 50,000 gold each. Any NPC added to player housing is to have a CR of no higher than 1/8.   Player Housing NPC's will leave a corpse when killed. A P-merchant is considered an NPC. A P-merchant costs 120,000.  Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold. Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.  Requirements for NPC's:&lt;br /&gt;
&lt;br /&gt;
[code]Required NPC Statistics:&lt;br /&gt;
Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
&lt;br /&gt;
Classes:&lt;br /&gt;
Must be Commoner, level 1&lt;br /&gt;
&lt;br /&gt;
Skills: NPC's can have NO Skills.&lt;br /&gt;
&lt;br /&gt;
Advanced: &lt;br /&gt;
Faction: Commoner&lt;br /&gt;
&lt;br /&gt;
Feats: NPC's can have NO Feats.&lt;br /&gt;
&lt;br /&gt;
Spells: NPC's can have NO Spells.&lt;br /&gt;
&lt;br /&gt;
Special Abilities: NPC's can have NO Special Abilities.[/code]&lt;br /&gt;
&lt;br /&gt;
[code]P-merchants:&lt;br /&gt;
&lt;br /&gt;
P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of storage capacity on that page.  &lt;br /&gt;
&lt;br /&gt;
These limits can be bought up in game:&lt;br /&gt;
&lt;br /&gt;
+1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
+200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
&lt;br /&gt;
Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
[/code]&lt;br /&gt;
&lt;br /&gt;
[b]1.8)[/b] Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
[b]1.9)[/b] Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
[b]1.10)[/b] Plants that produce crafting placeables are NOT allowed in single player housing. Exceptions may be considered for Avlis guilds. Before including any plants [url=http://www.avlis.org/privmsg.php?mode=post&amp;amp;u=10819]send a PM to [b][u]Avlis Player Housing[/u][/b][/url] to make sure your guild qualifies. All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are [b]NOT[/b] allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
[code]&lt;br /&gt;
Guilds are not allowed to include player housing guildhalls any plant that spawns the following items. This list is not exustive, if something is not on this list it does not necessarily mean you are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
   Marrowroot&lt;br /&gt;
   Angel's Tears&lt;br /&gt;
   Bleeding Heart Bloom&lt;br /&gt;
   Desert Lilly&lt;br /&gt;
   Glowing mold Spores&lt;br /&gt;
   Gray moss bud&lt;br /&gt;
   Golden Lotus&lt;br /&gt;
   Mountian Rosebud&lt;br /&gt;
   Belladonna&lt;br /&gt;
   Plantain leaf&lt;br /&gt;
   Silver Mushroom&lt;br /&gt;
   Cactus Bloom&lt;br /&gt;
   Stinging Nettle&lt;br /&gt;
   Stonebush Bean&lt;br /&gt;
   Timmane's Bulb&lt;br /&gt;
   T'nanshi creeper&lt;br /&gt;
   Yarrow bloom&lt;br /&gt;
   Wintermint&lt;br /&gt;
[/code]&lt;br /&gt;
&lt;br /&gt;
[b]1.11)[/b] Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
[b]1.12)[/b] Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
[b]1.13)[/b] Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
[b]1.14)[/b] DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
[b]1.15)[/b] A house may consist of a maximum of 5 different areas. This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team. An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
[b]1.16)[/b] Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
[b]1.17)[/b] Any OOC cost saving measures shall be considered a form of cheesing.  Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
[b]1.18)[/b] Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
[b]1.19)[/b] Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
[b]1.20)[/b] The rule that applies to characters sharing inn rooms ([url]http://www.avlis.org/viewtopic.php?t=34598[/url]) also applies to player housing. No player may have more than one character that shares a player house. In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
[b]1.21)[/b] Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
[size=9](note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)[/size]&lt;br /&gt;
&lt;br /&gt;
[code]&lt;br /&gt;
avlis_ext_1   (the others are for future use)&lt;br /&gt;
avlis_main1_3&lt;br /&gt;
copaphak4_5&lt;br /&gt;
cep1patch152&lt;br /&gt;
cep1patch150&lt;br /&gt;
cep1patch&lt;br /&gt;
cep2da&lt;br /&gt;
cepanatomy&lt;br /&gt;
cepbaseitem&lt;br /&gt;
cepcreature&lt;br /&gt;
cepplace&lt;br /&gt;
cepportrait&lt;br /&gt;
ceptexture&lt;br /&gt;
universal_4_5&lt;br /&gt;
&lt;br /&gt;
and the copaptlk3_5.tlk in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
Mikona: nwalleys11&lt;br /&gt;
&lt;br /&gt;
Wilderness: drylands&lt;br /&gt;
&lt;br /&gt;
Le'Or: treecity_2&lt;br /&gt;
&lt;br /&gt;
Deglos: (in this order)&lt;br /&gt;
mountaincity&lt;br /&gt;
