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	<id>http://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zebranky</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=Zebranky"/>
	<link rel="alternate" type="text/html" href="http://wiki.avlis.org/Special:Contributions/Zebranky"/>
	<updated>2026-05-12T07:19:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Bigbys_Forceful_Hand&amp;diff=28817</id>
		<title>Magic:Bigbys Forceful Hand</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Bigbys_Forceful_Hand&amp;diff=28817"/>
		<updated>2008-06-26T22:17:58Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Bigbys Forceful Hand&lt;br /&gt;
|Status= Complete&lt;br /&gt;
|Writers= [[User:IceThorn|IceThorn]]&lt;br /&gt;
|Scripters= [[User:Nob|Nob]]&lt;br /&gt;
|Testers= [[User:Nob|Nob]]&lt;br /&gt;
|School= [[Magic:Evocation|Evocation]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors= &lt;br /&gt;
|Level= Sor/Wiz 6&lt;br /&gt;
|Innate Level= 6&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Long&lt;br /&gt;
|Target= Single&lt;br /&gt;
|Duration= 1 round/5 levels&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= Yes&lt;br /&gt;
|Metamagic= Empower, Maximize, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= &lt;br /&gt;
|Description= A giant hand appears and attempts to bull rush one target.  The target rolls a d20 + Discipline ranks + size modifier vs. 14 + caster level + spell focus bonus. A target that is bull rushed is knocked down and is dazed for the duration of the spell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Bigbys Forceful Hand]]&lt;br /&gt;
[[Category:Evocation Spells|Bigby's Forceful Hand]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=CustomPortrait&amp;diff=27921</id>
		<title>CustomPortrait</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=CustomPortrait&amp;diff=27921"/>
		<updated>2008-04-15T17:47:06Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: /* Avlis Portraits Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://roundtable.sblog.jp/img/pt2/page01.jpg  http://roundtable.sblog.jp/img/pt2/page18.jpg&lt;br /&gt;
&lt;br /&gt;
== Making Your Own Portrait ==&lt;br /&gt;
[[Making a Custom Portrait]] contains instructions for creating your own custom portrait, should you feel daring.  And don't despair!  We also give you a method to override the portrait for characters that you have already created and may have been playing for years.&lt;br /&gt;
&lt;br /&gt;
== Avlis Portraits Download ==&lt;br /&gt;
:[ftp://hades.mercuric.net/Avlis/portraits/ Avlis Portraits (Hades mirror)] -- Contains (I think) most or all of what is/was in the (broken) links below. Grab the all-in-one file, or the same portraits split into 5 smaller files for your convenience.&lt;br /&gt;
:[http://www.catara-files.org/downloads/Avlis/files/Custom%20portraits/ Avlis Custom Portraits] -- a fine collection of portraits.&lt;br /&gt;
:[http://www.epignosis.info/download.php?view.100 Male Portraits] -- a collection of portraits used by some of Avlis' inhabitants. (This is a much smaller download than the portrait pack above, and contains only portraits already used by a PC. Not all, but some, of these are also in the large collection above.)&lt;br /&gt;
:[http://www.epignosis.info/download.php?view.98 Female Portraits]  -- a collection of portraits used by some of Avlis' inhabitants. (This is a much smaller download than the portrait pack above, and contains only portraits already used by a PC. Not all, but some, of these are also in the large collection above.)&lt;br /&gt;
&lt;br /&gt;
== Other Portrait Collections ==&lt;br /&gt;
:[http://www.catara-files.org/downloads/Avlis/files/Custom%20portraits/ The Ultimate NWN Portrait Pack]&lt;br /&gt;
&lt;br /&gt;
:[http://roundtable.sblog.jp/gallerys/gallery-top.html Greatest portraits!!]&lt;br /&gt;
&lt;br /&gt;
:[http://nwvault.ign.com/fms/TopRated.php?content=portraits NWvault top Portraits]&lt;br /&gt;
&lt;br /&gt;
:[http://twierdzanwn.host.sk/ And more]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Avlis Portraits ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+'''Avlis Portraits'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Custom Portrait Base File Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Character name&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Forum name&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
===== bb041_ =====&lt;br /&gt;
|| Krator Blackfist || ''Krator''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== drang_joren_ =====&lt;br /&gt;
|| Drusiler || ''FurrorNos''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== femrhairmagii_ =====&lt;br /&gt;
|| Aerill Ailpera || ''Aerill''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== hdryad_aspen_ =====&lt;br /&gt;
|| Aspen || ''Tissa''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== u0uro017 =====&lt;br /&gt;
|| Sunder Thro'Kwatt || ''Bolo''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== M_Ma002 =====&lt;br /&gt;
|| Sand || ''kombinat''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_he_f_PH_04_ =====&lt;br /&gt;
|| Whisper || ''ARCmage''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hn_m_Findail_ =====&lt;br /&gt;
|| Findail Silaureth || ''Buddha''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_IWD_03 =====&lt;br /&gt;
|| Zatiel Tylin || ''Melindha''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_IWD_16_ =====&lt;br /&gt;
|| Argine Reya || ''Argine''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_NWN_02_ =====&lt;br /&gt;
|| Millana Aravinnya || ''Aerill''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_m_IWD_21_ =====&lt;br /&gt;
|| Joristan Ashald || ''DrFrog711''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_soehn_ =====&lt;br /&gt;
|| Aobeth Amakiir|| ''slave_of_emotions ''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avlis Inhabitants ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+'''Avlis Inhabitants'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Character name&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Forum name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Gender&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Portrait&lt;br /&gt;
|-&lt;br /&gt;
| Aerill Ailpera|| ''Aerill'' || Female|| Human || femrhairmagii_&lt;br /&gt;
|-&lt;br /&gt;
| Argine Reya || ''Argine'' || Female || Half-Nymph || po_hu_f_IWD_16_&lt;br /&gt;
|-&lt;br /&gt;
| Aspen || ''Tissa'' || Female || Half-Dryad || hdryad_aspen_&lt;br /&gt;
|-&lt;br /&gt;
| Millana Aravinnya || ''Aerill'' || Female || Human || po_hu_f_NWN_02_ &lt;br /&gt;
|-&lt;br /&gt;
| Whisper || ''ARCmage'' || Female || Elf || po_he_f_PH_04_&lt;br /&gt;
|-&lt;br /&gt;
| Zatiel Tylin || ''Melindha''  || Female || Elf || po_hu_f_IWD_03&lt;br /&gt;
|-&lt;br /&gt;
| Aobeth Amakiir|| ''slave_of_emotions '' || Male|| Aasimar  || po_soehn_&lt;br /&gt;
|-&lt;br /&gt;
| Drusiler || ''FurrorNos'' || Male || Drangonari || drang_joren_&lt;br /&gt;
|-&lt;br /&gt;
| Findail Silaureth || ''Buddha'' || Male || Half-Nymph || po_hn_m_Findail_&lt;br /&gt;
|-&lt;br /&gt;
| Joristan Ashald || ''DrFrog711'' || Male || Human || po_hu_m_IWD_21_&lt;br /&gt;
|-&lt;br /&gt;
| Krator Blackfist || ''Krator'' || Male || Human || bb041_&lt;br /&gt;
|-&lt;br /&gt;
| Sand || ''kombinat'' || Male || Elf || M_Ma002&lt;br /&gt;
|-&lt;br /&gt;
| Sunder Thro'Kwatt || ''Bolo'' || Male || Half-Orc || u0uro017&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25815</id>
		<title>Needed files</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25815"/>
		<updated>2007-07-16T17:41:08Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: /* Alternative Location for the above */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Avlis you will need some hak and tlk files. Most files are compressed in [http://en.wikipedia.org/wiki/RAR_%28file_format%29 rar] or [http://en.wikipedia.org/wiki/ZIP_%28file_format%29 zip] files and you will need to unzip/unrar them before use. Hak files go in the Hak directory and Tlk files into the Tlk directory (which you may need to create) in your Neverwinter Nights folder.&lt;br /&gt;
&lt;br /&gt;
== Required for ALL Servers ==&lt;br /&gt;
=== CoPaP &amp;amp; Avlis HAKs ===&lt;br /&gt;
&lt;br /&gt;
* Avlis_main1_6.rar&lt;br /&gt;
** http://www.phersey.co.uk/avlis/downloads/avlis_main1_6.rar&lt;br /&gt;
** [ftp://hades.mercuric.net/Avlis/avlis_main1_6.rar avlis_main1_6.rar (Hades mirror)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CoPaPHak4_8.rar&lt;br /&gt;
** http://www.copap.org/files/copaphak4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CoPaPTlk_3_6.rar&lt;br /&gt;
** http://www.copap.org/files/copaptlk_3_6.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* UniversalHak_4_8.rar&lt;br /&gt;
** http://www.copap.org/files/universalhak_4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Avlis_ext_hakset&lt;br /&gt;
** http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CEP 1.53&lt;br /&gt;
** http://nwvault.ign.com/?dir=cep/downloads&lt;br /&gt;
** NOTE: It's a pain to find a full installation for the CEP. [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6057 This link] will get you CEP 1.52, where you need to apply [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6716 this patch] too. The link above, with some searching, can provide .exe (installers) and .zip versions of the CEP too.&lt;br /&gt;
** Do not install '''CEP''' 1.68. CoPaP does not use it as an 1.68 fix is already included in the main CoPaP hak. If you have already installed it you will need to reverse back to version 1.53 as it will otherwise create issues with CEP related content.&lt;br /&gt;
&lt;br /&gt;
=== Other Haks ===&lt;br /&gt;
* Doors hak (ctp_genericdoors.hak)&lt;br /&gt;
:* http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
::''This hak was already required for the [[Visimontium]] server. It will soon be required for other servers. --[[User:Krator|Krator]] 08:55, 6 Jul 2006 (GMT) ''&lt;br /&gt;
&lt;br /&gt;
== Individual Servers ==&lt;br /&gt;
=== Mikona ===&lt;br /&gt;
'''''Mikona haks, required for Mikona server'''''&lt;br /&gt;
&lt;br /&gt;
Alleys hak:  http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=2057&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
=== Wilderness ===&lt;br /&gt;
'''''Wilderness haks, required for Wilderness server'''''&lt;br /&gt;
&lt;br /&gt;
Drylands hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=957&lt;br /&gt;
&lt;br /&gt;
=== LeOr ===&lt;br /&gt;
'''''LeOr haks, required for LeOr server'''''&lt;br /&gt;
&lt;br /&gt;
Tree City hak: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=3136&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
City interior hak: http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak:&lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Deglos ===&lt;br /&gt;
'''''Deglos haks, required for Deglos server'''''&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
===Ferrell===&lt;br /&gt;
'''''Ferrell hak, required for Ferrell server'''''&lt;br /&gt;
&lt;br /&gt;
City Forest Rural: http://www.phersey.co.uk/avlis/downloads/CFR_CG04_1.30.rar&lt;br /&gt;
&lt;br /&gt;
===Visimontium===&lt;br /&gt;
'''''Visimontium - in addition to the Deglos haks (see above), for Visimontium you will need:'''''&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
: Alternate location: http://www.phersey.co.uk/avlis/downloads/JXPHak.rar&lt;br /&gt;
&lt;br /&gt;
City interior hak:  http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak: &lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Kuras ===&lt;br /&gt;
'''''Kuras haks, required for Kuras server'''''&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon haks (contains kuras_temp and dracon_temp): http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
=== Kurathene ===&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene1_1 hak: New Hosting Needed: kurathene1_1.zip&lt;br /&gt;
&lt;br /&gt;
Kurathene1_2 hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon hak: http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
JXP Mountains: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
&lt;br /&gt;
== Alternative Location for the above ==&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 File Mirror]]&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 Housing Files]]&lt;br /&gt;
&lt;br /&gt;
[[Hades File Mirror]]&lt;br /&gt;
&lt;br /&gt;
== Other files ==&lt;br /&gt;
None of this is required, but '''nice'''!&lt;br /&gt;
&lt;br /&gt;
=== Custom Avlis Music ===&lt;br /&gt;
* [ftp://hades.mercuric.net/Avlis/AvlisMusic_02.rar AvlisMusic_02.rar]&lt;br /&gt;
* [ftp://hades.mercuric.net/Avlis/AvlisMusic_Pack2.rar AvlisMusic_Pack2.rar]&lt;br /&gt;
&lt;br /&gt;
=== Custom Portraits ===&lt;br /&gt;
* See [[CustomPortrait|Custom Portaits]]&lt;br /&gt;
&lt;br /&gt;
=== Avlis Side-Kick ===&lt;br /&gt;
This handy little utility helps you connect to the different servers.  It stores all the connection information for them and you just select which one you want and &amp;quot;launch&amp;quot; it.  It also bypasses all the [http://en.wikipedia.org/wiki/Splash_screen splash screens] that you see when you launch Neverwinter the ''normal'' way.  You can add the new servers by right-clicking in the servers list and choosing '''Add Server'''.  They can also be edited by right-clicking on the server and choosing '''Properties'''.  It also has a somewhat handy time calculator that compares your computer's timezone setting to GMT.&lt;br /&gt;
&lt;br /&gt;
* Discussion Thread: http://www.avlis.org/viewtopic.php?t=46916&lt;br /&gt;
* Download: http://avlis.betaspace.net/ASKInstall.zip&lt;br /&gt;
&lt;br /&gt;
:* '''Warning:''' The Visimontium port is wrong in the initial install.&lt;br /&gt;
&lt;br /&gt;
:* '''Note:''' This needs the .NET Framework to function.&lt;br /&gt;
&lt;br /&gt;
=== CEP Custom Heads ===&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=models.Detail&amp;amp;id=338&lt;br /&gt;
[[Category:Browse]]&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25814</id>
		<title>Needed files</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25814"/>
		<updated>2007-07-16T17:35:06Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Avlis you will need some hak and tlk files. Most files are compressed in [http://en.wikipedia.org/wiki/RAR_%28file_format%29 rar] or [http://en.wikipedia.org/wiki/ZIP_%28file_format%29 zip] files and you will need to unzip/unrar them before use. Hak files go in the Hak directory and Tlk files into the Tlk directory (which you may need to create) in your Neverwinter Nights folder.&lt;br /&gt;
&lt;br /&gt;
== Required for ALL Servers ==&lt;br /&gt;
=== CoPaP &amp;amp; Avlis HAKs ===&lt;br /&gt;
&lt;br /&gt;
* Avlis_main1_6.rar&lt;br /&gt;
** http://www.phersey.co.uk/avlis/downloads/avlis_main1_6.rar&lt;br /&gt;
** [ftp://hades.mercuric.net/Avlis/avlis_main1_6.rar avlis_main1_6.rar (Hades mirror)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CoPaPHak4_8.rar&lt;br /&gt;
** http://www.copap.org/files/copaphak4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CoPaPTlk_3_6.rar&lt;br /&gt;
** http://www.copap.org/files/copaptlk_3_6.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* UniversalHak_4_8.rar&lt;br /&gt;
** http://www.copap.org/files/universalhak_4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Avlis_ext_hakset&lt;br /&gt;
** http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CEP 1.53&lt;br /&gt;
** http://nwvault.ign.com/?dir=cep/downloads&lt;br /&gt;
** NOTE: It's a pain to find a full installation for the CEP. [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6057 This link] will get you CEP 1.52, where you need to apply [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6716 this patch] too. The link above, with some searching, can provide .exe (installers) and .zip versions of the CEP too.&lt;br /&gt;
** Do not install '''CEP''' 1.68. CoPaP does not use it as an 1.68 fix is already included in the main CoPaP hak. If you have already installed it you will need to reverse back to version 1.53 as it will otherwise create issues with CEP related content.&lt;br /&gt;
&lt;br /&gt;
=== Other Haks ===&lt;br /&gt;
* Doors hak (ctp_genericdoors.hak)&lt;br /&gt;
:* http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
::''This hak was already required for the [[Visimontium]] server. It will soon be required for other servers. --[[User:Krator|Krator]] 08:55, 6 Jul 2006 (GMT) ''&lt;br /&gt;
&lt;br /&gt;
== Individual Servers ==&lt;br /&gt;
=== Mikona ===&lt;br /&gt;
'''''Mikona haks, required for Mikona server'''''&lt;br /&gt;
&lt;br /&gt;
Alleys hak:  http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=2057&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
=== Wilderness ===&lt;br /&gt;
'''''Wilderness haks, required for Wilderness server'''''&lt;br /&gt;
&lt;br /&gt;
Drylands hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=957&lt;br /&gt;
&lt;br /&gt;
=== LeOr ===&lt;br /&gt;
'''''LeOr haks, required for LeOr server'''''&lt;br /&gt;
&lt;br /&gt;
Tree City hak: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=3136&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
City interior hak: http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak:&lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Deglos ===&lt;br /&gt;
'''''Deglos haks, required for Deglos server'''''&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
===Ferrell===&lt;br /&gt;
'''''Ferrell hak, required for Ferrell server'''''&lt;br /&gt;
&lt;br /&gt;
City Forest Rural: http://www.phersey.co.uk/avlis/downloads/CFR_CG04_1.30.rar&lt;br /&gt;
&lt;br /&gt;
===Visimontium===&lt;br /&gt;
'''''Visimontium - in addition to the Deglos haks (see above), for Visimontium you will need:'''''&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
: Alternate location: http://www.phersey.co.uk/avlis/downloads/JXPHak.rar&lt;br /&gt;
&lt;br /&gt;
City interior hak:  http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak: &lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Kuras ===&lt;br /&gt;
'''''Kuras haks, required for Kuras server'''''&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon haks (contains kuras_temp and dracon_temp): http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
=== Kurathene ===&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene1_1 hak: New Hosting Needed: kurathene1_1.zip&lt;br /&gt;
&lt;br /&gt;
Kurathene1_2 hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon hak: http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
JXP Mountains: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
&lt;br /&gt;
== Alternative Location for the above ==&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 File Mirror]]&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 Housing Files]]&lt;br /&gt;
&lt;br /&gt;
== Other files ==&lt;br /&gt;
None of this is required, but '''nice'''!&lt;br /&gt;
&lt;br /&gt;
=== Custom Avlis Music ===&lt;br /&gt;
* [ftp://hades.mercuric.net/Avlis/AvlisMusic_02.rar AvlisMusic_02.rar]&lt;br /&gt;
* [ftp://hades.mercuric.net/Avlis/AvlisMusic_Pack2.rar AvlisMusic_Pack2.rar]&lt;br /&gt;
&lt;br /&gt;
=== Custom Portraits ===&lt;br /&gt;
* See [[CustomPortrait|Custom Portaits]]&lt;br /&gt;
&lt;br /&gt;
=== Avlis Side-Kick ===&lt;br /&gt;
This handy little utility helps you connect to the different servers.  It stores all the connection information for them and you just select which one you want and &amp;quot;launch&amp;quot; it.  It also bypasses all the [http://en.wikipedia.org/wiki/Splash_screen splash screens] that you see when you launch Neverwinter the ''normal'' way.  You can add the new servers by right-clicking in the servers list and choosing '''Add Server'''.  They can also be edited by right-clicking on the server and choosing '''Properties'''.  It also has a somewhat handy time calculator that compares your computer's timezone setting to GMT.&lt;br /&gt;
&lt;br /&gt;
* Discussion Thread: http://www.avlis.org/viewtopic.php?t=46916&lt;br /&gt;
* Download: http://avlis.betaspace.net/ASKInstall.zip&lt;br /&gt;
&lt;br /&gt;
:* '''Warning:''' The Visimontium port is wrong in the initial install.&lt;br /&gt;
&lt;br /&gt;
:* '''Note:''' This needs the .NET Framework to function.&lt;br /&gt;
&lt;br /&gt;
=== CEP Custom Heads ===&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=models.Detail&amp;amp;id=338&lt;br /&gt;
[[Category:Browse]]&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25813</id>
		<title>Needed files</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25813"/>
		<updated>2007-07-16T17:34:39Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: Hades mirror added for avlis_main1_6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Avlis you will need some hak and tlk files. Most files are compressed in [http://en.wikipedia.org/wiki/RAR_%28file_format%29 rar] or [http://en.wikipedia.org/wiki/ZIP_%28file_format%29 zip] files and you will need to unzip/unrar them before use. Hak files go in the Hak directory and Tlk files into the Tlk directory (which you may need to create) in your Neverwinter Nights folder.&lt;br /&gt;
&lt;br /&gt;
== Required for ALL Servers ==&lt;br /&gt;
=== CoPaP &amp;amp; Avlis HAKs ===&lt;br /&gt;
&lt;br /&gt;
* Avlis_main1_6.rar&lt;br /&gt;
** http://www.phersey.co.uk/avlis/downloads/avlis_main1_6.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
** [ftp://hades.mercuric.net/Avlis/avlis_main1_6.rar avlis_main1_6.rar (Hades mirror)]&lt;br /&gt;
&lt;br /&gt;
* CoPaPHak4_8.rar&lt;br /&gt;
** http://www.copap.org/files/copaphak4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CoPaPTlk_3_6.rar&lt;br /&gt;
** http://www.copap.org/files/copaptlk_3_6.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* UniversalHak_4_8.rar&lt;br /&gt;
** http://www.copap.org/files/universalhak_4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Avlis_ext_hakset&lt;br /&gt;
** http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CEP 1.53&lt;br /&gt;
** http://nwvault.ign.com/?dir=cep/downloads&lt;br /&gt;
** NOTE: It's a pain to find a full installation for the CEP. [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6057 This link] will get you CEP 1.52, where you need to apply [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6716 this patch] too. The link above, with some searching, can provide .exe (installers) and .zip versions of the CEP too.&lt;br /&gt;
** Do not install '''CEP''' 1.68. CoPaP does not use it as an 1.68 fix is already included in the main CoPaP hak. If you have already installed it you will need to reverse back to version 1.53 as it will otherwise create issues with CEP related content.&lt;br /&gt;
&lt;br /&gt;