rockcitysou&lt;br /&gt;
rockcity&lt;br /&gt;
velsmines&lt;br /&gt;
abyss&lt;br /&gt;
gestaltcaves&lt;br /&gt;
lavacaves&lt;br /&gt;
rocky_mountains&lt;br /&gt;
&lt;br /&gt;
Ferrell: cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
Kuras: (In this order)&lt;br /&gt;
- kuras_temp (before avlis_main1_3)&lt;br /&gt;
- tm_tilesets-v91b&lt;br /&gt;
- tw010&lt;br /&gt;
- fortress&lt;br /&gt;
- dracon_temp &lt;br /&gt;
&lt;br /&gt;
Visimontium/Northern Deglos: (in this order)&lt;br /&gt;
jxp_master_a&lt;br /&gt;
jxp_forest&lt;br /&gt;
jxp_mountains&lt;br /&gt;
rockycitysou&lt;br /&gt;
rockycity&lt;br /&gt;
velsmines&lt;br /&gt;
gestaltcaves&lt;br /&gt;
lavacaves &lt;br /&gt;
ci_blank_tin01&lt;br /&gt;
ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak list.&lt;br /&gt;
[/code]&lt;br /&gt;
[b]1.22)[/b] These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
[b]1.23)[/b] Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[size=18][b][u]2) Pricing[/u][/b][/size]&lt;br /&gt;
&lt;br /&gt;
[b]2.1)[/b] The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
[b]2.2)[/b] For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
[b]2.3)[/b] Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
[b]2.4)[/b] When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
[b]2.5)[/b] If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
[b]2.6)[/b] To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
[b]2.7)[/b] The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
[b]2.8)[/b] Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum. The requirements for purchasing a Inn are:&lt;br /&gt;
[code]1) Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
2) Must have been playing on Avlis at least 6 months&lt;br /&gt;
3) Must have general approval of the DM staff&lt;br /&gt;
4) Must build a new inn (existing ones are not for sale)&lt;br /&gt;
5) Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
[code]&lt;br /&gt;
Pricing Guidelines&lt;br /&gt;
&lt;br /&gt;
Building&lt;br /&gt;
	Per tile (minimum 4)					5,000&lt;br /&gt;
	Per floor (ex first)					5,000 +&lt;br /&gt;
	Containers									 (as per table below for each of the 4 parts)&lt;br /&gt;
	Doors											(as per table below for each of the 4 parts)&lt;br /&gt;
	Persistance			 				 30,000&lt;br /&gt;
	Persistance (display)				 80,000&lt;br /&gt;
	Plot door/placeable				  120,000&lt;br /&gt;
	Additional keys							 500&lt;br /&gt;
	Combat dummies							2,500&lt;br /&gt;
	Archery targets						  2,500&lt;br /&gt;
	Ale kegs									5,000 (Choices: Andorian Ale, Deglosian Ale, Wine, Sprits, Ale)&lt;br /&gt;
	Basic crafting placeable			 25,000&lt;br /&gt;
	Basic Crafting placeable (all 5) 100,000&lt;br /&gt;
	Jewelcrafting placeable			 100,000&lt;br /&gt;
	Piggybank								150,000&lt;br /&gt;
	Crafting plant							5,000 +&lt;br /&gt;
		&lt;br /&gt;
Furnishings (avg for 4x4 building)&lt;br /&gt;
	Furnishings - low (eg. Bedroll)	 	5,000&lt;br /&gt;
	Furnishings - mid (eg. Cot)	 		10,000&lt;br /&gt;
	Furnishings - high (eg. Bed)			20,000&lt;br /&gt;
		&lt;br /&gt;
Traps  (nb. Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
	Per 1 point DC detect		500&lt;br /&gt;
	Per 1 point DC remove	   500&lt;br /&gt;
	Resetting			       5,000&lt;br /&gt;
	Weak damage			     1,000&lt;br /&gt;
	Average			         2,000&lt;br /&gt;
	Strong			       	4,000&lt;br /&gt;
	Fatal			        	8,000&lt;br /&gt;
	undectable			    150,000&lt;br /&gt;
	undisarmable			  150,000&lt;br /&gt;
&lt;br /&gt;
Hirelings/NPCs&lt;br /&gt;
	Scribe                  75,000 (Prior permission required before submission.)&lt;br /&gt;
	Persistent Merchants    120,000 for base model, expandable in game&lt;br /&gt;
   NPC's                   50,000 each. (servants / pets / etc...)                       &lt;br /&gt;
	Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
	&lt;br /&gt;
[/code]&lt;br /&gt;
&lt;br /&gt;
[code]&lt;br /&gt;
0            	0 gp&lt;br /&gt;
1          	200 gp&lt;br /&gt;
2          	400 gp&lt;br /&gt;
3          	600 gp&lt;br /&gt;
4 	         800 gp&lt;br /&gt;
5 	       1,000 gp&lt;br /&gt;
6        	1,200 gp&lt;br /&gt;
7        	1,400 gp&lt;br /&gt;
8        	1,600 gp&lt;br /&gt;
9        	1,800 gp&lt;br /&gt;
10       	2,000 gp&lt;br /&gt;
11       	2,500 gp&lt;br /&gt;
12       	3,000 gp&lt;br /&gt;
13       	3,500 gp&lt;br /&gt;
14       	4,000 gp&lt;br /&gt;
15       	4,500 gp&lt;br /&gt;
16       	5,000 gp&lt;br /&gt;
17       	5,500 gp&lt;br /&gt;
18       	6,000 gp&lt;br /&gt;
19       	6,500 gp&lt;br /&gt;
20       	7,000 gp&lt;br /&gt;
21       	7,700 gp&lt;br /&gt;
22       	8,400 gp&lt;br /&gt;
23	       9,100 gp&lt;br /&gt;