=== Other Haks ===&lt;br /&gt;
* Doors hak (ctp_genericdoors.hak)&lt;br /&gt;
:* http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
::''This hak was already required for the [[Visimontium]] server. It will soon be required for other servers. --[[User:Krator|Krator]] 08:55, 6 Jul 2006 (GMT) ''&lt;br /&gt;
&lt;br /&gt;
== Individual Servers ==&lt;br /&gt;
=== Mikona ===&lt;br /&gt;
'''''Mikona haks, required for Mikona server'''''&lt;br /&gt;
&lt;br /&gt;
Alleys hak:  http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=2057&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
=== Wilderness ===&lt;br /&gt;
'''''Wilderness haks, required for Wilderness server'''''&lt;br /&gt;
&lt;br /&gt;
Drylands hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=957&lt;br /&gt;
&lt;br /&gt;
=== LeOr ===&lt;br /&gt;
'''''LeOr haks, required for LeOr server'''''&lt;br /&gt;
&lt;br /&gt;
Tree City hak: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=3136&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
City interior hak: http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak:&lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Deglos ===&lt;br /&gt;
'''''Deglos haks, required for Deglos server'''''&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
===Ferrell===&lt;br /&gt;
'''''Ferrell hak, required for Ferrell server'''''&lt;br /&gt;
&lt;br /&gt;
City Forest Rural: http://www.phersey.co.uk/avlis/downloads/CFR_CG04_1.30.rar&lt;br /&gt;
&lt;br /&gt;
===Visimontium===&lt;br /&gt;
'''''Visimontium - in addition to the Deglos haks (see above), for Visimontium you will need:'''''&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
: Alternate location: http://www.phersey.co.uk/avlis/downloads/JXPHak.rar&lt;br /&gt;
&lt;br /&gt;
City interior hak:  http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak: &lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Kuras ===&lt;br /&gt;
'''''Kuras haks, required for Kuras server'''''&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon haks (contains kuras_temp and dracon_temp): http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
=== Kurathene ===&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene1_1 hak: New Hosting Needed: kurathene1_1.zip&lt;br /&gt;
&lt;br /&gt;
Kurathene1_2 hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon hak: http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
JXP Mountains: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
&lt;br /&gt;
== Alternative Location for the above ==&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 File Mirror]]&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 Housing Files]]&lt;br /&gt;
&lt;br /&gt;
== Other files ==&lt;br /&gt;
None of this is required, but '''nice'''!&lt;br /&gt;
&lt;br /&gt;
=== Custom Avlis Music ===&lt;br /&gt;
* [ftp://hades.mercuric.net/Avlis/AvlisMusic_02.rar AvlisMusic_02.rar]&lt;br /&gt;
* [ftp://hades.mercuric.net/Avlis/AvlisMusic_Pack2.rar AvlisMusic_Pack2.rar]&lt;br /&gt;
&lt;br /&gt;
=== Custom Portraits ===&lt;br /&gt;
* See [[CustomPortrait|Custom Portaits]]&lt;br /&gt;
&lt;br /&gt;
=== Avlis Side-Kick ===&lt;br /&gt;
This handy little utility helps you connect to the different servers.  It stores all the connection information for them and you just select which one you want and &amp;quot;launch&amp;quot; it.  It also bypasses all the [http://en.wikipedia.org/wiki/Splash_screen splash screens] that you see when you launch Neverwinter the ''normal'' way.  You can add the new servers by right-clicking in the servers list and choosing '''Add Server'''.  They can also be edited by right-clicking on the server and choosing '''Properties'''.  It also has a somewhat handy time calculator that compares your computer's timezone setting to GMT.&lt;br /&gt;
&lt;br /&gt;
* Discussion Thread: http://www.avlis.org/viewtopic.php?t=46916&lt;br /&gt;
* Download: http://avlis.betaspace.net/ASKInstall.zip&lt;br /&gt;
&lt;br /&gt;
:* '''Warning:''' The Visimontium port is wrong in the initial install.&lt;br /&gt;
&lt;br /&gt;
:* '''Note:''' This needs the .NET Framework to function.&lt;br /&gt;
&lt;br /&gt;
=== CEP Custom Heads ===&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=models.Detail&amp;amp;id=338&lt;br /&gt;
[[Category:Browse]]&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=CustomPortrait&amp;diff=25756</id>
		<title>CustomPortrait</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=CustomPortrait&amp;diff=25756"/>
		<updated>2007-07-08T05:03:11Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: Changed Hades mirror to FTP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://roundtable.sblog.jp/img/pt2/page01.jpg  http://roundtable.sblog.jp/img/pt2/page18.jpg&lt;br /&gt;
&lt;br /&gt;
== Making Your Own Portrait ==&lt;br /&gt;
[[Making a Custom Portrait]] contains instructions for creating your own custom portrait, should you feel daring.  And don't despair!  We also give you a method to override the portrait for characters that you have already created and may have been playing for years.&lt;br /&gt;
&lt;br /&gt;
== Avlis Portraits Download ==&lt;br /&gt;
:[ftp://hades.mercuric.net/Avlis/portraits/Portraits.rar Avlis Portraits (Hades mirror)] -- Contains (I think) most or all of what is/was in the (broken) links below.&lt;br /&gt;
:[http://www.catara-files.org/downloads/Avlis/files/Custom%20portraits/ Avlis Custom Portraits] -- a fine collection of portraits.&lt;br /&gt;
:[http://www.epignosis.info/download.php?view.100 Male Portraits] -- a collection of portraits used by some of Avlis' inhabitants. (This is a much smaller download than the portrait pack above, and contains only portraits already used by a PC. Not all, but some, of these are also in the large collection above.)&lt;br /&gt;
:[http://www.epignosis.info/download.php?view.98 Female Portraits]  -- a collection of portraits used by some of Avlis' inhabitants. (This is a much smaller download than the portrait pack above, and contains only portraits already used by a PC. Not all, but some, of these are also in the large collection above.)&lt;br /&gt;
&lt;br /&gt;
== Other Portrait Collections ==&lt;br /&gt;
:[http://www.catara-files.org/downloads/Avlis/files/Custom%20portraits/ The Ultimate NWN Portrait Pack]&lt;br /&gt;
&lt;br /&gt;
:[http://roundtable.sblog.jp/gallerys/gallery-top.html Greatest portraits!!]&lt;br /&gt;
&lt;br /&gt;
:[http://nwvault.ign.com/fms/TopRated.php?content=portraits NWvault top Portraits]&lt;br /&gt;
&lt;br /&gt;
:[http://twierdzanwn.host.sk/ And more]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Avlis Portraits ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+'''Avlis Portraits'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Custom Portrait Base File Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Character name&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Forum name&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
===== bb041_ =====&lt;br /&gt;
|| Krator Blackfist || ''Krator''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== drang_joren_ =====&lt;br /&gt;
|| Drusiler || ''FurrorNos''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== femrhairmagii_ =====&lt;br /&gt;
|| Aerill Ailpera || ''Aerill''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== hdryad_aspen_ =====&lt;br /&gt;
|| Aspen || ''Tissa''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== u0uro017 =====&lt;br /&gt;
|| Sunder Thro'Kwatt || ''Bolo''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== M_Ma002 =====&lt;br /&gt;
|| Sand || ''kombinat''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_he_f_PH_04_ =====&lt;br /&gt;
|| Whisper || ''ARCmage''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hn_m_Findail_ =====&lt;br /&gt;
|| Findail Silaureth || ''Buddha''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_IWD_03 =====&lt;br /&gt;
|| Zatiel Tylin || ''Melindha''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_IWD_16_ =====&lt;br /&gt;
|| Argine Reya || ''Argine''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_NWN_02_ =====&lt;br /&gt;
|| Millana Aravinnya || ''Aerill''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_m_IWD_21_ =====&lt;br /&gt;
|| Joristan Ashald || ''DrFrog711''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_soehn_ =====&lt;br /&gt;
|| Aobeth Amakiir|| ''slave_of_emotions ''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avlis Inhabitants ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+'''Avlis Inhabitants'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Character name&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Forum name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Gender&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Portrait&lt;br /&gt;
|-&lt;br /&gt;
| Aerill Ailpera|| ''Aerill'' || Female|| Human || femrhairmagii_&lt;br /&gt;
|-&lt;br /&gt;
| Argine Reya || ''Argine'' || Female || Half-Nymph || po_hu_f_IWD_16_&lt;br /&gt;
|-&lt;br /&gt;
| Aspen || ''Tissa'' || Female || Half-Dryad || hdryad_aspen_&lt;br /&gt;
|-&lt;br /&gt;
| Millana Aravinnya || ''Aerill'' || Female || Human || po_hu_f_NWN_02_ &lt;br /&gt;
|-&lt;br /&gt;
| Whisper || ''ARCmage'' || Female || Elf || po_he_f_PH_04_&lt;br /&gt;
|-&lt;br /&gt;
| Zatiel Tylin || ''Melindha''  || Female || Elf || po_hu_f_IWD_03&lt;br /&gt;
|-&lt;br /&gt;
| Aobeth Amakiir|| ''slave_of_emotions '' || Male|| Aasimar  || po_soehn_&lt;br /&gt;
|-&lt;br /&gt;
| Drusiler || ''FurrorNos'' || Male || Drangonari || drang_joren_&lt;br /&gt;
|-&lt;br /&gt;
| Findail Silaureth || ''Buddha'' || Male || Half-Nymph || po_hn_m_Findail_&lt;br /&gt;
|-&lt;br /&gt;
| Joristan Ashald || ''DrFrog711'' || Male || Human || po_hu_m_IWD_21_&lt;br /&gt;
|-&lt;br /&gt;
| Krator Blackfist || ''Krator'' || Male || Human || bb041_&lt;br /&gt;
|-&lt;br /&gt;
| Sand || ''kombinat'' || Male || Elf || M_Ma002&lt;br /&gt;
|-&lt;br /&gt;
| Sunder Thro'Kwatt || ''Bolo'' || Male || Half-Orc || u0uro017&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25755</id>
		<title>Needed files</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25755"/>
		<updated>2007-07-08T05:02:27Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: /* Custom Avlis Music */ Changed to FTP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Avlis you will need some hak and tlk files. Most files are compressed in [http://en.wikipedia.org/wiki/RAR_%28file_format%29 rar] or [http://en.wikipedia.org/wiki/ZIP_%28file_format%29 zip] files and you will need to unzip/unrar them before use. Hak files go in the Hak directory and Tlk files into the Tlk directory (which you may need to create) in your Neverwinter Nights folder.&lt;br /&gt;
&lt;br /&gt;
== Required for ALL Servers ==&lt;br /&gt;
=== CoPaP &amp;amp; Avlis HAKs ===&lt;br /&gt;
&lt;br /&gt;
* Avlis_main1_6.rar&lt;br /&gt;
** http://www.phersey.co.uk/avlis/downloads/avlis_main1_6.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CoPaPHak4_8.rar&lt;br /&gt;
** http://www.copap.org/files/copaphak4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CoPaPTlk_3_6.rar&lt;br /&gt;
** http://www.copap.org/files/copaptlk_3_6.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* UniversalHak_4_8.rar&lt;br /&gt;
** http://www.copap.org/files/universalhak_4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Avlis_ext_hakset&lt;br /&gt;
** http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CEP 1.53&lt;br /&gt;
** http://nwvault.ign.com/?dir=cep/downloads&lt;br /&gt;
** NOTE: It's a pain to find a full installation for the CEP. [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6057 This link] will get you CEP 1.52, where you need to apply [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6716 this patch] too. The link above, with some searching, can provide .exe (installers) and .zip versions of the CEP too.&lt;br /&gt;
** Do not install '''CEP''' 1.68. CoPaP does not use it as an 1.68 fix is already included in the main CoPaP hak. If you have already installed it you will need to reverse back to version 1.53 as it will otherwise create issues with CEP related content.&lt;br /&gt;
&lt;br /&gt;
=== Other Haks ===&lt;br /&gt;
* Doors hak (ctp_genericdoors.hak)&lt;br /&gt;
:* http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
::''This hak was already required for the [[Visimontium]] server. It will soon be required for other servers. --[[User:Krator|Krator]] 08:55, 6 Jul 2006 (GMT) ''&lt;br /&gt;
&lt;br /&gt;
== Individual Servers ==&lt;br /&gt;
=== Mikona ===&lt;br /&gt;
'''''Mikona haks, required for Mikona server'''''&lt;br /&gt;
&lt;br /&gt;
Alleys hak:  http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=2057&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
=== Wilderness ===&lt;br /&gt;
'''''Wilderness haks, required for Wilderness server'''''&lt;br /&gt;
&lt;br /&gt;
Drylands hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=957&lt;br /&gt;
&lt;br /&gt;
=== LeOr ===&lt;br /&gt;
'''''LeOr haks, required for LeOr server'''''&lt;br /&gt;
&lt;br /&gt;
Tree City hak: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=3136&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
City interior hak: http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak:&lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Deglos ===&lt;br /&gt;
'''''Deglos haks, required for Deglos server'''''&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
===Ferrell===&lt;br /&gt;
'''''Ferrell hak, required for Ferrell server'''''&lt;br /&gt;
&lt;br /&gt;
City Forest Rural: http://www.phersey.co.uk/avlis/downloads/CFR_CG04_1.30.rar&lt;br /&gt;
&lt;br /&gt;
===Visimontium===&lt;br /&gt;
'''''Visimontium - in addition to the Deglos haks (see above), for Visimontium you will need:'''''&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
: Alternate location: http://www.phersey.co.uk/avlis/downloads/JXPHak.rar&lt;br /&gt;
&lt;br /&gt;
City interior hak:  http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak: &lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Kuras ===&lt;br /&gt;
'''''Kuras haks, required for Kuras server'''''&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon haks (contains kuras_temp and dracon_temp): http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
=== Kurathene ===&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene1_1 hak: New Hosting Needed: kurathene1_1.zip&lt;br /&gt;
&lt;br /&gt;
Kurathene1_2 hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon hak: http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
JXP Mountains: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
&lt;br /&gt;
== Alternative Location for the above ==&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 File Mirror]]&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 Housing Files]]&lt;br /&gt;
&lt;br /&gt;
== Other files ==&lt;br /&gt;
None of this is required, but '''nice'''!&lt;br /&gt;
&lt;br /&gt;
=== Custom Avlis Music ===&lt;br /&gt;
* [ftp://hades.mercuric.net/Avlis/AvlisMusic_02.rar AvlisMusic_02.rar]&lt;br /&gt;
* [ftp://hades.mercuric.net/Avlis/AvlisMusic_Pack2.rar AvlisMusic_Pack2.rar]&lt;br /&gt;
&lt;br /&gt;
=== Custom Portraits ===&lt;br /&gt;
* See [[CustomPortrait|Custom Portaits]]&lt;br /&gt;
&lt;br /&gt;
=== Avlis Side-Kick ===&lt;br /&gt;
This handy little utility helps you connect to the different servers.  It stores all the connection information for them and you just select which one you want and &amp;quot;launch&amp;quot; it.  It also bypasses all the [http://en.wikipedia.org/wiki/Splash_screen splash screens] that you see when you launch Neverwinter the ''normal'' way.  You can add the new servers by right-clicking in the servers list and choosing '''Add Server'''.  They can also be edited by right-clicking on the server and choosing '''Properties'''.  It also has a somewhat handy time calculator that compares your computer's timezone setting to GMT.&lt;br /&gt;
&lt;br /&gt;
* Discussion Thread: http://www.avlis.org/viewtopic.php?t=46916&lt;br /&gt;
* Download: http://avlis.betaspace.net/ASKInstall.zip&lt;br /&gt;
&lt;br /&gt;
:* '''Warning:''' The Visimontium port is wrong in the initial install.&lt;br /&gt;
&lt;br /&gt;
:* '''Note:''' This needs the .NET Framework to function.&lt;br /&gt;
&lt;br /&gt;
=== CEP Custom Heads ===&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=models.Detail&amp;amp;id=338&lt;br /&gt;
[[Category:Browse]]&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=CustomPortrait&amp;diff=25754</id>
		<title>CustomPortrait</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=CustomPortrait&amp;diff=25754"/>
		<updated>2007-07-07T23:35:32Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: /* Avlis Portraits Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://roundtable.sblog.jp/img/pt2/page01.jpg  http://roundtable.sblog.jp/img/pt2/page18.jpg&lt;br /&gt;
&lt;br /&gt;
== Making Your Own Portrait ==&lt;br /&gt;
[[Making a Custom Portrait]] contains instructions for creating your own custom portrait, should you feel daring.  And don't despair!  We also give you a method to override the portrait for characters that you have already created and may have been playing for years.&lt;br /&gt;
&lt;br /&gt;
== Avlis Portraits Download ==&lt;br /&gt;
:[http://hades.mercuric.net/haks/Avlis/portraits/Portraits.rar Avlis Portraits (Hades mirror)] -- Contains (I think) most or all of what is/was in the (broken) links below.&lt;br /&gt;
:[http://www.catara-files.org/downloads/Avlis/files/Custom%20portraits/ Avlis Custom Portraits] -- a fine collection of portraits.&lt;br /&gt;
:[http://www.epignosis.info/download.php?view.100 Male Portraits] -- a collection of portraits used by some of Avlis' inhabitants. (This is a much smaller download than the portrait pack above, and contains only portraits already used by a PC. Not all, but some, of these are also in the large collection above.)&lt;br /&gt;
:[http://www.epignosis.info/download.php?view.98 Female Portraits]  -- a collection of portraits used by some of Avlis' inhabitants. (This is a much smaller download than the portrait pack above, and contains only portraits already used by a PC. Not all, but some, of these are also in the large collection above.)&lt;br /&gt;
&lt;br /&gt;
== Other Portrait Collections ==&lt;br /&gt;
:[http://www.catara-files.org/downloads/Avlis/files/Custom%20portraits/ The Ultimate NWN Portrait Pack]&lt;br /&gt;
&lt;br /&gt;
:[http://roundtable.sblog.jp/gallerys/gallery-top.html Greatest portraits!!]&lt;br /&gt;
&lt;br /&gt;
:[http://nwvault.ign.com/fms/TopRated.php?content=portraits NWvault top Portraits]&lt;br /&gt;
&lt;br /&gt;
:[http://twierdzanwn.host.sk/ And more]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Avlis Portraits ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+'''Avlis Portraits'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Custom Portrait Base File Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Character name&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Forum name&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
===== bb041_ =====&lt;br /&gt;
|| Krator Blackfist || ''Krator''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== drang_joren_ =====&lt;br /&gt;
|| Drusiler || ''FurrorNos''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== femrhairmagii_ =====&lt;br /&gt;
|| Aerill Ailpera || ''Aerill''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== hdryad_aspen_ =====&lt;br /&gt;
|| Aspen || ''Tissa''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== u0uro017 =====&lt;br /&gt;
|| Sunder Thro'Kwatt || ''Bolo''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== M_Ma002 =====&lt;br /&gt;
|| Sand || ''kombinat''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_he_f_PH_04_ =====&lt;br /&gt;
|| Whisper || ''ARCmage''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hn_m_Findail_ =====&lt;br /&gt;
|| Findail Silaureth || ''Buddha''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_IWD_03 =====&lt;br /&gt;
|| Zatiel Tylin || ''Melindha''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_IWD_16_ =====&lt;br /&gt;
|| Argine Reya || ''Argine''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_NWN_02_ =====&lt;br /&gt;
|| Millana Aravinnya || ''Aerill''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_m_IWD_21_ =====&lt;br /&gt;
|| Joristan Ashald || ''DrFrog711''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_soehn_ =====&lt;br /&gt;
|| Aobeth Amakiir|| ''slave_of_emotions ''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avlis Inhabitants ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+'''Avlis Inhabitants'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Character name&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Forum name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Gender&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Portrait&lt;br /&gt;
|-&lt;br /&gt;
| Aerill Ailpera|| ''Aerill'' || Female|| Human || femrhairmagii_&lt;br /&gt;
|-&lt;br /&gt;
| Argine Reya || ''Argine'' || Female || Half-Nymph || po_hu_f_IWD_16_&lt;br /&gt;
|-&lt;br /&gt;
| Aspen || ''Tissa'' || Female || Half-Dryad || hdryad_aspen_&lt;br /&gt;
|-&lt;br /&gt;
| Millana Aravinnya || ''Aerill'' || Female || Human || po_hu_f_NWN_02_ &lt;br /&gt;
|-&lt;br /&gt;
| Whisper || ''ARCmage'' || Female || Elf || po_he_f_PH_04_&lt;br /&gt;
|-&lt;br /&gt;
| Zatiel Tylin || ''Melindha''  || Female || Elf || po_hu_f_IWD_03&lt;br /&gt;
|-&lt;br /&gt;
| Aobeth Amakiir|| ''slave_of_emotions '' || Male|| Aasimar  || po_soehn_&lt;br /&gt;
|-&lt;br /&gt;
| Drusiler || ''FurrorNos'' || Male || Drangonari || drang_joren_&lt;br /&gt;
|-&lt;br /&gt;
| Findail Silaureth || ''Buddha'' || Male || Half-Nymph || po_hn_m_Findail_&lt;br /&gt;
|-&lt;br /&gt;
| Joristan Ashald || ''DrFrog711'' || Male || Human || po_hu_m_IWD_21_&lt;br /&gt;
|-&lt;br /&gt;
| Krator Blackfist || ''Krator'' || Male || Human || bb041_&lt;br /&gt;
|-&lt;br /&gt;
| Sand || ''kombinat'' || Male || Elf || M_Ma002&lt;br /&gt;
|-&lt;br /&gt;
| Sunder Thro'Kwatt || ''Bolo'' || Male || Half-Orc || u0uro017&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=CustomPortrait&amp;diff=25753</id>
		<title>CustomPortrait</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=CustomPortrait&amp;diff=25753"/>
		<updated>2007-07-07T23:33:11Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: /* Avlis Portraits Download */ Hades mirror for portraits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://roundtable.sblog.jp/img/pt2/page01.jpg  http://roundtable.sblog.jp/img/pt2/page18.jpg&lt;br /&gt;
&lt;br /&gt;
== Making Your Own Portrait ==&lt;br /&gt;
[[Making a Custom Portrait]] contains instructions for creating your own custom portrait, should you feel daring.  And don't despair!  We also give you a method to override the portrait for characters that you have already created and may have been playing for years.&lt;br /&gt;
&lt;br /&gt;
== Avlis Portraits Download ==&lt;br /&gt;
:[http://hades.mercuric.net/haks/Avlis/portraits/Portraits.rar Avlis Portraits (Hades mirror)] -- Contains (I think) most or all of what's in the links below.&lt;br /&gt;
:[http://www.catara-files.org/downloads/Avlis/files/Custom%20portraits/ Avlis Custom Portraits] -- a fine collection of portraits.&lt;br /&gt;
:[http://www.epignosis.info/download.php?view.100 Male Portraits] -- a collection of portraits used by some of Avlis' inhabitants. (This is a much smaller download than the portrait pack above, and contains only portraits already used by a PC. Not all, but some, of these are also in the large collection above.)&lt;br /&gt;
:[http://www.epignosis.info/download.php?view.98 Female Portraits]  -- a collection of portraits used by some of Avlis' inhabitants. (This is a much smaller download than the portrait pack above, and contains only portraits already used by a PC. Not all, but some, of these are also in the large collection above.)&lt;br /&gt;
&lt;br /&gt;
== Other Portrait Collections ==&lt;br /&gt;
:[http://www.catara-files.org/downloads/Avlis/files/Custom%20portraits/ The Ultimate NWN Portrait Pack]&lt;br /&gt;
&lt;br /&gt;
:[http://roundtable.sblog.jp/gallerys/gallery-top.html Greatest portraits!!]&lt;br /&gt;
&lt;br /&gt;
:[http://nwvault.ign.com/fms/TopRated.php?content=portraits NWvault top Portraits]&lt;br /&gt;
&lt;br /&gt;
:[http://twierdzanwn.host.sk/ And more]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Avlis Portraits ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+'''Avlis Portraits'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Custom Portrait Base File Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Character name&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Forum name&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
===== bb041_ =====&lt;br /&gt;
|| Krator Blackfist || ''Krator''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== drang_joren_ =====&lt;br /&gt;
|| Drusiler || ''FurrorNos''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== femrhairmagii_ =====&lt;br /&gt;
|| Aerill Ailpera || ''Aerill''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== hdryad_aspen_ =====&lt;br /&gt;
|| Aspen || ''Tissa''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== u0uro017 =====&lt;br /&gt;
|| Sunder Thro'Kwatt || ''Bolo''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== M_Ma002 =====&lt;br /&gt;
|| Sand || ''kombinat''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_he_f_PH_04_ =====&lt;br /&gt;
|| Whisper || ''ARCmage''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hn_m_Findail_ =====&lt;br /&gt;
|| Findail Silaureth || ''Buddha''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_IWD_03 =====&lt;br /&gt;
|| Zatiel Tylin || ''Melindha''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_IWD_16_ =====&lt;br /&gt;
|| Argine Reya || ''Argine''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_f_NWN_02_ =====&lt;br /&gt;
|| Millana Aravinnya || ''Aerill''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_hu_m_IWD_21_ =====&lt;br /&gt;
|| Joristan Ashald || ''DrFrog711''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== po_soehn_ =====&lt;br /&gt;
|| Aobeth Amakiir|| ''slave_of_emotions ''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avlis Inhabitants ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+'''Avlis Inhabitants'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Character name&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Forum name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Gender&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Portrait&lt;br /&gt;
|-&lt;br /&gt;
| Aerill Ailpera|| ''Aerill'' || Female|| Human || femrhairmagii_&lt;br /&gt;
|-&lt;br /&gt;
| Argine Reya || ''Argine'' || Female || Half-Nymph || po_hu_f_IWD_16_&lt;br /&gt;
|-&lt;br /&gt;
| Aspen || ''Tissa'' || Female || Half-Dryad || hdryad_aspen_&lt;br /&gt;
|-&lt;br /&gt;
| Millana Aravinnya || ''Aerill'' || Female || Human || po_hu_f_NWN_02_ &lt;br /&gt;
|-&lt;br /&gt;
| Whisper || ''ARCmage'' || Female || Elf || po_he_f_PH_04_&lt;br /&gt;
|-&lt;br /&gt;
| Zatiel Tylin || ''Melindha''  || Female || Elf || po_hu_f_IWD_03&lt;br /&gt;
|-&lt;br /&gt;
| Aobeth Amakiir|| ''slave_of_emotions '' || Male|| Aasimar  || po_soehn_&lt;br /&gt;
|-&lt;br /&gt;
| Drusiler || ''FurrorNos'' || Male || Drangonari || drang_joren_&lt;br /&gt;
|-&lt;br /&gt;
| Findail Silaureth || ''Buddha'' || Male || Half-Nymph || po_hn_m_Findail_&lt;br /&gt;
|-&lt;br /&gt;
| Joristan Ashald || ''DrFrog711'' || Male || Human || po_hu_m_IWD_21_&lt;br /&gt;
|-&lt;br /&gt;
| Krator Blackfist || ''Krator'' || Male || Human || bb041_&lt;br /&gt;
|-&lt;br /&gt;
| Sand || ''kombinat'' || Male || Elf || M_Ma002&lt;br /&gt;
|-&lt;br /&gt;
| Sunder Thro'Kwatt || ''Bolo'' || Male || Half-Orc || u0uro017&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25752</id>
		<title>Needed files</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=25752"/>
		<updated>2007-07-07T23:26:58Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: /* Custom Avlis Music */ Custom music now hosted on Hades webserver (semi-permanently)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Avlis you will need some hak and tlk files. Most files are compressed in [http://en.wikipedia.org/wiki/RAR_%28file_format%29 rar] or [http://en.wikipedia.org/wiki/ZIP_%28file_format%29 zip] files and you will need to unzip/unrar them before use. Hak files go in the Hak directory and Tlk files into the Tlk directory (which you may need to create) in your Neverwinter Nights folder.&lt;br /&gt;
&lt;br /&gt;
== Required for ALL Servers ==&lt;br /&gt;
=== CoPaP &amp;amp; Avlis HAKs ===&lt;br /&gt;
&lt;br /&gt;
* Avlis_main1_6.rar&lt;br /&gt;
** http://www.phersey.co.uk/avlis/downloads/avlis_main1_6.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CoPaPHak4_8.rar&lt;br /&gt;
** http://www.copap.org/files/copaphak4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CoPaPTlk_3_6.rar&lt;br /&gt;
** http://www.copap.org/files/copaptlk_3_6.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* UniversalHak_4_8.rar&lt;br /&gt;
** http://www.copap.org/files/universalhak_4_8.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Avlis_ext_hakset&lt;br /&gt;
** http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* CEP 1.53&lt;br /&gt;
** http://nwvault.ign.com/?dir=cep/downloads&lt;br /&gt;
** NOTE: It's a pain to find a full installation for the CEP. [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6057 This link] will get you CEP 1.52, where you need to apply [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6716 this patch] too. The link above, with some searching, can provide .exe (installers) and .zip versions of the CEP too.&lt;br /&gt;
** Do not install '''CEP''' 1.68. CoPaP does not use it as an 1.68 fix is already included in the main CoPaP hak. If you have already installed it you will need to reverse back to version 1.53 as it will otherwise create issues with CEP related content.&lt;br /&gt;
&lt;br /&gt;
=== Other Haks ===&lt;br /&gt;
* Doors hak (ctp_genericdoors.hak)&lt;br /&gt;
:* http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
::''This hak was already required for the [[Visimontium]] server. It will soon be required for other servers. --[[User:Krator|Krator]] 08:55, 6 Jul 2006 (GMT) ''&lt;br /&gt;
&lt;br /&gt;
== Individual Servers ==&lt;br /&gt;
=== Mikona ===&lt;br /&gt;
'''''Mikona haks, required for Mikona server'''''&lt;br /&gt;
&lt;br /&gt;
Alleys hak:  http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=2057&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
=== Wilderness ===&lt;br /&gt;
'''''Wilderness haks, required for Wilderness server'''''&lt;br /&gt;
&lt;br /&gt;
Drylands hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=957&lt;br /&gt;
&lt;br /&gt;
=== LeOr ===&lt;br /&gt;
'''''LeOr haks, required for LeOr server'''''&lt;br /&gt;
&lt;br /&gt;
Tree City hak: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=3136&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
City interior hak: http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak:&lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Deglos ===&lt;br /&gt;
'''''Deglos haks, required for Deglos server'''''&lt;br /&gt;
&lt;br /&gt;
Abyss: http://www.phersey.co.uk/avlis/downloads/Abyss.rar&lt;br /&gt;
&lt;br /&gt;
Mountain City: http://www.phersey.co.uk/avlis/downloads/MountainCity.rar&lt;br /&gt;
&lt;br /&gt;
Vel's Mines: http://www.phersey.co.uk/avlis/downloads/VelsMines.rar&lt;br /&gt;
&lt;br /&gt;
Rock City: http://www.phersey.co.uk/avlis/downloads/RockCity.rar&lt;br /&gt;
&lt;br /&gt;
Rock City Update: http://www.phersey.co.uk/avlis/downloads/RockCitySoU.rar&lt;br /&gt;
&lt;br /&gt;
Lava Caves: http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar&lt;br /&gt;
&lt;br /&gt;
Gestalt's Caves: http://www.phersey.co.uk/avlis/downloads/GestaltCaves.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
===Ferrell===&lt;br /&gt;
'''''Ferrell hak, required for Ferrell server'''''&lt;br /&gt;
&lt;br /&gt;
City Forest Rural: http://www.phersey.co.uk/avlis/downloads/CFR_CG04_1.30.rar&lt;br /&gt;
&lt;br /&gt;
===Visimontium===&lt;br /&gt;
'''''Visimontium - in addition to the Deglos haks (see above), for Visimontium you will need:'''''&lt;br /&gt;
&lt;br /&gt;
JXP_Mountains &amp;amp; JXP_Forest:&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
# http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497&lt;br /&gt;
&lt;br /&gt;
: Alternate location: http://www.phersey.co.uk/avlis/downloads/JXPHak.rar&lt;br /&gt;
&lt;br /&gt;
City interior hak:  http://www.phersey.co.uk/avlis/downloads/CI_blank_tin01.rar&lt;br /&gt;
&lt;br /&gt;
Doors hak: &lt;br /&gt;
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 (download the ZIP version)&lt;br /&gt;
&lt;br /&gt;
=== Kuras ===&lt;br /&gt;
'''''Kuras haks, required for Kuras server'''''&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon haks (contains kuras_temp and dracon_temp): http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
=== Kurathene ===&lt;br /&gt;
&lt;br /&gt;
Tilesets hak: http://www.phersey.co.uk/avlis/downloads/TM-Tilesets-v91B.rar&lt;br /&gt;
&lt;br /&gt;
TW010 hak: http://www.phersey.co.uk/avlis/downloads/tw010_CCS368.rar&lt;br /&gt;
&lt;br /&gt;
Kurathene1_1 hak: New Hosting Needed: kurathene1_1.zip&lt;br /&gt;
&lt;br /&gt;
Kurathene1_2 hak: http://www.phersey.co.uk/avlis/downloads/kurathene1_2.rar&lt;br /&gt;
&lt;br /&gt;
Fortress hak: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=491 &lt;br /&gt;
&lt;br /&gt;
Dracon hak: http://www.phersey.co.uk/avlis/downloads/Dracon_temp.rar&lt;br /&gt;
&lt;br /&gt;
Rocky Mountains: http://www.phersey.co.uk/avlis/downloads/Rocky_Mountains.rar&lt;br /&gt;
&lt;br /&gt;
JXP Mountains: http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494&lt;br /&gt;
&lt;br /&gt;
== Alternative Location for the above ==&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 File Mirror]]&lt;br /&gt;
&lt;br /&gt;
[[Nighthawk4 Housing Files]]&lt;br /&gt;
&lt;br /&gt;
== Other files ==&lt;br /&gt;
None of this is required, but '''nice'''!&lt;br /&gt;
&lt;br /&gt;
=== Custom Avlis Music ===&lt;br /&gt;
* [http://hades.mercuric.net/haks/Avlis/AvlisMusic_02.rar AvlisMusic_02.rar]&lt;br /&gt;
* [http://hades.mercuric.net/haks/Avlis/AvlisMusic_Pack2.rar AvlisMusic_Pack2.rar]&lt;br /&gt;
&lt;br /&gt;
=== Custom Portraits ===&lt;br /&gt;
* See [[CustomPortrait|Custom Portaits]]&lt;br /&gt;
&lt;br /&gt;
=== Avlis Side-Kick ===&lt;br /&gt;
This handy little utility helps you connect to the different servers.  It stores all the connection information for them and you just select which one you want and &amp;quot;launch&amp;quot; it.  It also bypasses all the [http://en.wikipedia.org/wiki/Splash_screen splash screens] that you see when you launch Neverwinter the ''normal'' way.  You can add the new servers by right-clicking in the servers list and choosing '''Add Server'''.  They can also be edited by right-clicking on the server and choosing '''Properties'''.  It also has a somewhat handy time calculator that compares your computer's timezone setting to GMT.&lt;br /&gt;
&lt;br /&gt;
* Discussion Thread: http://www.avlis.org/viewtopic.php?t=46916&lt;br /&gt;
* Download: http://avlis.betaspace.net/ASKInstall.zip&lt;br /&gt;
&lt;br /&gt;
:* '''Warning:''' The Visimontium port is wrong in the initial install.&lt;br /&gt;
&lt;br /&gt;
:* '''Note:''' This needs the .NET Framework to function.&lt;br /&gt;
&lt;br /&gt;
=== CEP Custom Heads ===&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=models.Detail&amp;amp;id=338&lt;br /&gt;
[[Category:Browse]]&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:User_Good&amp;diff=19900</id>
		<title>Template:User Good</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:User_Good&amp;diff=19900"/>
		<updated>2006-06-26T03:57:07Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1px&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 258px; background: lightgoldenrodyellow;&amp;quot;&lt;br /&gt;
| '''[[Image:Usertemp-good-icon.png]]'''&lt;br /&gt;
| &amp;lt;center&amp;gt;This user is '''good''', and is known to occasionally perform miracles.&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Usertemp-good-icon.png&amp;diff=19899</id>
		<title>File:Usertemp-good-icon.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Usertemp-good-icon.png&amp;diff=19899"/>
		<updated>2006-06-26T03:53:30Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: Made with PSP7.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made with PSP7.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Usertemp-lawful-icon.png&amp;diff=19897</id>
		<title>File:Usertemp-lawful-icon.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Usertemp-lawful-icon.png&amp;diff=19897"/>
		<updated>2006-06-26T03:51:17Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resize of [http://www.truthinjustice.org/handcuffs.gif]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Usertemp-lawful-icon.png&amp;diff=13461</id>
		<title>File:Usertemp-lawful-icon.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Usertemp-lawful-icon.png&amp;diff=13461"/>
		<updated>2006-06-26T03:51:03Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resize of http://www.truthinjustice.org/handcuffs.gif&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:User_Lawful&amp;diff=19898</id>
		<title>Template:User Lawful</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:User_Lawful&amp;diff=19898"/>
		<updated>2006-06-26T03:44:08Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1px&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 238px; background: lightgray;&amp;quot;&lt;br /&gt;
| '''[[Image:Usertemp-lawful-icon.png]]'''&lt;br /&gt;
| &amp;lt;center&amp;gt;This user is '''lawful'''. If you think you're a rapper, I am your Nob.&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Usertemp-lawful-icon.png&amp;diff=13460</id>
		<title>File:Usertemp-lawful-icon.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Usertemp-lawful-icon.png&amp;diff=13460"/>
		<updated>2006-06-26T03:34:41Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:Zebranky&amp;diff=17482</id>
		<title>User:Zebranky</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:Zebranky&amp;diff=17482"/>
		<updated>2006-06-26T03:28:59Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Now the years are rolling by me,&amp;lt;br&amp;gt;&lt;br /&gt;
They are rocking evenly,&amp;lt;br&amp;gt;&lt;br /&gt;
And I am older than I once was,&amp;lt;br&amp;gt;&lt;br /&gt;
And younger than I'll be.&amp;lt;br&amp;gt;&lt;br /&gt;
That's not unusual,&amp;lt;br&amp;gt;&lt;br /&gt;
No, it isn't strange,&amp;lt;br&amp;gt;&lt;br /&gt;
After changes upon changes we are more or less the same,&amp;lt;br&amp;gt;&lt;br /&gt;
After changes, we are more or less the same.&amp;quot; --Paul Simon, &amp;quot;The Boxer&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Zebranky|Zebranky]] 18:02, 5 Mar 2005 (GMT)&lt;br /&gt;
&lt;br /&gt;
{{User_Neutral}}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:User_Neutral&amp;diff=19896</id>
		<title>Template:User Neutral</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:User_Neutral&amp;diff=19896"/>
		<updated>2006-06-26T03:28:01Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1px&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 238px; background: gray;&amp;quot;&lt;br /&gt;
| '''[[Image:Usertemp-neutral-icon.png]]'''&lt;br /&gt;
| &amp;lt;center&amp;gt;This user is '''neutral''', but does it really matter?&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Usertemp-neutral-icon.png&amp;diff=19895</id>
		<title>File:Usertemp-neutral-icon.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Usertemp-neutral-icon.png&amp;diff=19895"/>
		<updated>2006-06-26T03:24:24Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: Resized version of http://upload.wikimedia.org/wikipedia/commons/1/17/Yin_yang.svg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resized version of http://upload.wikimedia.org/wikipedia/commons/1/17/Yin_yang.svg&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=19894</id>
		<title>Template:User Chaotic</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=19894"/>
		<updated>2006-06-26T03:18:30Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1px&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;width: 320px; background: lime;&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''[[Image:Usertemp-chaotic-icon.png]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;lightpink&amp;quot; | &amp;lt;center&amp;gt;This user is '''chaotic'''.&amp;lt;/center&amp;gt; &lt;br /&gt;
&amp;lt;center&amp;gt;ALL YOUR BASE ARE BELONG TO US!&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13456</id>
		<title>Template:User Chaotic</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13456"/>
		<updated>2006-06-26T03:14:11Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1px&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;width: 300px; background: magenta;&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''[[Image:Usertemp-chaotic-icon.png]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;lime&amp;quot; | &amp;lt;center&amp;gt;This user is '''chaotic'''.&amp;lt;/center&amp;gt; &lt;br /&gt;
&amp;lt;center&amp;gt;ALL YOUR BASE ARE BELONG TO US!&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13455</id>
		<title>Template:User Chaotic</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13455"/>
		<updated>2006-06-26T03:13:43Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1px&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 300px; background: magenta;&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''[[Image:Usertemp-chaotic-icon.png]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;lime&amp;quot; | &amp;lt;center&amp;gt;This user is '''chaotic'''.&amp;lt;/center&amp;gt; &lt;br /&gt;
&amp;lt;center&amp;gt;ALL YOUR BASE ARE BELONG TO US!&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13454</id>
		<title>Template:User Chaotic</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13454"/>
		<updated>2006-06-26T03:13:12Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1px&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 300px; background: magenta;&amp;quot;&lt;br /&gt;
| '''[[Image:Usertemp-chaotic-icon.png]]'''&lt;br /&gt;
| bgcolor=&amp;quot;lime&amp;quot; | &amp;lt;center&amp;gt;This user is '''chaotic'''.&amp;lt;/center&amp;gt; &lt;br /&gt;
&amp;lt;center&amp;gt;ALL YOUR BASE ARE BELONG TO US!&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13453</id>
		<title>Template:User Chaotic</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13453"/>
		<updated>2006-06-26T03:10:23Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1px&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 238px; background: darkred;&amp;quot;&lt;br /&gt;
| '''[[Image:Usertemp-chaotic-icon.png]]'''&lt;br /&gt;
| bgcolor=&amp;quot;skyblue&amp;quot; | &amp;lt;center&amp;gt;This user is '''chaotic'''.&amp;lt;/center&amp;gt; &lt;br /&gt;
&amp;lt;center&amp;gt;ALL YOUR BASE ARE BELONG TO US!&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13450</id>
		<title>Template:User Chaotic</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:User_Chaotic&amp;diff=13450"/>
		<updated>2006-06-26T02:58:26Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1px&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 300px; background: lightgray;&amp;quot;&lt;br /&gt;
| '''[[Image:Usertemp-chaotic-icon.png]]'''&lt;br /&gt;
| &amp;lt;center&amp;gt;This user is '''chaotic''', and ALL YOUR BASE ARE BELONG TO US!!!&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Usertemp-chaotic-icon.png&amp;diff=19893</id>
		<title>File:Usertemp-chaotic-icon.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Usertemp-chaotic-icon.png&amp;diff=19893"/>
		<updated>2006-06-26T02:55:26Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: Chaotic user - actually a small portion of nwmain.exe viewed as a raw image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chaotic user - actually a small portion of nwmain.exe viewed as a raw image.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=The_Grafitti_Wall&amp;diff=18347</id>
		<title>The Grafitti Wall</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=The_Grafitti_Wall&amp;diff=18347"/>
		<updated>2006-02-12T04:52:12Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Player's Playground#The Graffiti Wall|http://images.google.com/images?q=tbn:er9NaL6i8doJ:www.aeroconsystems.com/aqua_environment/paint_splat.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; &amp;lt;big&amp;gt;&amp;lt;font face=&amp;quot;Roman&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt; ''&amp;lt;strike&amp;gt;Stop&amp;lt;/strike&amp;gt; Kill&amp;lt;strike&amp;gt;ing&amp;lt;/strike&amp;gt; Trees!'' &amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;'''Keel elf instead!''' :P &amp;lt;/strike&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=26&amp;gt;&amp;lt;b&amp;gt;Avengers pwn human scum&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Keel Mage!&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''FTW!!!'''&lt;br /&gt;
&lt;br /&gt;
Theory of Avlis Productivity:&lt;br /&gt;