24       	9,800 gp&lt;br /&gt;
25      	10,500 gp&lt;br /&gt;
26      	11,200 gp&lt;br /&gt;
27      	11,900 gp&lt;br /&gt;
28      	12,600 gp&lt;br /&gt;
29      	13,300 gp&lt;br /&gt;
30      	14,000 gp&lt;br /&gt;
31      	15,000 gp&lt;br /&gt;
32      	16,000 gp&lt;br /&gt;
33      	17,000 gp&lt;br /&gt;
34      	18,000 gp&lt;br /&gt;
35      	19,000 gp&lt;br /&gt;
36      	20,000 gp&lt;br /&gt;
37      	21,000 gp&lt;br /&gt;
38      	22,000 gp&lt;br /&gt;
39      	23,000 gp&lt;br /&gt;
40	      24,000 gp&lt;br /&gt;
Key-only	10,000 gp&lt;br /&gt;
[/code]&lt;br /&gt;
&lt;br /&gt;
[code]Types of Persistent Containers available:&lt;br /&gt;
&lt;br /&gt;
1. P-Chest: This is the standard chest used at Inn's in Avlis.  They have True-Persistence, meaning that any alterations made to items (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. Off-world items do not vanish in these chests after server reset either. Cost varies depending on the hardness, hitpoints, fortitude of the chest and lock attributes.&lt;br /&gt;
&lt;br /&gt;
2. Display Case:  This is a variation on the P-chest.  It allows characters to see items in the p-chest, but only those with the proper key can take those items out.  They have True-Persistence. Cost varies depending on the hardness, hitpoints, fortitude. They are generally more expensive then a P-Chest. &lt;br /&gt;
&lt;br /&gt;
3. EP-Chest: An EP-Chest is a text based system that stores items.  All items are listed aphabetically.  These storage containers are persistent, but DO NOT have True-Persistence.  Therefore, off-world items will vanish after server reset and any alterations made to items will reset back to the original palette version on server reset.  This storage is best utilized for large inventories,like the storing of crafting components. However, it can be used as a normal storage chest for smaller inventories too. Initial storage capability is 400 squares of storage, and infinite menu pages (or any number of different items). Storage capacity (number of squares) can be bought up In-game. +200 squares of storage = 40,000&lt;br /&gt;
Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
4. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. These storage containers are persistent, but DO NOT have True-persistence.  Therefore, off-world items will vanish after server reset and any alterations made to items will reset back to the original palette version on server reset. Any player may place an item into the chest, ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
Initial storage capability is 200 squares of storage, and one menu page. This can be bought up In-game in increments for added storage capacity and pages.  Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
Cost: 150,000 for base Donation EP-chest. Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
+1 Menu page = 60,000 gold&lt;br /&gt;
+200 squares of storage = 40,000&lt;br /&gt;
Infinite storage capability costs approximately 1,000,000 gold total. [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[size=18][b][u]3) Available resources[/u][/b][/size]&lt;br /&gt;
&lt;br /&gt;
[b]3.1)[/b] The scripts available for use along with supporting information are downloadable from [url]http://www.epignosis.info/download.php?list.8[/url].  [i](file last updated 26 November 2005)[/i]&lt;br /&gt;
&lt;br /&gt;
[b]3.2)[/b] The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, you need to import the Archery tagets &amp;amp; Combat dummies erf available from [url]http://www.epignosis.info/download.php?view.85[/url]&lt;br /&gt;
&lt;br /&gt;
[b]3.3)[/b] An erf that adds the piggybank placeable to the palette available from [url]http://www.epignosis.info/download.php?view.90[/url]. &lt;br /&gt;
&lt;br /&gt;
[b]3.4)[/b] A spreadsheet that will calculate the housing cost for you is available from [url]http://www.epignosis.info/download.php?view.84[/url]. This must be included with the submission.  The current version is 2.2, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
[b]3.5)[/b]  If there is a script you know is already on Avlis but is not included, [url=http://www.avlis.org/privmsg.php?mode=post&amp;amp;u=10819]send a PM to [b][u]Avlis Player Housing[/u][/b][/url] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
[b]3.6)[/b] A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. [url]http://nwvault.ign.com/Files/other/data/1095552276000.shtml[/url]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[size=18][b][u]4) Submission process[/u][/b][/size]&lt;br /&gt;
&lt;br /&gt;
[b]4.1)[/b] You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.   &lt;br /&gt;
&lt;br /&gt;