The ratio of time spent on Avlis to the time in a day is directly proportional to the ratio of work accomplished to work possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The only thing better than seeing a look of horror on you enemies face is knowing you put it there.&amp;quot;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; border 2&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|background-color:#f8fef0&amp;quot;|&lt;br /&gt;
&amp;lt;font color=green&amp;gt;I am only one, but still I am one. I will strive to increace my desires for peace and harmlessness since we are what we think and our desires shape what we become.  I will not refuse to act where one can make even the smallest effect. &amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A poem about love, loss and pain, by Nietzche...&lt;br /&gt;
::&amp;lt;font face=&amp;quot;Roman&amp;quot;&amp;gt;There's a monkey on my knees,&amp;lt;br&amp;gt; &lt;br /&gt;
::There's a monkey on my knees,&amp;lt;br&amp;gt; &lt;br /&gt;
::&amp;lt;font size=10&amp;gt;Oh god get it off,&amp;lt;br&amp;gt; &lt;br /&gt;
::It's yanking on my testicles.&amp;lt;br&amp;gt;&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Underdark&amp;diff=6379</id>
		<title>Underdark</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Underdark&amp;diff=6379"/>
		<updated>2005-07-24T18:04:25Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: Typos, Kimonictinus -&amp;gt; Kimonicticus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago when the planet was formed, great torrents of magma formed tubes under the surface of the planet, which still persist to this day. Since that time, these tubes have been expanded, altered, and deepened by various forces and races who have passed through them. In fact, it is through these very passages that the nine original warriors of old fled from the terrible force of the newly deified Negerai, and it is far down in these passages where the heroes uncovered the secrets set there by the Supreme itself, which resulted in their ascensions.&lt;br /&gt;
&lt;br /&gt;
Though it is not widely known, these tunnels and lava tubes played an important role in the evolution of Avlis, and in its continued existence to this day as we know it. Long ago, when the newly ascended heroes were battling the evil Negerai, a mysterious and lowly minion of the Abyss stumbled upon a great artifact there. This wretched and disgusting Dretch would go on to shape the history of Avlis upon finding this artifact: the Black Dagger. Forged by The Supreme as a tool to work in concert with the Eternal Spark used to create the planet itself, the Black Dagger appears as a normal double-edged fighting knife, except that the metal comprising it is of the deepest black of night, with a hue of red. The covering of the handle is made from an unknown hide, which some say may be skin flayed from The Supreme's own body. Further details of the weapon are only speculative, for no mortal has ever laid eyes on it, yet the physical properties of the dagger are not the most crucial ones. Upon finding this object and wielding it, Kimonicticus, a lowly Tanar'ri, transformed himself into a powerful destructive force, and immediately involved himself in the battle raging above him.&lt;br /&gt;
&lt;br /&gt;
The stalemate waged between the nine gods fighting on the side of The Supreme and the devious and malicious Negerai deity could not be broken due to the inability of a god to slay another god of equal stature. As all the participants in the battle were of equal stature, no progress could be made until a deciding factor entered the fray: the Black Dagger. Kimonicticus somehow knew this. Whether he was counseled (or even threatened) by The Supreme is not known, but what is known is that Kimonicticus turned the awesome destructive power of the Black Dagger on the Negerai god, destroying him utterly. The events immediately following this decisive blow are not known precisely, however it is deduced that he halted his attacks once the Negerai was vanquished, and somehow lost possession of the artifact. Many scholars presume that the very last intervention of The Supreme on Avlis was to remove the Black Dagger from Kimonicticus, hiding it once more where it will not be found.&lt;br /&gt;
&lt;br /&gt;
However, the saga of Avlis' creation myth did not end there. It continued. Though Kimonicticus was a demon and therefore immortal, using such a powerful destructive item caused great changes to him. He was no longer a weakling Dretch, or a groveling slimy lackey. He was something more. The power exhibited by the Dretch after wielding the Black Dagger was staggering, but not impossible to overcome, and some of the more goodly gods of Avlis contemplated destroying Kimonicticus. As the new gods were creating the necessary minions and races to do the job, Mikon chased the altered Dretch down deep below the surface of Avlis in order to clear the way for the new lives to come. It was during this episode of containing the Dretch's power that Mikon discovered a terrible secret. The essence of Kimonicticus was joined with the Black Dagger. It seemed that by using the artifact, the demon became integrally connected to it. Though the artifact itself was indestructible, Kimonicticus was not. Destroying him would be akin to destroying the Black Dagger itself, which was an integral part of the universe where the planet existed. This destruction would not only mean the end of the world, but also the end of the gods themselves, so soon after they were just created.&lt;br /&gt;
&lt;br /&gt;
Deeply distressed, Mikon brought this information to his eight counterparts. They could not allow Kimonicticus to roam free, nor could they allow themselves to be destroyed. With these two points in mind, the nine gods attempted to transform Kimonicticus into a deity in order that he would be harder to destroy. They failed. The creature's essence was not amenable to godhood, for it was composed of a higher essence than godhood. Then Toran, purveyor of Law and Order, came up with another proposition. He suggested that they create guardians to watch over Kimonicticus instead. These guardians would have to be either numerous or powerful, maybe even divine. Valok pointed out that creating more gods was what started their whole predicament in the first place, and making even more of them after that was not the way to solve it. The wise and goodly deity named Gorethar agreed with Valok's sentiment, and proposed that each god take some of their mortal creations and set them down below the ground to guard Kimonicticus, but none of the other deities were willing to create versions of their races to live underground as Gorethar's dwarves did innately, except Mikon. He decreed that this idea would go into effect, and he moved some of his newly created Romini-folk to the vicinity south of Kimonicticus' Underdark lands, charging them to guard the creature from harm for eternity. Gorethar did the same with his dwarven-folk. He set a number of them to guard Kimonicticus from the north, and the matter was considered settled.&lt;br /&gt;
&lt;br /&gt;
The humans and dwarves created by Mikon and Gorethar to guard Kimonicticus' life for the safety of all Avlis quickly settled into an underground stewardship routine. Though the earlier members of these peoples were not particularly grateful for the task they had been given, they accepted it duly as the will of their creators. Over time, as the generations progressed, the task was taken for granted, as was the lifestyle, and they complained no longer. In fact, the two peoples began to develop their own special relationship with Kimonicticus. Though they were charged with guarding him, their gods never accounted for the fact that they might also benefit from his existence, and benefit they did. Kimonicticus taught these human and dwarven inhabitants about the culture of the Tanar'ri, and of the lust for power and glory. He slowly seduced them to take over more lands within the Underdark not for their own population needs, but for his pleasure alone. This seduction became complete within no more than ten human generations, and by that time, Mikon and Gorethar were completely forgotten by these peoples. They no longer guarded Kimonicticus because of an order from a god they no longer knew, but out of love and fear for their new patriarch and leader. Though Gorethar and Mikon were saddened by this development, they decided that the task was still being performed adequately and they would leave their creations alone to their own devices. However, around the same time of this abandonment another problem arose.&lt;br /&gt;
==The Demonspawn Wars==&lt;br /&gt;
(300 years before the end of The Great War)&lt;br /&gt;
&lt;br /&gt;
When any Tanar'ri is summoned to the Prime Material Plane, they often possess the ability to gate in some companions to accompany them in their mischief. Those companions are then able to gate in more companions who are in turn able to do the same, and so on. Entire worlds and planes of existence have been overrun with Tanar'ri in this matter, just as Avlis had been back in the days of the Negerai.&lt;br /&gt;
&lt;br /&gt;
Kimonicticus was no longer an average Tanar'ri. Not only was he now extremely powerful, but he was also no longer a denizen of the Outer Planes. His interaction with the Black Dagger rendered him tied to the Prime Material Plane forever, and specifically to Avlis. For a demon, this is an advantage because it means it no longer suffers the detriments of an outsider, and Kimonicticus used this fact to his full advantage. Soon after taking up residency permanently on Avlis through his earlier defeat of the Negerai, the new demon lord brought in three lieutenants for himself from the Abyss. They were glabrezou demons of moderate power named Sharistracterus, Alifanitax, and Kuthos.&lt;br /&gt;
&lt;br /&gt;
These lieutenants acted as liaisons between Kimonicticus and his newly attained human and dwarven followers. They also created the first waves of newly imported demons from the Abyss to populate the nearby Underdark. In all respects, these three were vital to Kimonicticus' plans, and he took special measures to ensure their power, safety, and effectiveness under his control. With the help of some of his human mage followers, Kimonicticus concocted a way to extract a tiny amount of his Black Dagger essence and inject it into his three lieutenants, thereby rendering them with the same prime material planar residential status which he possessed. These lieutenants now formed a powerbase in concert with the mortal followers that 'guarded' him, and the newly gated in Tanar'ri which were being brought in by the hundreds each night.&lt;br /&gt;
&lt;br /&gt;
As Kimonicticus' might increased, so did his ambitions. The first group to fall victim to his cruel onslaught were an ancient group of dwarves living in Southern Galdos, just beyond the borders of what was becoming the nation of T'Nanshi. The sheer volume of the attack coming from the amassed group of human, dwarf, and demon contingents quickly overwhelmed the unsuspecting galdokin, crushing them to dust. The momentum of that charge left Kimonicticus with most of southern Galdos under his control before the dwarven nation could mount a coherent response. Only the brave actions of a very young dwarven hero named Fegall stopped them in their tracks on that front. Nevertheless, the effectiveness of the Tanar'ri's advance was great, for he used this battle as a diversion for his second onslaught against the rapidly coalescing tribes of humans in the south. The evil human followers of Kimonicticus were very different from their surface counterparts by now. They had not lived under the sun in generations, and there were occasional incidents of inbreeding with the Tanar'ri along the way. These humans, who called themselves the Vasharans, were more cruel and less compassionate than their Romini ancestors. When they attacked the humans in the southlands, a great confusion erupted around the battle, which the Vasharans capitalized on to slaughter many of them and secured many areas of the future nation of M'Chek.&lt;br /&gt;
&lt;br /&gt;
This war raged above ground and below ground for 75 years. The gods Mikon and Gorethar brought some of their agents into the fray for aid. The celestial archons of Gorethar and the Mikonators of Mikon were eventually able to turn the tide of the battle before it became unstoppable. Many human and dwarven tribes were wiped out in this war, and by the end of it, there were few left in the southlands to rebuild. However, eventually, Kimonicticus and his lieutenants were chased back down into the planet's underbelly where they remain to this day.&lt;br /&gt;
&lt;br /&gt;
As a final measure, Mikon imbued several groups of commandos with the power to find Kimonicticus and his lieutenants and remove their ability to bring in more denizens from the Abyss to this plane. The rest of the work of cleaning up the remaining loose Tanar'ri leftovers would continue for some time afterward.&lt;br /&gt;
==Middle History of the Underdark==&lt;br /&gt;
After his startling defeat, Kimonicticus retreated back into the Underdark to rebuild his holdings. His Vasharan and dwarven contingents were stung by the blows inflicted on them by their surface counterparts, and some of them slowly grew bitter over the outcome of the battle. They were not the only ones. The lieutenants of Kimonicticus were also pointing their fingers (and claws) of blame at him. For years, the tensions between them and their cohorts simmered, but it was Kuthos who struck first.&lt;br /&gt;
&lt;br /&gt;
In the largest Underdark upheaval of its time, the glabrezou lieutenant named Kuthos suddenly rose up in his deep Underdark city of Demon's Teeth and sent his followers to unseat the ruling underlings of Kimonicticus. Within a day, the city was under his control and the followers of Kimonicticus were decimated in that area. From his stronghold and resident city of Ka-Kimon, Kimonicticus immediately launched an attack to liberate his lost holding, however, once blood is spilled, the sharks in the area always exploit the weakness. Sharistracterus and Alifanitax immediately revolted in their own cities, turning them upside down. This left Kimonicticus in a bad position.&lt;br /&gt;
&lt;br /&gt;
The resulting battles between the demon and his lieutenants lasted for more than twenty years. As the Great War was reaching its climax on the surface, so too was the battle of the brethren ending. In its wake, Kimonicticus was forced to retreat back to Ka-Kimon, though he had scored a victory in killing one lieutenant, Alifanitax, and taking back his Black Dagger essence from him in the process. The other two lieutenants were now lords of their own dominions.&lt;br /&gt;
&lt;br /&gt;
An uneasy peace settled below the ground, though it was punctuated by constant feints and bids for power. As the gods of the surface multiplied above, the demon lords below also began to gather followers. Their exploits turned to legend, as the deeds of the powerful often do. The dwarven folk, now called the Kharakuro, began to construct stone temples to their demon lord kings, and the Vasharans began to bestow offerings to these kings within these temples. Slowly, as the respective societies coalesced under each living demon king, they began to grow in power more than ever before.... but they were not able to attain godhood. This puzzled them for ages, and some scholars of the underworld finally construed that it was their Black Dagger essence that prevented their ascensions. Though they were not gods, these demon kings were still god-like. They were immortal in every sense, and more. As their worshippers grew, they were able to bestow spells on their clerics, much as a god would. It is rumored that occasionally they could even split their presence and do two tasks at once, as a god can. But as they were about to find out, they were not completely deific in every sense.&lt;br /&gt;
==The Spawn of Alifanitax==&lt;br /&gt;
Of all the lieutenants, Alifanitax was the most hedonistic. He reveled in physical pleasures much more than his counterparts. Among his holdings were harems holding thousands of women from both the Vasharan and Kharakuro races. Hapless adventurers of still other races were also found among his keep. Because of this, Alifanitax begot many minor children, many of whom he devoured soon after birth, though there were many that survived.&lt;br /&gt;
&lt;br /&gt;
Quite a few of his cambion offspring managed to carve out small kingdoms of their own deep in the Underdark. They pieced together societies made up of whatever inhabitants they could find. Most were of Vasharan and Kharakuro origin, though others were made up of goblinoid and even a few orcish races, and mixtures thereof. One cambion in particular rose to a level of power where he believed he may be able to avenge his father and steal the essence of Kimonicticus for himself. His name was Galatanix. It was well known that the more essence a demon king possesses, the more power he is able to convey on his followers, and the more magic he is able to wield himself. He knew very well that he could not challenge Kimonicticus directly, but he did discover a secret which he believed the demon king did not know: the offspring of Alifanitax possess small amounts of essense of their own, passed down from their father. Ironically, Galatanix believed that the very reason why his father lost his battle to Kimonicticus was because he unwittingly diluted his essence by having so many offspring. It was his undoing. Galatanix was determined to use what little essence he had to gain more and eventually unseat Kimonicticus and take his place. Through the murdering of his kin, Galatanix gathered essence slowly over time to the point where he too became a figure to contend with. His followers regaled him with temples and offerings, and soon enough, he too was granting spells to his loyal faithful.&lt;br /&gt;
&lt;br /&gt;
The battle that ensued was fierce, but fruitless. Galatanix was summarily killed by Kimonicticus for his affront, and instead of taking essence from the high demon king, the reverse happened. Kimonicticus' position was strengthened, and Galatanix's clerics were disempowered. Still, it was not enough power for him to completely unseat his two remaining foes, and as time went on, the sweetness of his victory became less, as other contenders challenged him.&lt;br /&gt;
&lt;br /&gt;
And so the Underdark of Avlis settled down into a steady din of inter-demon-king intrigue and war which would last a thousand years.&lt;br /&gt;
&lt;br /&gt;
For many seasons, life in the Underdark settled down into a steady interplay of cat and mouse between the remaining offspring of Alifanitax and the other Demon Lords. Two centuries after the great explosion on the surface nearly devastated the entire planet, the world below had gained many new local vasharan and kharakuro kings. Some were loyal to one of the demon lords, while others were striking it out on their own to pursue dreams of absolute power.&lt;br /&gt;
&lt;br /&gt;
At this time, the cruel and twisted balance of the Underdark was nearly rent to pieces by some new additions to the dance.&lt;br /&gt;
==The Legend of the Mind-Bender and the Eye Beast==&lt;br /&gt;
No one is certain of the validity of this tale, but it starts out beyond the stars where races unseen by any on Avlis partake of their own struggles for survival and conquest. Out there, a war was raging between two powerful kinds of creatures. It is said that one damp evening, a cleric of Yustriciana, one of Alifanitax's powerful remaining daughters, was journeying through a large cavern on a pilgrimage to pay homage to her matron personally. According to the account of this cleric, the cavern had a very high ceiling, which she could not see when standing on the stalagmite-ridden floor. It was up in this giant expanse of blackness that a blinding flash of light appeared, and shortly after that, an explosion. Dropping out of the tumult were two large shapes made of some mixture of wood, metal, and materials which the priestess had no clue about. One shape was roughly spherical, and about the diameter of a nobleman's sleeping chamber. The other shape was smooth with tendril-like appendages concentrated mostly near the front of the object. It too was mostly comprised of wood and metal, with yet some other weird and unidentifiable substances. As they streaked out of the explosion, it could be seen that both objects appeared to be on fire, and they seemed as if they might be entangled with one another. Taking cover behind an especially large stalagmite, the priestess braced herself against the damp lichen-covered rock as best she could and prepared for a nearby impact. Almost instantly after that, the two objects hit the ground, spraying bits of rock and debris everywhere as they further entangled with one another and skidded to a stop among a pile of broken rock formations.&lt;br /&gt;
&lt;br /&gt;
Though the light from the fire hurt her eyes. the priestess could see that the objects were some sort of vessel, and that there appeared to be one creature exiting each one. The first creature was hideous to her eyes. It was tall and lean, with sickly grey skin and tentacles where its mouth should be. This individual was badly burnt and stumbling slightly as it emerged. From the second vessel, an even more grotesque creature alighted... or rather floated to a position closer to the ground and away from its vessel. The creature had many eyes. Some were on stalks that protruded out of its purplish sphere-like body. One large eye was in the center, just above a mouth full of razor sharp teeth. This creature seemed a little less wounded, but the expression in its eyes, if she could accurately tell, was exhausted. Not knowing what to do, the priestess checked to make sure she was well hidden. She thought about asking for Yustriciana's aide to make her invisible, but something told her not to try. It was probably safer to just remain where she was. So she turned her attention back to these curiously hideous lifeforms before her.&lt;br /&gt;
&lt;br /&gt;
It was immediately recognizable that the two creatures were not allies. In fact, upon exiting their vessels, they appeared to engage in combat among the smoldering metal and burning wood debris. Many kinds of powerful magics flew from the eye beast. The tentacled one was quick on his feat, and he had some sort of power of his own that had some kind of strange impact on the eye beast, but the priestess could not identify it. Before long, the battle was at a standstill. It was not clear which creature would vanquish the other. About that time, there was a noise from across the cavern. It sounded like the scraping of metal boots on stone as they walked in unison. The fighting creatures heard it too, but by the time they figured out what it might be, it was too late. From the very side tunnel which the priestess was supposed to pass through on her way to her matron emerged a troop of kharakuro. They were very obviously a patrol from the local city militia which was sent to check out the noise. When they saw the two creatures, their squad took a step back, once again in unison. The eye beast and the tentacled one stopped fighting and turned to the kharakuro defensively. Tentacles and eyestalks twitched. Fingers brushed drawn weapons. The situation was tense.&lt;br /&gt;
&lt;br /&gt;
Then the gates of the planes of evil opened up figuratively as the kharakuro sprung to attack. According to the priestess, it was a messy ordeal. Some of the soldiers froze in place, turned to stone. Some died on the spot with no visible wounds. Others were pierced by powerful evocation magics. Some just broke down and cried before being cut down or eaten by the tentacled one. In fact, most of the ones that were crying and becoming dazed were the ones nearest to the tentacled creature. The priestess surmised that he must have power over the mind, judging by these effects.&lt;br /&gt;
&lt;br /&gt;
The battle seemed like it raged for hours, but in reality it was no more than a couple of minutes. All the soldiers were dead, and the two creatures looked slighly more battered than when they landed. As they turned back to face each other, the scenario repeated itself almost as from a dream. Through another exit tunnel, another troop of kharakuro soldiers poured in to the sounds of scraping metal boots. Upon seeing their dead comrades there was much confused grumbling which quickly turned into blind berserking rage, and once again the battle was on. Fighting alongside one another, the two creatures dispatched this group as well, but this time it was obvious that the fight had taken a toll on them. Speaking to the mind-bender, the eye beast conveyed some message which the priestess had no comprehension. The mind bender nodded, and the two beings walked off together through another tunnel to the east.&lt;br /&gt;
&lt;br /&gt;
Years later, the priestess had nearly forgotten the ordeal after she reported her account to her superiors. The blissfull forgetfullness of the incident was broken, however, during a campaign her city was waging against the local followers of Kimonicticus in a nearby city. In one particularly ugly battle, the priestess was asked to remain behind to guard her home temple while the fighting was underway not more than a few leagues from her location. Though she did not admit it freely, the priestess counted herself lucky, for it meant that she would get to live another easy day without being asked to risk her life in a war. This was her error however. During the second quiet night of the campaign, the western side tunnel was suddenly aglow with the pulse of magic. The guards stationed at the post were immediately incinerated, as tens of eye beasts began to pour out of the opening. The priestess was horrified. The one had become many, or perhaps had summoned his friends. Such a concept was not unknown to her. Taking up her weapon from the sacrificial altar, the priestess resigned herself to fight these intruders to her city as ordered. However, as soon as the temple guard was mounting up to fight, another horror poured from the opposite tunnel entrance. Her heart sunk as she hoped that it was not what she thought, but the hope died instantly. Mind benders by the score were coming out of that tunnel, and in front of them were the city's own soldiers, which gave her some relief.&lt;br /&gt;
&lt;br /&gt;
That relief was also short-lived, for she noticed that the soldiers had their backs to the mind benders and they began to attack the gate guards!&lt;br /&gt;
&lt;br /&gt;
The account of what happened after that is not complete. It was quickly apparent that the eye beasts and the mind benders were fighting over the city. Each race meant to take it for themselves. This meant disaster for all who were not aligned with one of them, which was everyone in the settlement. The priestess survived the ordeal by fleeing through a secret tunnel below the temple just as the two armies of creatures converged on it, but before she left she could have sworn she got a glimpse of two enemies, one eye beast and one mind bender, facing each other across the atrium of the temple for a brief moment before turning away from one another to go fight in another part of the city.&lt;br /&gt;
==The Invader Period==&lt;br /&gt;
This tale marked the beginning of a time in the underdark where the illithids and beholders began to make their mark. Though there were never many of them present, it was apparent that at least one or two garrisons of the things were occupying pieces of the underdark as part of some unknown conflict between them. The native denizens struck quite a few victories against them once they learned to adapt to their fighting techniques, but each time their numbers would be depleted, they would suddenly surge again. To this day, the mystery remains unsolved, but the denizens fight on.&lt;br /&gt;
&lt;br /&gt;
For the next 1800 years, the Underdark is full of tales depicting the minor (and some major) skirmishes between all of these factions. For the large part, the grand scheme did not change. Some offspring of Alifanitax would be killed. Some new cambions, vasharans, kharakuros, or other planar denizens would gain small holdings and underground kingdoms, only to have them ripped apart. Through it all, there was little change in the status quo until the beginning of the T'Nanshi-M'Chek War. It was at this time that the Sereg'wethrin moved down into the Underdark. Through their breeding programs and training, they quickly carved out a strong underground fortress, and as their population quickly expanded over the next fifty years, they created three new cities. These cities served strategic functions to guard against the other races of the Underdark, but they also served as trading posts. Once the Sereg'wethrin were &amp;quot;betrayed&amp;quot; by the Nanshilae, they needed to find a new source of sustenance and commerce, and the races of the Underdark were able to provide this, and still do to this day.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Pg:Kurathene&amp;diff=258</id>
		<title>Pg:Kurathene</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Pg:Kurathene&amp;diff=258"/>
		<updated>2005-04-20T15:26:01Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Kurathene Empire ==&lt;br /&gt;
&lt;br /&gt;
Originally from [http://www.avlis.org/viewtopic.php?t=22387 this topic]&lt;br /&gt;
&lt;br /&gt;
[[pg:History of the Kurathene Empire|History of the Kurathene Empire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[pg:Kurathene Timeline|Kurathene Timeline]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[pg:Information About Individual Fiefs|Information About Individual Fiefs]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[pg:General Information about the Kurathene Empire|General Information about the Kurathene Empire]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Player_Guide&amp;diff=253</id>
		<title>Player Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Player_Guide&amp;diff=253"/>
		<updated>2005-04-16T16:41:04Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[[pg:Introduction|Introduction]]&lt;br /&gt;
==Out Of Character (OOC) Information==&lt;br /&gt;
&amp;quot;Out of character&amp;quot; information is usually described as things that you the player know but that your character does not. Attribute values, attack and damage bonuses and other such statistics are all OOC information.&lt;br /&gt;
&lt;br /&gt;
Here OOC information is used to describe the things you as a player may need to know to have a great time in Avlis, from how to start playing to how to make your character to what not to do.&lt;br /&gt;
&lt;br /&gt;
Players who join Avlis come from a variety of backgrounds. Some are familiar with D&amp;amp;D and PnP roleplaying but are not well-versed in the intricacies of NWN, while some know NWN very well but have little knowledge of D&amp;amp;D or roleplay. This guide has been written with both types of people in mind, so there may be parts that seem extremely simple to the reader. It is recommended that you read at least &amp;quot;Getting Started&amp;quot;; if the other sections do not seem to interest you, then you should jump ahead to the IC section and at least skim it before starting a character on Avlis.&lt;br /&gt;
&lt;br /&gt;
===General Guides===&lt;br /&gt;
This chapter is exactly as the title states, a collection of very general guidelines to help you get along in Avlis. It is by no means exhaustive. The main reason for this is that an excellent roleplaying guide for multiplayer NWN has already been published, by Gruush. This roleplaying guide can be found in the same place where you downloaded this guide. As a supplement to Gruush's guide, this section provides additional guidelines on classes in Avlis, advice on what alignment is and how to properly play it, and tips and advice from players and staff.&lt;br /&gt;
&lt;br /&gt;
[[pg:Getting Started|Getting Started]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Character Creation|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Alignment|Alignment]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Tips and Advice|Tips and Advice]]&lt;br /&gt;
===Things Not to Do===&lt;br /&gt;
Avlis attempts to accommodate all types of players and playing styles. But as a heavy RP game world there are certain things that cannot be abided. Therefore the team has laid down a few rules. The objective of these rules, which are enforced regularly by the team, is to create and preserve the type of RP environment that we feel encourages true cooperative roleplay.&lt;br /&gt;
&lt;br /&gt;
[[pg:Rules|Rules]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Powergaming, Metagaming, Griefing and Exploiting|Powergaming, Metagaming, Griefing and Exploiting]]&lt;br /&gt;
===Special Features of Avlis===&lt;br /&gt;
Online Avlis is an ongoing development project. As such, new features – features that are not available in single-player NWN – are constantly being added and optimized. This section will explain six of those special features: crafting, the economy, player-run guilds, Avlissian prestige classes, custom races, and the death system.&lt;br /&gt;
&lt;br /&gt;
[[pg:Crafting|Crafting]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Economy and Persistence|The Economy and Persistence]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Guilds|Guilds]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Prestige Classes|Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Custom Races|Custom Races]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Death and Dying|Death and Dying]]&lt;br /&gt;
===Avlis Community===&lt;br /&gt;
[[pg:Giving Back|Giving Back]]&lt;br /&gt;
==In Character (IC) Information==&lt;br /&gt;
&amp;quot;In character&amp;quot; information is information that your character knows within the game world. Here is it used to describe the background information on Avlis that this part of the guide explains. By reading this section you will learn some of the history of Avlis, as well as information about the races who populate it, the nations they have formed, and the gods&lt;br /&gt;
and goddesses who watch over them.&lt;br /&gt;
===The History of Avlis===&lt;br /&gt;
[[pg:Timeline|Timeline]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Age of the Gods|The Age of the Gods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Time of the Dawning|Time of the Dawning]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Fairy War|The Fairy War]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Great War|The Great War]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Age of Immortals|The Age of Immortals]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Recent History|Recent History]]&lt;br /&gt;
===The Races of Avlis===&lt;br /&gt;
Human, elf, dwarf, gnome, halfling, half-elf, half-orc: these are typical player character races in D&amp;amp;D and are the races NWN allows you to play. All of these races exist on Avlis, in addition to many, many more, some of which you can select as the race of your character.&lt;br /&gt;
&lt;br /&gt;
While some of the races are identical to the descriptions laid out in D&amp;amp;D game literature, most are slightly different. They are... well, they are Avlissian. And there are some races that do not exist in D&amp;amp;D at all. All of these races have unique developments in accordance with the history and culture of Avlis.&lt;br /&gt;
&lt;br /&gt;
[[pg:The Nine Major Races|The Nine Major Races]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Other Races of Note|Other Races of Note]]&lt;br /&gt;
&lt;br /&gt;
===Avlis Geography===&lt;br /&gt;
[[Image:pg_politmap.png|Political Map of Avlis]]&lt;br /&gt;
&lt;br /&gt;
The above map shows the main continent of the world of Avlis. It is divided into a variety of nations and regions. The game servers on Avlis have begun in the south, extending further and further north additional servers are added. As of this writing the nations of M'Chek, T'Nanshi, Ferrell and Deglos are on servers, as are the cities of Mikona (capital&lt;br /&gt;
of M'Chek), Elysia (an independent city in T'Nanshi), and Le'Or (capital of T'Nanshi). This chapter will give descriptions of the nations and regions, starting with Mikona and working north up to Tyedu.&lt;br /&gt;
&lt;br /&gt;
[[pg:M'Chek|M'Chek]]&lt;br /&gt;
&lt;br /&gt;
[[pg:T'Nanshi|T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Toran Shaarda|Toran Shaarda]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Ferrell|Ferrell]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Dubunat|Dubunat]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Seven Cities|The Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Brekon|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Drotid|Drotid]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Galdos and Deglos|Galdos and Deglos]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Wastelands|The Wastelands]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Kurathene Empire|The Kurathene Empire]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Jechran|Jechran]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Tyedu|Tyedu]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Underdark|The Underdark]]&lt;br /&gt;
===Deities and Religion===&lt;br /&gt;
[[pg:Overview of Religion|Overview of Religion]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Nine Major Gods|The Nine Major Gods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Other Greater Gods|Other Greater Gods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Intermediate Gods|Intermediate Gods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Lesser Gods|Lesser Gods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Demigods|Demigods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Holy Warriors|Holy Warriors]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Other Information|Other Information]]&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Holy_Warriors&amp;diff=7402</id>
		<title>Holy Warriors</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Holy_Warriors&amp;diff=7402"/>
		<updated>2005-04-16T16:39:22Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each of the nine major gods of Avlis has an order of warriors that fight for his cause. To be a holy warrior you must be a worshipper of one of these gods. None of the other gods in the realm are capable of giving this type of power to their warriors.&lt;br /&gt;
==The Paladins of Gorethar==&lt;br /&gt;
Paladins were the very first holy warriors ever to appear on Avlis. They are almost as ancient as the Church of Gorethar itself. Because of their longevity, they have become very organized and learned the best possible training methods over the millenia for recruiting and maintaining their order. For this reason, they are able to recruit people at a very young age (for whatever their race is), and to continuously make them improve in skill and standing among the paladins of Gorethar.&lt;br /&gt;
&lt;br /&gt;
Though the very first paladins were dwarves, many other races have taken up the mantle of holiness and glory in the name of Gorethar. Originally, paladins favored dwarf weapons, i.e. hammers, axes, and other short, heavy weaponry with any sort of plate armor. However, over the years, this has diverged somewhat depending on which races have joined the struggle. Human paladins have been known to heavily favor swords, whereas the rarer elven paladins have sometimes been known to employ bows. In the end, it has all become mixed up. Paladins are taught how to use the weaponry and armor of their mentors, whatever it may be.&lt;br /&gt;
&lt;br /&gt;
Organizationally, paladins work very closely with the Church of Gorethar. They are often the brunt of the fighting force, if the Church ever gets into a conflict. They also can act as guards or companions for clerics on Church business. Still, they have their own hierarchy based on the virtue and power of their superiors.&lt;br /&gt;
==The Champions of O'Ma==&lt;br /&gt;
Champions are the youngest of the holy warrior orders and they were founded about fifty years ago by a half-nymph woman named Vanoviel Niltaurwen. She was the first champion. Before a great battle among the gods Vanoviel was charged by O'Ma with the task of forming the Champions of O'Ma and spreading them throughout Avlis.&lt;br /&gt;
&lt;br /&gt;
Before this, there was another order associated with O'Ma's church. It was known as the Templars of O'Ma. The templars were slightly different. Instead of being fully integrated holy warriors, they were largely a mercenary force of fighters who were also trained minimally in the religious ways of O'Ma. They acted mainly as a bodyguard unit for traveling clerics. Throughout history, clerics of O'Ma have been subject to much distrust and sabotage by sympathizers of Titania, and other troublemakers. It was the job of the Templars to keep this nonsense at bay.&lt;br /&gt;
&lt;br /&gt;
When creating the champions, Vanoviel recruited heavily among the Templars. Eventually, they were dissolved and all of them were trained as champions. Nowadays, the Templar program exists only as a first step in preparing for champion-hood. Other orders of training also exist for the same purpose, such as the Order of O'Ma.&lt;br /&gt;
&lt;br /&gt;
The champion fighting style is modeled largely after its founder. Vanoviel is well known for her dual-wielding style of longsword and shortsword. Other dual combinations are also taught, but this one is the most common seen in a Champion. Heavy armor is also the norm, though some of the more slim-bodied members will opt for medium armor instead.&lt;br /&gt;
&lt;br /&gt;
The Champions of O'Ma still do largely the same tasks as the Templars did. They guard the clerics of O'Ma in their work. However, they now also have missions of their own assigned by Vanoviel and guided by her lesser cohorts. Chain of command proceeds up from one champion to the next most powerful, until the matters are decided by Vanoviel's advisors and Vanoviel herself. Currently, the base of operations for the champions is in the city of Elysia. This is their headquarters, but there are units of champions spread all over Avlis performing various missions.&lt;br /&gt;
==The Avengers of Dru'El==&lt;br /&gt;
Avengers have very little solid organization. It is known that they were formed by a cousin of Solerion Rinthon, named Eirias Ju'Lel, during the Great War. Eirias was Solerion's head commando in the war against the orcs. Known for his prowess with a longbow, and his ability to navigate the woods undetected, Eirias trained many others in his art. Eventually towards the end of the war these people became known as &amp;quot;Eirias' Avengers&amp;quot;, and later simply &amp;quot;Avengers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is thought that the Avengers saved Le'Or T'Nanshi and T'Nanshi on so many occasions, that Dru'El himself came down one day and blessed them as his own. From that point on, the Avengers appeared as they do today.&lt;br /&gt;
&lt;br /&gt;
In modern times, Avengers often serve in the T'Nanshi army, or they can be found in other struggles against what they perceive as wrongs. They make it a habit to help those that they feel are being treated unfairly, whatever the surrounding circumstances may be. If they have to, they are able to use some very dirty tactics to achieve what they think of as a greater good in the end. Their cunning ability to survive in the wilds, coupled with their strength and proficiency in a toe-to-toe fight makes them formidable opponents for any dictator or tyrant in power.&lt;br /&gt;
&lt;br /&gt;
Avengers are excellent marksmen, and they usually favor longbows. It is rare to see them in heavy armor, because it impedes their ability to remain silent and unseen in the woodlands. However, in an open field where stealth is no longer an option, the Avengers are the first to take up heavy armor and battle it out. They are capable fighters in both conventional and guerilla tactics.&lt;br /&gt;
&lt;br /&gt;
Organizationally, Avengers do not form massive units, nor do they report to any one leader. They receive training from various training orders who follow Dru'El's ways, and from each other. From there, they are known to head off to wherever they are needed, in which place they become one with the ranks.&lt;br /&gt;
==The Justicars of Toran==&lt;br /&gt;
Justicars originated in the lands of Toran Shaarda, where the centauroid race of dracon is dominant. The dracon live in a very hive-minded society, where all is done for the greater order of things. Non-conformity is a sin in Toran's eyes. Law and order rules above all, and to disobey that order is to become chaotic in their eyes.&lt;br /&gt;
&lt;br /&gt;
The chaos of the Fairy War sparked the creation of the Justicars. The war began in T'Nanshi and quickly became in danger of spreading everywhere. In order to keep the fairies within their own country from fighting, the Dracon clerics of Toran decided it was time to employ some muscle. First, they made laws against participating in the fairy struggle within their borders. Next, they created the Justicars to enforce those laws... heavily.&lt;br /&gt;
&lt;br /&gt;