[b]4.2)[/b] Submit your house (either as an erf or a mod file) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via [url]http://www.epignosis.info/upload.php[/url].  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[b]PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;[/b]&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
[b]4.3)[/b]Then [url=http://www.avlis.org/privmsg.php?mode=post&amp;amp;u=10819]send a PM to [b][u]Avlis Player Housing[/u][/b][/url] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
[b]4.4)[/b] Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
[b]4.5)[/b] Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
[b]4.6)[/b] Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
[b]4.7)[/b] Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[size=18][b][u]5) Naming standards[/u][/b][/size]&lt;br /&gt;
&lt;br /&gt;
[b]5.1)[/b] [u]Area naming standards[/u]&lt;br /&gt;
&lt;br /&gt;
   [b]5.1.1)[/b] All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag [i]CoB_MainHall[/i] the resref for this area must be [i]cob_mainhall[/i]. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
   [b]5.1.2)[/b] The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. [i]Cave[/i] is bad, [i]Raven_Cave[/i] is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
   [b]5.1.3)[/b] Where possible all area names are to be prefixed with the name of the building. eg.[i]2nd floor[/i] is bad [i]Featherfingers Trading: 2nd floor[/i] is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
   [b]5.1.4)[/b] All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: [i]DR_UniqueName_I[/i], where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: [i]DR_UniqueName_O[/i], where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
[b]5.2)[/b] [u]Item nameing standards (keys and guild items)[/u]&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.1)[/b] The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.2)[/b] The tag of all guild [b]leader[/b] items must start with [i]SI_[/i] and must have the correct variables attached as shown in the [url=http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33]Guidlines for making guild items[/url] thread.&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.3)[/b] The tag of all non-leader guild items must start with [i]Gld_U_[/i].&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.4)[/b] The preperties an values on guild items must be those allowed, as shown in the [url=http://www.avlis.org/viewtopic.php?t=12068]Guidlines for making guild items[/url] thread.&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.5)[/b] The tag of all player housing keys must start with [i]Key_[/i].&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.6)[/b] All items are to be named in such a way that they are easy to identify which house they belong to. eg. [i]Room key[/i] is bad, [i]Key of Green[/i] is fine, [i]Anspach residence: Room key[/i] is good.&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.7)[/b] All items must be marked plot, and must [b]not[/b] be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.8)[/b] All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.9)[/b] All keys must be located is the [b]Special 2[/b] section of the palette.&lt;br /&gt;
&lt;br /&gt;
   [b]5.2.10)[/b] All guild items must be located is the [b]Special 5[/b] section of the palette.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[size=18][b][u]6) Previous housing threads[/u][/b][/size]&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[url=http://www.avlis.org/viewtopic.php?t=8261]Player housing &amp;amp; Prices[/url] - Strangg - Sep 18,2002 &lt;br /&gt;
&lt;br /&gt;
[url=http://www.avlis.org/viewtopic.php?t=22948]Player Housing Pricing and Rules[/url] ? Marauder - Dec 05, 2003 &lt;br /&gt;
&lt;br /&gt;
[url=http://www.avlis.org/viewtopic.php?t=11666]How to FTP to the site and send .erf(s)[/url] - ds77 - Mar 20, 2003&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:Silk&amp;diff=18737</id>
		<title>User:Silk</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:Silk&amp;diff=18737"/>
		<updated>2006-02-09T21:03:16Z</updated>

		<summary type="html">&lt;p&gt;Silk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Co-Founder/Creator of Avlis Online, I have my fingertips in just about everything related to Avlis.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
* Avlis Advertising (to keep it alive)&lt;br /&gt;
* Custom Disease System&lt;br /&gt;
* Avlis MUD (*grins widely*)... don't ask&lt;br /&gt;
&lt;br /&gt;
[[Category:Team|Silk]]&lt;/div&gt;</summary>
		<author><name>Silk</name></author>
	</entry>
</feed>