The first Justices were Dracon warriors loyal to Toran who were charged with the task of quelling any struggle between the fairies in their nation. Once the war was finished, and the Great War started, their task expanded. They were told to keep the entire war away. Securing their lands against an onrush of Orc refugees was tough, and they almost did not manage. Many lives were lost on both sides, but in the end, the justicars prevailed and Toran Shaarda was saved.&lt;br /&gt;
&lt;br /&gt;
After the war, the justicars were employed as a regular police force, at which point they began to expand. The first outside nation to realize their use was the Kurathene Empire. The Emperor, Kuras, took them in and allowed them to set up many churches to Toran on his lands. He knew that they would be excellent tools at enforcing whatever laws he made in his dominion, and he was correct. Until the end, Imperial law was enforced by the justicars, without question. Since then, many of them have taken up to serving the local lords, and the rest have started to spread to other nations. In this time period, non-dracon races have joined the organization. In Mikona, the Church of Toran is one of the largest in the city, and the justicars are welcome there.&lt;br /&gt;
&lt;br /&gt;
Justicars like heavy armor, the heavier the better. Dracon are very strong creatures, and more than able to bear the weight, and this has carried over to the other races. The main weapon of the order is considered to be the longsword, though dracon have often employed greatswords as well.&lt;br /&gt;
&lt;br /&gt;
The justicars have a definite hierarchy, which is the same as the hierarchy for the clerical church, though separate.&lt;br /&gt;
==The Equalizers of Mikon==&lt;br /&gt;
Equalizers are the second newest holy warrior order to appear on Avlis. Their order was founded by a M'Chekian noble by the name of Nimonay Dunster. Lord Dunster was a devout follower of Mikon. A little more than 50 years ago, Dunster became privy to some information about a battle among the gods in the planes. He correctly ascertained that one of the gods, Valok, was trying to enter the Prime Material Plane, which was against the laws of his own god, Mikon. Nimonay went on a long journey. He sought out Mikon in his home on the Prime Material Plane, divulged all his information, and offered to help him in whatever way he could.&lt;br /&gt;
&lt;br /&gt;
Mikon was glad about this because it enabled him to stave off the invasion, and keep the world balanced. As a reward, he made Nimonay Dunster the founder of his own holy warrior order, The Equalizers of Mikon.&lt;br /&gt;
&lt;br /&gt;
The equalizers see it as their solemn duty to keep balance in the world. Any extreme is considered a problem, be it extreme good, extreme evil, extreme law, or extreme chaos. Even stereotypes are hated, because they are too perfect an example of something in their eyes.&lt;br /&gt;
&lt;br /&gt;
Conflict is not necessarily a problem for them, and they have been known to use it as a tool for exterminating extremes. Equalizers also see conflict as a necessary part of the world. Without it, there can exist no peace, for the peace would not be realized. For this reason, the equalizers have been known to exacerbate some conflicts in the name of balance, i.e. to keep them going on indefinitely. Many people know this and do not trust them for this reason.&lt;br /&gt;
&lt;br /&gt;
However, some are willing to take a gamble on it. Equalizers will almost always fight for the underdog. They do not like to see anyone get crushed in a fight, no matter what their persuasion. Whatever the argument, the equalizer will always take the side of the weaker, simply because.&lt;br /&gt;
&lt;br /&gt;
Because of their frequent need to go to war, equalizers employ heavy armor for protection. However, they often use many different kinds of weapons. All of them answer to Lord Dunster, who trains most of them. Some smaller training orders have been founded to help Dunster manage his care as well.&lt;br /&gt;
==The Confounders of Forian==&lt;br /&gt;
It is not known for certain where or when confounders came about. Some people even believe that they arose in several different places at the same time. It's entirely possible. It IS known, however, that they all follow Forian, and Forian's philosophy of self-gratification. Any warrior who takes it upon himself to worship Forian for his ability to grant them their own selfish desires will often wind up as a confounder. Most confounders have no rhyme or reason in what they do in the long term. They simply exist from day to day. Many will hold that they are extremely holy people who know how to live in the moment. Others will contest that they simply are too lazy to think about anything other than what's happening right now.&lt;br /&gt;
&lt;br /&gt;
World domination... too much work. Riches... sure, as long as it's enough to buy the next meal, though being able to buy meals indefinitely is a plus. Fighting the good fight... eh... maybe... if it can benefit ME somehow. Commonly, confounders will not do anything unless a reward is given. Because of this, they can wind up on all sides of conflicts, performing all kinds of actions.&lt;br /&gt;
&lt;br /&gt;
Confounders are fond of flexible weapons, i.e. flails, morning stars, etc. It reflects their chaotic nature. Armor can vary, though they will usually wear whatever armor suits their purpose at the time.&lt;br /&gt;
&lt;br /&gt;
There is no official confounder organization or hierarchy. They all pay homage to Forian, though that is really all they have in common. If given the proper compensation, a confounder will take an apprentice and teach them their ways.&lt;br /&gt;
==The Dominators of Valok==&lt;br /&gt;
Dominators are closely associated with the Church of Valok. They often act as guards or emissaries for church business. Long ago, after the Great War, the Dominators of Valok were founded as a deterrent against orc mages. Their mission was to finish the extermination of mages that began with the great explosion they caused at the end of the war.&lt;br /&gt;
&lt;br /&gt;
Even today, the dominators are not fond of arcane casters, though they are willing to accept their existence, unless they are an orc. They still see it as their holy mission given by Valok to eliminate any orc arcane casters, whether covertly or overtly.&lt;br /&gt;
&lt;br /&gt;
Dominators see the Church of Valok as their key to self-advancement. By serving the Church, they plan to find favor in Valok's eyes, and by that gain riches and glory. Serving their god is the price they pay for their own advancement, and they do it gladly, whatever it entails.&lt;br /&gt;
&lt;br /&gt;
It was rumored that the first dominator was Valok's own immortal son, though this has never been confirmed. Even so, dominators see themselves as the sons and daughters of Valok in the image of the first of their order, and they run their life accordingly to his philosophy: gain power through subtle means, prepare for everything, if all goes wrong, fight another day, do not break your word once given, but do not give more than necessary.&lt;br /&gt;
&lt;br /&gt;
Uniformly, the dominators wear heavy armor and carry shields. They have been known to use longswords or bastard swords. In the old days, this was the best method of attack against mages, and it is still traditionally employed today.&lt;br /&gt;
==The Annihilators of Aarilax==&lt;br /&gt;
Power through superior might has always been the way of Aarilax. Collect as much as you can for yourself, and beat everyone else to it (literally), and you will live a long time. Gain what you desire, for all you really have is desire itself. The annihilators arose out of a society based on these beliefs. The lizardmen of Drotid rule by might alone. Those who can impose their will get to be in charge. Everyone else is a slave. It is the way of Aarilax. Gaining troops to impose their will became a prime concern of the voivods of Drotid long ago. In order to gain a steady group of loyal and powerful troops, the clerics of Aarilax were forced to beseach their god for an answer. In return, Aarilax granted them the annihilators. These warriors became the muscle behind the voivods. Whether it is by frontal assault, or underhanded assassination, the annihilators are up for the task. Each individual holy warrior of Aarilax serves because he must. There is no other way. Aarilax keeps him alive so that he is not eaten or killed by one above him. In return, he owes Aarilax his obedience. This is how annihilators operate.&lt;br /&gt;
&lt;br /&gt;
Annihilators will only serve those who are more powerful than they are, and even then, they will only do it when threatened. When they are in the fortunate position of BEING the one doing the threatening, they are cold-hearted and selfish, existing only to gain more for themselves. An annihilator who gains too much power can be an awful menace. A weak annihilator can often be cowed into doing anything its master desires.&lt;br /&gt;
&lt;br /&gt;
The only organization annihilators know is that of strength. Whenever groups of annihilators exist together, they follow the strongest one, until he or she is murdered or otherwise disposed of. Then the next will take their place. When employed by nonannihilators, these warriors will do what they are told, until their leader slips up and finds a dagger in their back. Annihilators are always biding their time and calculating.&lt;br /&gt;
&lt;br /&gt;
Most of the time, they employ spears and long weapons, which are reminiscent of their tribal lizardman roots. They also wear medium or light armor most of the time, though they are able to deck themsevles out heavily when needed.&lt;br /&gt;
==The Blackguards of Maleki==&lt;br /&gt;
Blackguards are the epitome of evil and slaughter. They often have no real reason for what they do, except that it is their own will or the will of the person subjugating them. Their existence is almost as ancient as that of the paladins, and often they are referred to as &amp;quot;anti-paladins&amp;quot;. Maleki created these fighters as an answer to Gorethar's fighting force of holy warriors. Many of his creatures were being slaughtered by the newly empowered dwarves. Maleki would not have it, so he empowered some of his own minions to fight back. The struggle continues to this day.&lt;br /&gt;
&lt;br /&gt;
Blackguards see the world in terms of will. Either they are following their own will, and thus serving Maleki, or they are following the will of someone who has power over them, which may or may not be serving the will of Maleki. In either case, Blackguards believe that it is ultimately up to them to be able to enforce their own will. The exact nature of their will can vary. Some want power beyond all dreams. Some just want destruction.&lt;br /&gt;
&lt;br /&gt;
Blackguards pattern themselves after their good counterparts when it comes to weapons and armor, though in the same way, their exact preferences have been lost. Organizationally, they answer only to Maleki, unless they are roughed up by someone greater than they. Many times, they gain insights into their god's will through clerical intervention, and they have often been used as pawns of Maleki's church for this reason.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Pg:Demigods&amp;diff=1884</id>
		<title>Pg:Demigods</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Pg:Demigods&amp;diff=1884"/>
		<updated>2005-04-16T16:24:42Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Aryeh Gidol==&lt;br /&gt;
Alignment: LN&lt;br /&gt;
&lt;br /&gt;
Worshipped by: Any Wemics&lt;br /&gt;
&lt;br /&gt;
Domain: Wemics&lt;br /&gt;
&lt;br /&gt;
Wemics are a centauroid race of lions that exist mainly in two different areas on Avlis. In the west, they roam the plains of the Kurathene Empire. In the east, they inhabit the jungles of Jechran and Drotid. Both lines draw their ancestry from the same roots, and have similar cultures, with minor differences.&lt;br /&gt;
&lt;br /&gt;
Wemics are the creation of the god Balgar, and almost all of their race worships him as &amp;quot;The Son&amp;quot;. Balgar is the son of Mikon and a mortal woman whom he conceived with named Aryeh Gidol. Later on, Aryeh's existence was preserved by Mikon, and she came to be equally worshiped by the wemics as &amp;quot;The Mother&amp;quot;. Both gods play important roles in the daily lives of the wemic.&lt;br /&gt;
&lt;br /&gt;
All wemics trace their roots through their mothers, who are generally regarded as the elders of the family units or prides. Most prides will wander the plains or jungles where they are accustomed, rarely settling down. They are at one with the land, feeding off of game in the area until they feel it is time to move on to better grounds. Though this existence seems simple, the wemics are by no means primitive. Every pride is networked with all its neighboring units, and through this network, the wemics have a pretty good idea of what passes through their territory.&lt;br /&gt;
&lt;br /&gt;
Please refer to the entry for Balgar, under Indermediate Gods, for further information.&lt;br /&gt;
==Cha'reth==&lt;br /&gt;
Alignment: CG&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any Good&lt;br /&gt;
&lt;br /&gt;
Domain: Healing and Peace&lt;br /&gt;
&lt;br /&gt;
In life Cha'reth (Nanshilae for &amp;quot;Sunheart&amp;quot;) was a devoted priest of Dru'El. He served as High Priest of Dru'El for Western T'Nanshi, and founded the Hands of Dru'El, for whom he acted as Speaker until his death. Working tirelessly to help those in need, he created two hospitals - one in Elysia, attached to the Temple of Dru'El, and one in Blandenburg, in the Temple of O'Ma. He was known for his generosity, and gave millions of gold worth of gifts to friends and strangers alike.&lt;br /&gt;
&lt;br /&gt;
Cha'reth campaigned tirelessly to end the war between T'Nanshi and M'Chek, and though he was a staunch supporter of T'Nanshi, he remained neutral in the war, because he wished to be able to help all in need, regardless of political affiliations. A naturally gifted healer, Cha'reth devoted himself to developing his skills as much as possible, and stories tell of him healing even the most devastating wounds with one bandage.&lt;br /&gt;
&lt;br /&gt;
As he neared his 200th birthday, he was offered a chance to give his own life to bring his brother back from the dead. Cha'reth accepted this opportunity with joy, choosing to use his death as he used his life - to show others the path to selfless service.&lt;br /&gt;
&lt;br /&gt;
Upon his death, Mikon and Dru'El spoke to Cha'reth, offering him a chance to serve as a member of the Avlissian pantheon. Cha'reth happily accepted, and now acts as God of Healing and Peace. Since his ascension to godhood, Cha'reth has been courting the Goddess Mishlekh, and they dwell together in Arborea near Dru'El's halls. Cha'reth now strives to bring peace and wellbeing to all, and works to keep the other gods from coming into conflict, as many of them are prone to do.&lt;br /&gt;
&lt;br /&gt;
Cha'reth's worshippers are most often bards, clerics, druids, and rangers (all those who can cast divine healing magics) but he accepts any who seek to help others and serve the peace.&lt;br /&gt;
==Evrak==&lt;br /&gt;
Alignment: NE&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any Evil&lt;br /&gt;
&lt;br /&gt;
Domain: Suffering, Strife, Famine&lt;br /&gt;
&lt;br /&gt;
There is no further information on Evrak as of this writing.&lt;br /&gt;
==Kelvos==&lt;br /&gt;
Alignment: NE&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Domain: Lost Love, Star Crossed Lovers, Envy, Lost Causes, Lust&lt;br /&gt;
&lt;br /&gt;
Before Kelvos became a demigod, he was a wizard of immense power. After many trials and adventures he became an immortal. All his life he was a calculating man who did little that was not to his benefit, at least until he met Lesa. She was like a spring day after a long winter, and thawed out his cold heart. She was a kind person, and encouraged Kelvos to perform many kind and selfless acts to please her. Alas, her father did not approve of the relationship, and when he found that, due to Kelvos' powerful magics he could not keep the two apart, he sent an assassin to kill him. The assassin came upon the two, walking in the woods holding hands, and took the opportunity to slay Kelvos. Alas, the poisoned crossbow bolt was turned aside by Kelvos' magics, and struck Lesa instead. She died instantly, and there was nothing that Kelvos could do, aside from tracking the assassin, capturing him, and torturing the truth out of him. He then traveled to the house of Lesa's father, told him what had happened, then after cursing him to wander forever as a doomed spirit, slew him with a single word.&lt;br /&gt;
&lt;br /&gt;
For many years Kelvos sought to gain enough power to bring his beloved back, but his quest was in vain. As time went by, he began to amass followers, and eventually became a demigod.&lt;br /&gt;
&lt;br /&gt;
After all this time, Kelvos still misses his beloved, and seeks to do things that please her. He also seeks more power in the hope that if he became a true god he would be able to bring her back.&lt;br /&gt;
&lt;br /&gt;
He will oft grant prayers for couples who circumstances place them in jeopardy, and will sometimes tip the balance in favor of someone who seems to have no hope of success. He has been known in the past to steer a person to meet a potential lover.&lt;br /&gt;
&lt;br /&gt;
There is no real hierarchy or formal church of Kelvos. There are many small shrines about the land, and some have caretakers, some do not. For some reason it seems that most clerics are female.&lt;br /&gt;
&lt;br /&gt;
The duties of the clerics are simple… Gather more followers, match make, as well as help anyone who seems to be in a hopeless situation.&lt;br /&gt;
&lt;br /&gt;
It is customary for a lovers to make an offering to him. This offering is to appease him, and it is said that, if the offering pleases him, he will leave the couple alone. The proper offering should be made by the woman, at night, and should consist of: a flower, a bottle of wine, a suit of fine clothing, and a small gem or gems (value to be about 30-50gp). She enters the shrine alone, place the items in the bin, and then kneels, make a short prayer then backs out of the shrine.&lt;br /&gt;
==Paragus==&lt;br /&gt;
Alignment: LE&lt;br /&gt;
&lt;br /&gt;
Worshipped by: Any minotaur&lt;br /&gt;
&lt;br /&gt;
Domain: Minotaurs&lt;br /&gt;
&lt;br /&gt;
Paragus is the mysterious deity and creator of the minotaur race. Nearly all minotaurs revere him in some way, and most worship him exclusively. As a race, the Avlissian minotaurs are fairly ancient. They established themselves on various spots around the planet, with the most well-known place being in the northeastern part of Jechran. The main bulk of minotaur civilization is a theocracy paying homage to Paragus. Those who are not trained as fighters or servants often become his clerics. Most often it is the more intelligent minotaurs which choose this route as an outlet for their brilliance.&lt;br /&gt;
&lt;br /&gt;
Paragus' beginnings are mysterious. It is known that he created the minotaur race, and has little interest outside of it. However, it is not known exactly where he came from. No Avlissian god claims his creation, and in fact Paragus is far older than any Avlissian god which was born during the Age of Peace, nor does any god remember giving him access to the planet.&lt;br /&gt;
&lt;br /&gt;
Followers of other deities worry about this sometimes, because it has been whispered that Paragus may have been created by the Supreme himself, or perhaps by other unknown gods which were created by the Supreme. These mysteries are usually dismissed by clerics who stipulate that no other gods could exist within the same sphere as Avlis without the main gods knowing about it, or even allowing it. However, once in a while, there will be visitors from far off islands or continents that seem to disprove this fact. The argument rages in scholarly circles, but the gods are silent on the matter. It is a mystery known only to them.&lt;br /&gt;
==Pelar==&lt;br /&gt;
Alignment: NG&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any good&lt;br /&gt;
&lt;br /&gt;
Domain: Hunters and Rangers&lt;br /&gt;
&lt;br /&gt;
Pelar, the son of O'Ma and a mortal woman, was conceived during the Age of Peace. His area of domain is a subset of O'Ma's. He is the god of the hunt, and those who live off of the forest.&lt;br /&gt;
&lt;br /&gt;
In particular, Pelar's essence focuses on the male aspect of hunting, which covers the planning, the strategy, and the chase... and of course, the killing. He tends not to focus on the female aspects of hunting, those of animal fertility to increase population, the acts of providing food for sustenance, and the influence of the seasons and environment on the local game.&lt;br /&gt;
&lt;br /&gt;
Pelar's major temple is located within the elven capitol city of Le'Or T'Nanshi. He has many shrines all over the woods, and often his priests appear as normal rangers indistinguishable from other non-clergy. Pelar is one of the few minor gods who can make druids in addition to clerics.&lt;br /&gt;
==Ra-Ghul==&lt;br /&gt;
Alignment: CN&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any chaotic&lt;br /&gt;
&lt;br /&gt;
Domain: Warfare, Combat, Berserkers&lt;br /&gt;
&lt;br /&gt;
Ra-Ghul can be considered one of the deific success stories of the barbaric nation of Tyedu. It is not widely known exactly which tribe he originated from, but the story goes that he was one of the many small &amp;quot;deities&amp;quot; created from Mikon's agents who watched over Tyedu at one point in its history. Whereas most of the deities created there were connected to a natural formation or area, and thus did not have much chance to perpetuate their following outside their resident tribe, Ra-Ghul's worship was transferred from tribe to tribe. This was due to his sphere of influence being a popular motif among many tribes in Tyedu, and as his legend and worship grew, so did his power. Ra-Ghul gained true godhood among the tribes of Tyedu, and interestingly enough, his worship slowly spread south to the Kurathene, where it was transferred all over the continent via the harbor cities located there.&lt;br /&gt;
&lt;br /&gt;
Ra-Ghul's portfolio concerns any kind of fight that is done in an animalistic, chaotic manner. He is also revered by many different flavors of battleragers and berserkers around the globe. Ra-Ghul's priests still dress in fairly primitive skins and have many &amp;quot;rituals&amp;quot; to invoke the god's rage in a person. Some of them actually work, depending on the recipient. Though in the heat of a ceremony, it is more often the crowd pleasing measures and manipulation that count the most.&lt;br /&gt;
&lt;br /&gt;
Followers of Ra-Ghul can be found on all sides of a conflict, for the god cares not for causes or reasons. Only the rage of the fight is what concerns him.&lt;br /&gt;
==The Harpinger==&lt;br /&gt;
Alignment: CE&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Domain: Music, Messenger of Death&lt;br /&gt;
&lt;br /&gt;
The Harpinger is a mysterious figure among the gods of Avlis. No one knows its true name, or even its gender. Most accounts of The Harpinger give a different description of what it looks like, depending on what function it was fulfilling at the time. Some have described it as a beautiful maiden in flowing light blue robes, carrying a magical harp which can charm even an elven onlooker. Others have told tales of The Harpinger appearing as some form of skeletal undead in tattered black robes, with a one-handed sickle hanging on its belt, and that good old trusty harp in its hands once more. Less common accounts have described encounters with a charismatic bard who seems to have an endless supply of tales to tell, set to music once more with a harp. Stories of a female bard of this same description are also told.&lt;br /&gt;
&lt;br /&gt;
The mystery of The Harpinger deepens when one considers its function. It is said that musical inspiration is granted by this entity. Bards who are looking to write a new tune often turn to The Harpinger with cautious prayer, for those who get too close often run into The Harpinger's other major function: the agent of Death. In this function, The Harpinger is said to be in charge of escorting a departed person's soul to their proper afterlife, making sure they arrive safely and then departing. Those who have been on the edge of death often tell tales of hearing a harp playing, and following the sound through a wide open grey area and a bright light, which seems to be the origin of the sound. When they pass through the light, they find themselves in the afterlife.&lt;br /&gt;
&lt;br /&gt;
Some theories exist on the connection between inspiration and death. One theory put forth by The Harpinger's priests states that inspiration, especially musical inspiration, is granted directly to the soul by this entity. In order for the inspiration to come through, a person must loosen their bond with their own soul so that it may soar to the heights of the planes and receive the new gift. If this is true, then it would mean that The Harpinger is really just a keeper of souls, who insures that they go through their proper changes and receptions during the course of their life and death.&lt;br /&gt;
&lt;br /&gt;
The Harpinger's followers can be everywhere. Many times they are bards, who devoutly pray to this deity as their source of musical skill. Other times, they are individuals who deal with death in one way or another, whether they are a murderer, or a white necromancer trying to insure that a patient does not die.&lt;br /&gt;
&lt;br /&gt;
The Harpinger's clergy are also diverse in this respect. Many concern themselves with music, preferring to enrich the art itself. Some concern themselves with death, by either dealing it out swiftly to those they believe deserve it, or by insuring that proper internment rituals are performed on the deceased.&lt;br /&gt;
&lt;br /&gt;
The Harpinger's symbol is that of an upright harp, with the straight edge of the harp being a blade. Colors are black when dealing with death, and light blue when dealing with music.&lt;br /&gt;
==The'ton==&lt;br /&gt;
Alignment: LE&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any Evil&lt;br /&gt;
&lt;br /&gt;
Domain: Fear, Intimidation&lt;br /&gt;
&lt;br /&gt;
Scary stories around the campfire, as well as tales that mothers tell their children to frighten them often center about The'ton. If there were ever a &amp;quot;Boogie Man&amp;quot; on Avlis, it would be him.&lt;br /&gt;
&lt;br /&gt;
Wherever there is fear, or intimidation caused by a bully or oppressor The'ton is controlling it behind the scenes. Among most inhabitants of Avlis, The'ton is a bedtime story and nothing more. Laymen will often say things to &amp;quot;ward off The'ton's evil&amp;quot; in a harmless habitual sort of way. However, those who work with fear for a living know better. The'ton is a force to be reckoned with in situations where fear can ruin everything. Contrarily, he can be an ally when fear is used as a weapon such as intimidation tactics. The'ton's clerics often demand great sacrifices to him whenever they have set up a local shrine or temple. They argue that The'ton is willing to stay away from people's lives for a price, and that by donating their lives to him and working to get sacrifices from the population, they can keep him at bay. These pleas for wealth can range anywhere from harmless to very abusive.&lt;br /&gt;
&lt;br /&gt;
However, on the lighter side of the Church, their clerics are often known as great storytellers. Many bards who specialize in ghost stories and horror will give tribute to him. Some have figured out that The'ton's area of control, that of fear, can be very entertaining and they don't hesitate to make a good living off of it.&lt;br /&gt;
==Xenon==&lt;br /&gt;
Alignment: CE&lt;br /&gt;
&lt;br /&gt;
Worshipped by: Any lycanthrope&lt;br /&gt;
&lt;br /&gt;
Domain: Lycanthropes&lt;br /&gt;
&lt;br /&gt;
Early legends hold that Xenon was the first lycanthrope on Avlis. His arrival on the planet may have even pre-dated the creation of many of the major Avlissian races, although it is assumed that he was not a deity at that time. The only thing that is known for sure is that lycanthropy has been around since anyone can remember. Human legends surrounding the curse are as old as the race itself, and even the elves can remember fearing it in their early days. It was presumably one of the first evils to plague the planet after the war between the gods and the Negerai concluded.&lt;br /&gt;
&lt;br /&gt;
From other sources in the literature, it is known that there are &amp;quot;True&amp;quot; lycanthropes and &amp;quot;Afflicted&amp;quot; lycanthropes. True lycanthropes are born with the ability to convert between an animal and hybrid animal form, along with a humanoid form in many cases. They can do this at will and are not dependent on any triggering factors. Afflicted lycanthropes are pretty much the same, except that they were not born with this ability but rather obtained it through being bitten or scratched by another lycanthrope. It is a disease, essentially. These lycanthropes most often do not have full control over their form changes, and can be forced to change sometimes through triggers.&lt;br /&gt;
&lt;br /&gt;
Xenon is the originator of both the curse and all breeds of true lycanthropes. It is said that he is a mixture of all known lycanthropic races at once, and that as the humanoid races of Avlis were created, he inflicted them one by one through interbreeding and cursing in the usual way.&lt;br /&gt;
&lt;br /&gt;
Most true lycanthropes worship Xenon, just as many members of the major races worship the god who created them. Afflicted lycanthropes do not always worship him, especially if they do not agree with what he does. Like most selfish deities, Xenon wants to spread his race and his afflictions everywhere in the hopes that these new subjects will become his worshippers. Unfortunately, he has not been too successful at it in a large scale. At one point in history, he managed to achieve lesser deity status, but through significant losses and battles, he was demoted again.&lt;br /&gt;
&lt;br /&gt;
Xenon's clergy are always lycanthropes of some sort, though they need not always be true lycanthropes. His church is dedicated to the management and proliferation of its kind. Clerics of Xenon are often seen wearing black and platinum-colored vestments. They are closely in league with the Church of Wilsash because of the moon being a trigger for many lycanthrope types.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Pg:Lesser_Gods&amp;diff=267</id>
		<title>Pg:Lesser Gods</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Pg:Lesser_Gods&amp;diff=267"/>
		<updated>2005-04-16T15:54:08Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Balgar==&lt;br /&gt;
Alignment: TN&lt;br /&gt;
&lt;br /&gt;
Worshipped by: Any wemics&lt;br /&gt;
&lt;br /&gt;
Domain: Wemics&lt;br /&gt;
&lt;br /&gt;
Wemics are a centauroid race of lions that exist mainly in two different areas on Avlis. In the west, they roam the plains of the Kurathene Empire. In the east, they inhabit the jungles of Jechran and Drotid. Both lines draw their ancestry from the same roots, and have similar cultures, with minor differences.&lt;br /&gt;
&lt;br /&gt;
Wemics are the creation of the god Balgar, and almost all the Wemic race worships him as &amp;quot;The Son&amp;quot;. Balgar is the son of Mikon and a mortal woman whom he conceived with named Aryeh Gidol. Later, Aryeh's existence was preserved by Mikon, she came to be equally worshiped by the wemics as &amp;quot;The Mother&amp;quot;. Both gods play important roles in the daily lives of the wemic.&lt;br /&gt;
&lt;br /&gt;
All wemics trace their roots through their mothers, who are generally regarded as the elders of the family units or prides. Most prides will wander the plains or jungles where they are accustomed, rarely settling down. They are at one with the land, feeding off of game in the area until they feel it is time to move on to better grounds. Though this existence seems simple, the wemics are by no means primitive. Every pride is networked with all its neighboring units, and through this network, the wemics have a pretty good idea of what passes through their territory.&lt;br /&gt;
&lt;br /&gt;
Wemics do not claim land as their own, and have no countries or nations. However, they will protect their chosen hunting grounds from anyone they see as a threat. They are very intelligent, and always aware that some other race may lay claim to their grounds as part of a nation of humans, elves, or others. This does not trouble them, and often they can find themselves in agreement with the nation in which they inhabit, so long as their lands are properly cared for. Often, male wemics will want to make their own way in the world apart from their matrilineal society, and they will offer their services to the nation where they live. This phenomena is seen many times in the plains of the Kurathene Empire, where goodly lords are common, though it is not often seen in places like Drotid where tyrants play.&lt;br /&gt;
&lt;br /&gt;
Though the wemics live in a matrilineal society, the males are not oppressed in any way. They simply do not have the drive for organization and structure that the females have. So it is left to them to take it up. &amp;quot;The Mother&amp;quot; provides qualities of order and structure, whereas &amp;quot;The Son&amp;quot; preaches doing whatever seems prudent at the time. Both philosophies are regarded equally in the wemic society, and they both fill a role.&lt;br /&gt;
&lt;br /&gt;
When hunting, the females will often take the lead, though males have been known to participate in their own hunts from time to time. Male wemics have different personalities. Some are sociable, and some are solitary. It varies. The solitary ones often find themselves living apart from the pride, but not out of contact. Sociable ones are often found among other races.&lt;br /&gt;
==Berryn==&lt;br /&gt;
Alignment: NG&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: NG&lt;br /&gt;
&lt;br /&gt;
Domain: Morning, Spring, &amp;amp; Halflings&lt;br /&gt;
&lt;br /&gt;
Berryn was wrought of the union between Gorethar and a unique dwarven druidess named Kitanya Meygle. The druidess was not an average dwarf, yet her courage and prowess seen during the Great War impressed Gorethar greatly.&lt;br /&gt;
&lt;br /&gt;
Berryn was born with a great love of nature, as taught by her mother, yet her father conveyed on her a strong importance in stability and comfort. These feelings governed her actions, and led to her adoption of the mantles of Morning and Spring... for both were the peak symbols of nature, yet their regularity held much stability in the face of much death and change.&lt;br /&gt;
&lt;br /&gt;
When it came time for Berryn to create her own race, she chose to make halflings. Her father had related to her the nature of halflings whom he encountered on other worlds and Berryn liked their description. She wanted a race who was stalwart and stable, yet able to live in nature with a sense of comfort and style.... not stodginess. Halfings suited her well. Being of the mind that the universe is a balanced place of good and evil, but feeling that her good actions were an integral part of the balance, Berryn allowed her creatures to choose their path on their own for good or ill. Many of the halflings hold Berryn in high regard, although most of these reside in the halfling nation of Ferrell.&lt;br /&gt;
==Dra'Nar==&lt;br /&gt;
Alignment: NG&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any good or Neutral&lt;br /&gt;
&lt;br /&gt;
Domain: Heroes &amp;amp; Orphans&lt;br /&gt;
&lt;br /&gt;
Dra'Nar is a god of dualities. Heroes seek to emulate him. Orphans seek his aid. Dra'Nar coordinates the helpers with the helpless in the world. &amp;quot;Every orphan has their hero.&amp;quot; is their famous saying.&lt;br /&gt;
&lt;br /&gt;
Because of his naturally heroic mystique, Dra'Nar is a favorite patron god of adventurers. Even those who do not revere him first and foremost will often pay a side tribute to him on occasion. Still others will use his name in expressions as an acknowledgment. &amp;quot;If Dra'Nar is with us this day.&amp;quot; &amp;quot;Let it be Dra'Nar's plan.&amp;quot; &amp;quot;For the love of Dra'Nar's orphans!&amp;quot; Dra'Nar's church is made up of clerics and other philanthropists who seek to help the unfortunate. Some will go out of their way to help people whether needed or not, but many clerics, i.e. the neutral ones, will often wait until the help is needed before offering. Though many of the clerics in the church prize themselves as minor heroes, many of them are themselves orphans. It is not uncommon for the church to take them in and raise them in the ways of Dra'Nar. They are often very greatful for this because it gives them a home. That is Dra'Nar's place in the world: to make sure that all have what they need and no one is left uncared for. They are against those who seek to cause strife and bloodshed for chaotic or evil purposes, because that makes more work for them.&lt;br /&gt;
==Dre'Ana==&lt;br /&gt;
Alignment: NG&lt;br /&gt;
&lt;br /&gt;
Worshippers Alignment: Any good or neutral female&lt;br /&gt;
&lt;br /&gt;
Domain: Warrior Maidens&lt;br /&gt;
&lt;br /&gt;
Dre'Ana is the prime goddess venerated in the female dominant nation of Jechran. In this harsh environment, she reigns supreme as the main deity worshipped. Dre'Ana supports the belief that women can be capable warriors that are able to survive on their own and prosper. She favors the women in the world who are oppressed and in need of a rescue, often from themselves.&lt;br /&gt;
&lt;br /&gt;
The teachings of Dre'Ana state that women must come to their own independence through hard work and unity. Through helping other women in need, a woman will come to know herself. Learning the warrior ways is a major stepping block towards achieving independence, for a woman who knows how to fight will be more able to assert herself and put forth her wishes.&lt;br /&gt;
&lt;br /&gt;
The Church of Dre'Ana is a fairly loose organization of clerics of all rankings. Their most common purpose is that of aiding oppressed women. They go as far as to take in troubled ladies and teach them the ways of Dre'Ana's warriors. Once she is trained, she is expected to spread the knowledge to other women in need. Through this cycle, a greater good is achieved and the state of womanhood is preserved.&lt;br /&gt;
&lt;br /&gt;
Each Church often functions with a small hierarchy. A leading priestess will govern the day to day affairs of the church and guide the training schedule for the &amp;quot;recruits&amp;quot;. Once a warrior maiden is trained, they are given the option of serving the church either as a warrior or a priestess, or they are set free to train others as they see fit.&lt;br /&gt;
==Fegall==&lt;br /&gt;
Alignment: CN&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment Any Chaotic, or gnome&lt;br /&gt;
&lt;br /&gt;
Area of Control: Craftsmen &amp;amp; Gnomes&lt;br /&gt;
&lt;br /&gt;
Around two thousand years ago, when the Great War was just ending, a dwarven hero by the name of Fegall arose. He was an instrumental figure in ending the war through the use of his craft and prowess in battle. Fegall's talent was for inventing, as he called his craft. Aside from being able to come up with new ideas, Fegall was extremely studious and handy with a hammer and anvil. By all accounts, he was a &amp;quot;Rennaissance Dwarf&amp;quot;... a master of all trades both manual and academic.&lt;br /&gt;
&lt;br /&gt;
His role in the Great War won him many followers, many of whom desired to learn some of his more interesting trades from him. So once the war ended, Fegall set himself up in the southern portion of Galdos and begun to teach many new disciples.... for disciples are what they became. Fegall's works were legendary, and many were magical. Over time Fegall's talent became somewhat exaggerated in tales, but this served only to increase his following.&lt;br /&gt;
&lt;br /&gt;
In the southern portion of Galdos there were two major groups of Dwarves.... one group that followed him religiously, and another who acknowledged his great talent, but declined to take part in the hype. This state of affairs grew in proportion until one day Fegall ascended to immortality and eventually godhood. His followers on the Prime Material Plane continued on his tradition as they do to this day.&lt;br /&gt;
&lt;br /&gt;
Over time, the followers of Fegall began to change. They were getting a little shorter, with more bulbous noses and a skinnier build in some cases. The change took a little over 1000 years, but eventually the dwarves of Fegall were no longer dwarven, but gnomish. Thus, the dominant race in southern Galdos was the gnome, although there were still a great many dwarves around who acknowledged Fegall but didn't follow him. These dwarves and gnomes were influenced by their new god in subtle ways. They became more outgoing, and industrious.&lt;br /&gt;
&lt;br /&gt;
The Church of Fegall and its dogma are not often in tandem with other philosophies and tenets of other gods. Fegall is the creator of the gnomes; however he also one of the gods of craftsmenship, but with a twist. Those who follow the other gods of crafting, like Gorethar, are of the mind that in a person's lifetime they are to excel at one single craft, and maybe a secondary one. Perfection is the key for them. Fegall's tenets do not include perfection, because it is the very imperfections of the world that they love to accentuate. A craftsman who follows Fegall is interested in learning as many crafts as he or she can in order to master the way of the entire world, rather than one single thing. That is the ideal anyway.&lt;br /&gt;
&lt;br /&gt;
Another oddity of Fegall's followers is that their pursuit of crafting often extends to the more &amp;quot;academic&amp;quot; arts as well, such as alchemy, scribing, or even enchanting and magic. This has bred some very apparently orderly and methodical followers of Fegall who may sometimes even pursue the ways of science, and sometimes technology in addition to the more traditional academics.&lt;br /&gt;
&lt;br /&gt;
Aside from his craftsmenship, Fegall is revered by all gnomes, or at least acknowledged by them as their creator. His center of worship is located in the nation of Deglos, however the Church of Fegall does not form any strict cohesive unit to speak of. Clerics of Fegall are often great craftsmen or academics in their own right, and although they see it as being very important to pass down their knowledge as Fegall did, there is no one Church-sanctioned way to do this. What often happens is that followers interested in learning a craft will flock to a cleric of Fegall who is regarded as an expert in that area. The cleric will collect these &amp;quot;disciples&amp;quot; around themself and they will organize into a &amp;quot;Guild&amp;quot;. In this case, the word &amp;quot;Guild&amp;quot; has the connotation of a crafting guild. This crafting guild may or may not be part of an official city's craft guild if there is one, and they often have no official connection to the headquarters of the Church. However, the Church does not mind at all, because they merely regard it as a normal function of their religion to form groups for passing knowledge.&lt;br /&gt;
==Hurine==&lt;br /&gt;
Alignment: LN&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Domain: Merchants, Trade&lt;br /&gt;
&lt;br /&gt;
Hurine is the patron goddess of merchants and business people. Often, those who deal in business matters will have a small statue of her somewhere in their shop or on their person when traveling. Though the majority of her worshippers are laymen who deal in some sort of mercantile trade, Hurine does have clerics and temples, though they are few.&lt;br /&gt;
&lt;br /&gt;
Hurine's temples can be lavish, though they are often small and unassuming. Normally, they act as small centers where business folk can come to ask for success and financial rescue. The clerics of Hurine are often seen as great financial advisors and shrewd dealers in all sorts of business, and many consult them for advice on these matters.&lt;br /&gt;
&lt;br /&gt;
Clerics of Hurine are easily recognized by their light colored robes with dark brown or golden trim. They are not quite as numerous as other clerics from the various churches, but it is generally easy to find at least one or two in any city. Larger cities tend to have greater numbers of them. In the southern part of Avlis, they are not as common as they are in the Seven Cities, and parts of The Kurathene Empire, though they can still be found.&lt;br /&gt;
==Senath==&lt;br /&gt;
Alignment: LN&lt;br /&gt;
&lt;br /&gt;
Worshipper's Alignment: Any lawful&lt;br /&gt;
&lt;br /&gt;
Area of Control: Strategy&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is *nothing* to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Senath is one of the more famous children of the god Toran, born during the Age of Peace after the Great War. As a coming-of-age gift, his father gave him domain over all that has to do with strategy. This was a very large undertaking for the young deity, and he took it very seriously, as his father knew he would.&lt;br /&gt;
&lt;br /&gt;
Senath sees strategy as being divided into different aspects. There is political strategy. There is martial strategy. There is natural strategy. And there is everyday social strategy encompassed by games of skill and normal colloquial interaction.&lt;br /&gt;
&lt;br /&gt;
Because of all of these areas, Senath claims a lot of followers from differing walks of life. He is thought to work through both inspiration and perseverance. A farmer gaining an idea about how to do better in his crop planting schedule, a politician working his way efficiently up the ranks, and a general who spots a flaw in his enemy's plan will all attribute thanks to Senath.&lt;br /&gt;
&lt;br /&gt;
The church of Senath promotes the use of strategy in any way it can. It brings its teachings to the world through games and competitions, and the priests of Senath can often be found hosting events in various communities that promote the use of strategy. They aren't usually concerned with the betterment of a community through strategy so much as they are concerned with the adoption of strategy for its own sake, whatever the outcome or reason.&lt;br /&gt;
&lt;br /&gt;
The church of Senath is not as geared towards war as that of Toran, however it does understand the need for it, and will often help with strategic matters when it can in these cases. Some of Senath's clerics are geared towards this career and take up instruction in matters of war. Others work only in political circles as advisors to nobles, though the priests rarely covet the power for themselves. Power is not the issue. Strategy is, after all. Senath uses the blue and silver colorings of his father, yet they are accompanied by black and white.&lt;br /&gt;
==Skern==&lt;br /&gt;
Alignment: N&lt;br /&gt;
&lt;br /&gt;
Worshipers' Alignment: N or CG&lt;br /&gt;
&lt;br /&gt;
Area of Control: Centaurs, Community, Natural Balances&lt;br /&gt;
&lt;br /&gt;
The lesser god Skern was born during a great time of conflict. It is said that his existence came about during the Fairy War, when O'Ma and Titania were fighting in the skies. Legend holds that blood from their wounds fell down onto the ground of Avlis and mingled. The divine energies in the blood took on a life of their-own when spread upon the soil, and they became the god Skern.&lt;br /&gt;
&lt;br /&gt;
The birth of Skern occurred in the middle of the fight between O'Ma and Titania. After his birth was complete, blood was still falling from the skies, and it was from this extra blood that Skern created his race of centaurs to roam Avlis.&lt;br /&gt;
&lt;br /&gt;
Skern and his centaur followers embrace the precepts of nature with reference to strong community ties and balance. They have strong feelings about the futility of the conflict between Titania and O'Ma, since they attribute their existence to both deities. It is almost like a child watching their mother and father fighting constantly. Their unique perspective on the fairy conflict allows them to have a very balanced and open point of view. &amp;quot;If it seems like a good idea, do it...&amp;quot; is the saying of the followers of Skern. Common sense is their greatest asset.&lt;br /&gt;
&lt;br /&gt;
Skern governs over clerical churches as well as druidic and monastic orders. These different organizations often interact favorably and they work to pursue balance in all communities, though especially in communities located in natural settings. The centaurs themselves can often be reclusive, however they are known to get concerned when balance is in jeopardy.&lt;br /&gt;
==Verossa==&lt;br /&gt;
Alignment: CE&lt;br /&gt;
&lt;br /&gt;
Worshippers Alignment: Any Chaotic&lt;br /&gt;
&lt;br /&gt;
Domain: Natural Destruction&lt;br /&gt;
&lt;br /&gt;
Verossa is the evil goddess of natural destruction. Like the other minor gods and goddesses, she controls a smaller aspect of the world, rather than being a proponent of a large philosophy.&lt;br /&gt;
&lt;br /&gt;
Wherever there is natural destruction of any kind, be it lightning, floods, storms, decay, fire, rain, snow, sleet, hail, there is the power of Verossa. It is this raw destructive power that she wields which attracts many evil power-hungry priests to her fold.&lt;br /&gt;
&lt;br /&gt;
Verossa can make both clerics and druids. Clerics and druids of Verossa must be chaotic evil, but all chaotic characters can appreciate the awesome destructive power of nature. Those that do will often acknowledge Verossa in a prayer before travel, mainly for the purpose of warding her off. Some primitive commoners will even sacrifice small animals to &amp;quot;appease&amp;quot; her before a journey. Travel is very important on Avlis since it is largely done on foot. So the common folk take the dangers of weather on a journey very seriously.&lt;br /&gt;
&lt;br /&gt;
Verossa is not exactly the goddess of weather because she doesn't have the ability to do NICE things with it. She only has limited control over the negative effects of it, in addition to any other kinds of non-weather related natural destructive effects. However, most of her abilities all lead back to bad weather.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;natural destruction&amp;quot; is up for semantic debate. Verossa seems to have a strict code followed by her &amp;quot;official&amp;quot; church. Un-natural destruction, i.e. murder and senseless harm is forbidden &amp;quot;officially&amp;quot;, but like in any religion there are extremists who take the law a bit far. Oddly enough these extremists, often druids, still get spells granted to them even when they take their definition of &amp;quot;natural destruction&amp;quot; a bit too far.&lt;br /&gt;
==Vorin==&lt;br /&gt;
Alignment: N&lt;br /&gt;
&lt;br /&gt;
Worshippers Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Area of Control: Knowledge and Information&lt;br /&gt;
&lt;br /&gt;
Vorin is the god who governs the free and total exchange of information. His monks and priests collect information wherever they can find it, and they either place it into libraries of their own for public use, or they take the information back to well-known storage places, like the Great Library of Mikona.&lt;br /&gt;
&lt;br /&gt;
Vorin governs knowledge and information in their truest sense, and he does not much care who gets his knowledge or information. When giving out information, his followers do not take into account personal dislike, or the danger of the information falling into the wrong hands. Their job is simply to make information available to whom-ever wants it.&lt;br /&gt;
&lt;br /&gt;
Most libraries serve as a temple to Vorin. Public donations and governmental aide are used to keep their establishments running, so it generally works out well for them since they don't need to only rely on their worshippers to donate money. In large cities they benefit from this fact immensely because there is much more money available for them, and they often make huge information repositories.&lt;br /&gt;
&lt;br /&gt;
The priests and monks who do not serve in libraries are usually out on journies to find items for study, or books for storage. They are seen by the church of Vorin to be a valuable asset because they increase Vorins knowledge base.&lt;br /&gt;
==Wilsash==&lt;br /&gt;
Alignment: NE&lt;br /&gt;
&lt;br /&gt;
Worshipper's Alignment: Any evil&lt;br /&gt;
&lt;br /&gt;
Domain: Moon, Nightmares&lt;br /&gt;
&lt;br /&gt;
On Avlis, dreams are thought closely linked to the moon and its cycles. This is true of most races and cultures.&lt;br /&gt;
&lt;br /&gt;
Wilsash is the governor of these cycles. He controls the moon and the application of dreams. The exact way in which he goes about doing this is a mystery. There seems to be no pattern to the moon and the dreams one can have. Sometimes they coincide well. Sometimes they don't.&lt;br /&gt;
&lt;br /&gt;
Only the mind of the god himself understands how and why they are linked. The people of the world are only able to pray to him and hope. Often they find themselves at his mercy. The priests of Wilsash all have theories on how the god governs the moon and nightmares together, and often they fight about this, forming factions. Some declare that the moon is needed for anyone to have any dreams at all. Others disagree and say that dreams can exist without the moon, but nightmares are dependent on its phases. Whatever the case, Wilsash is silent on the matter... as silent as the moon on a windless night. Some believe that he secretly revels in his church's infighting.&lt;br /&gt;
&lt;br /&gt;
All that is known for sure is that Wilsash does indeed control both nightmares and the moon. Whether they go together or not, or they are separate (much like Arcane Knowledge and Trickery), it is uncertain.&lt;br /&gt;
&lt;br /&gt;
Wilsash is known to be good friends with Xenon, god of lycanthropes. The two are often seen together, and their churches seem to get along well also.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Intermediate_Gods&amp;diff=2132</id>
		<title>Intermediate Gods</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Intermediate_Gods&amp;diff=2132"/>
		<updated>2005-04-16T15:41:36Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the dawn of the Age of Immortals, also referred to as the Age of Peace, tranquility settled once again across the planet's surface.&lt;br /&gt;
&lt;br /&gt;
The Fairy War had ended when the Orcs attacked the two warring Fairy Races, this ended the Fairy War and caused the Great War. As the Great War worsened, the dragons of Avlis came into the fray and almost immediately produced a standstill. Some say it was Mikon that brought the evil dragons to combat the good ones so that evil would not be eliminated. But whatever the truth may be, the standstill lasted up to the very point when the Orcish mages unleashed their massive invocation spell that destroyed every Orc mage on the planet, and countless members of all other races.&lt;br /&gt;
&lt;br /&gt;
This explosion was like a wakeup call. The stunned silence in its wake lasted almost 1000 years. This period of time is what is known as the Age of Immortals.&lt;br /&gt;
&lt;br /&gt;
Having no wars to fight on the planet gave the gods times for... other things. Thus, with the help of many of the powerful figures who arose as Immortals from the Great War, the gods multiplied. These unions brought about many gods of all levels of power and areas of control.&lt;br /&gt;
&lt;br /&gt;
==Andrinor==&lt;br /&gt;
Alignment: CN&lt;br /&gt;
&lt;br /&gt;
Worshipper's Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Domain: Arcane Mortal Magic&lt;br /&gt;
&lt;br /&gt;
Andrinor solely distributes and allocates the magic drawn from the Mortal Magic Vortex. Whenever a wizard, bard, or sorcerer casts a spell, they are drawing energy from the Mortal Magic Vortex according to his permission. The only exceptions to this rule are wizards, bards, or sorcerers who are of Immortal status and up. They have access to the God Magic Vortex, which Andrinor has no control over.&lt;br /&gt;
&lt;br /&gt;
Andrinor is often disorganized and unpredictable in his methods, however people of all races and alignments worship him out of necessity. Many enjoy it, while others feel grudgingly at his mercy. Either way, they are careful, as they should be. Magic is a delicate art and needs to be respected. Andrinor supports this notion and he will take great steps to secure it.&lt;br /&gt;
&lt;br /&gt;
Andrinor has clerics who perform devotions to him, but his church is very informal and not organized very heavily. Often his clerics are doubling as wizards or sorcerers, and seek to gain extra power from him by devoting themselves totally to his service. These individuals are granted cleric spells from Andrinor in the usual way, i.e. filtered through the God Magic Vortex.&lt;br /&gt;
==Angadar==&lt;br /&gt;
Alignment: LE&lt;br /&gt;
&lt;br /&gt;
Worshipper's Alignment: Any non-chaotic&lt;br /&gt;
&lt;br /&gt;
Area of Control: Drangonari Elves, Arcane Knowledge, Deceit, Trickery&lt;br /&gt;
&lt;br /&gt;
Angadar was originally the god of Arcane Knowledge only. Arcane knowledge is defined as any facts pertaining to magic spells, artifacts, items, people, places, deities, and other things. Casual followers of Angadar seek his knowledge for a number of reasons ranging from helpful to odious. However, the more serious followers of Angadar know that Arcane Knowledge, as Angadar sees it, is to be used as a weapon. &amp;quot;He who dies with the most knowledge... does not die.&amp;quot; That's the general motto of Angadar's faithful.&lt;br /&gt;
&lt;br /&gt;
A little more than fifty years ago, Angadar was involved with the death of the goddess Tianna, lover of Valok and former goddess of Deceit and Trickery. He was able to assume her mantle as a product of her death circumstances, and although Tianna's followers did not believe it at first (must be another one of her tricks), they eventually warmed up to Angadar. Consequently, it is not uncommon to hear his name uttered on the lips of a crafty cove, or bonafide liar.&lt;br /&gt;
&lt;br /&gt;
Angadar has a diverse population worshipping him. He created the race of Drangonari Elves as his own, and many associate him with them. However, he also has a great following among non-elven users of magic. Elven mages are often loathe to follow him. The union of Arcane Knowledge with Deceit and Trickery has enhanced Angadar's power and made him very dangerous. Knowledge is power, but Knowledge put to manipulative and deceitful use is just downright nasty. Devout followers of Angadar recognize the reason why Angadar is the god of Arcane Knowledge: obtaining power.&lt;br /&gt;
&lt;br /&gt;
Angadar is the patron of all those who seek power through gaining knowledge of magic and other arcane facts. As a mortal, Angadar worked very hard to amass as much power and magic as he could in order to advance himself. Becoming the most powerful spellcaster in history was always his goal, since his oppressive youth.&lt;br /&gt;
&lt;br /&gt;
On a personal level, Angadar was always extremely subtle and elegant in his dealings. Those who made deals with Angadar often found themselves fullfilling something they never meant to fullfil earlier. He always had ways of twisting the truth to his advantage. Thus, the mantle of deceit and trickery became something he eventually coveted from Tianna as a means to gain more power. Now that he is both lord of arcane knowledge, and deceit and trickery he is constantly finding new means to extend his influence among gods and mortals, be they wizards or not.&lt;br /&gt;
&lt;br /&gt;
Angadar's most popular followers tend to be greedy spellcasters and rogue's who are interested in serving him in return for a chance to sharpen their skills to gain power. However, Angadar only accepts those who are subtle and indirect in their methods. Chaos is not tolerated.&lt;br /&gt;
==Dagath==&lt;br /&gt;
Alignment: N&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Domain: Life, Death &amp;amp; Rebirth&lt;br /&gt;
&lt;br /&gt;
Dagath was born of a union of Mikon and one of his mortal followers. Because of the unusual nature of his parentage, he was born a god but had to watch his mother grow old and die eventually. However, he realized that when this happened, her soul went somewhere else and that she was in fact not obliterated, she was just changed and living somewhere else. All mortals shared this fate, and he soon became aware that all mortals are actually immortal and capable of rebirth.&lt;br /&gt;
&lt;br /&gt;
Thus he took on the mantle of Life, Death, and Rebirth. Political matters of nations and cities do not concern him as much as actual life and death itself. He oversees changes in life such as the birth of a baby, marriage, retirement, death, and even the afterlife. Sometimes his job is pleasant, and sometimes not.&lt;br /&gt;
&lt;br /&gt;
Because of the wide nature of his ethos, Dagath has all kinds of worshippers ranging from saintly to vile. He is one of the only gods who's worshipers can be of any alignment. His priesthood is divided into three orders that deal with his charge: The Order of Life, The Order of Death, and The Order of Rebirth.&lt;br /&gt;
&lt;br /&gt;
By and large, the Life clerics are good aligned, the death clerics are evil aligned, and the rebirth clerics are neutral aligned. They all have different ways of dealing with things, and sometimes they work together. For instance, if the Order of Life feels that a living being has been wrongfully killed, they will often enlist the Order of Death to take revenge for the killing. The Order of Rebirth is usually there to clean up the mess.&lt;br /&gt;
==Ingoren==&lt;br /&gt;
Alignment: N&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Domain: Sailors, Ocean&lt;br /&gt;
&lt;br /&gt;
There is no further information on Ingoren as of this writing.&lt;br /&gt;
==Mishlekh==&lt;br /&gt;
Alignment: CG&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: CG&lt;br /&gt;
&lt;br /&gt;
Domain: Wine&lt;br /&gt;
&lt;br /&gt;
Originally, it was thought that Mishlekh was a famous elven wine-maker who lived nearly two thousand years ago, and ascended to godhood through the grace of Dru'El for her service to elvenkind. However, it is now generally accepted as fact that Mishlekh was a Romini woman, whose fame grew among her own kind first, and then later spread to the elves.&lt;br /&gt;
&lt;br /&gt;
Mishlekh is still highly regarded by the Romini as the goddess who perfected the secrets of wine-making, and is now charged with the task of being the guardian of vineyards and the bringer of the grape harvest. Both the Romini and Elven followers of Mishlekh have carried her worship to all surface areas of Avlis, where she is now generally thought of as the goddess of Wine and all of the aspects of wine-making.&lt;br /&gt;
&lt;br /&gt;
In warmer parts of the continent, her worship is rigorous. There is a new grape crop every season, made up of different grape sub-species. Almost any vineyard or winery acts as a temple to Mishlekh, where her priests are charged with the task of producing the wine for all who would buy it. Some of these priests are travelling wine merchants, though they are often not openly introduced as holy men or women. More often than not, they do not flaunt their worship, and are simply happy to peddle wine to the far corners of the continent. Generally the organization of the church follows the structure of a winery, where the newly recruited initiates are pickers and growers. Working up the loose ranks, there are managers, administrators, and on the side, merchants. The hierarchy is not strict. It is just enough to efficiently grow and distribute wine, and to spread the appreciation of it wherever they can.&lt;br /&gt;
&lt;br /&gt;
The elven followers of Mishlekh often have very different fermentation techniques than their Romini counterparts, or any other later races who have taken up the manufacturing of wine under Mishlekh's guidance. These differences are celebrated, not belittled, however. Mishlekh is considered to be very tolerant of anything that is not ale.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Other_Greater_Gods&amp;diff=3676</id>
		<title>Other Greater Gods</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Other_Greater_Gods&amp;diff=3676"/>
		<updated>2005-04-16T15:32:27Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soon after attaining godhood, the nine greater gods got to work clearing out the infestation of tanar'ri on the planet. With peace settling across the land, and all the tanar'ri banished, the gods all found new homes on the outer plane that suited them best. Only Mikon stayed on the Prime Material Plane. The Supreme charged him with the responsibility of keeping the other gods where they belonged, unless they were needed on the Prime Material Plane to restore balance.&lt;br /&gt;
&lt;br /&gt;
This gave the gods a lot of time to think about creating races for themselves. Each god wanted to be the patron to its own race of beings that would spread about the planet as an extension of their own selves. The gods of good wanted to establish a unified world of peace where all the different races would work together in their goals. This sentiment was not shared by the evil gods, however. These gods each wanted their race to be dominant and enslave the other races, be it blatantly or in concept only. The six gods were squabbling over this point when the neutral gods stepped in and stated that every race should have the free will to establish what it wants. Mikon went on to suggest that they, being very new to godhood, should consult with some more experienced deities in order to find out how they dealt with this problem. Thinking this to be a sensible idea, each of the gods sought to find an older god that had similar ideals. Some of these greater gods, despite being worshipped mainly on other worlds, continue to have small followings in Avlis.&lt;br /&gt;
&lt;br /&gt;
==Blipdoolpoolp==&lt;br /&gt;
Alignment: NE&lt;br /&gt;
&lt;br /&gt;
Worshipped by: Any Sahuagin or Lizardman&lt;br /&gt;
&lt;br /&gt;
Domain: Sahuagin &amp;amp; Lizardmen&lt;br /&gt;
&lt;br /&gt;
Aarilax asked Blipdoolpoolp how he should handle the problem that the gods of good and neutrality had with his goals. Blipdoolpoolp suggested that Aarilax make a race that could adapt to the present conditions of the society around them. This would enable them to avoid the wrath of the neutral gods because they could choose to employ either law or chaos in their mission to corrupt the world, and accumulate power for themselves. At the same time though, the good gods would not be terribly enraged because his race would on occasion work with others to accomplish a goal. Lizardmen would be a wise choice for his race because they had the ability to further the goals of evil using either law or chaos on their own or with help. The lizardmen started a society of their own as soon as they were born. They also set out on foot to intermingle a little with the other races in order to gain some notoriety among their own people.&lt;br /&gt;
==Clangeddin==&lt;br /&gt;
Alignment: NG&lt;br /&gt;
&lt;br /&gt;
Worshipped by: Any Dwarf or Gnome&lt;br /&gt;
&lt;br /&gt;
Domain: Dwarves &amp;amp; Blacksmiths&lt;br /&gt;
&lt;br /&gt;
When deciding upon a race to make Gorethar enlisted the aid of Clangeddin the Dwarven god. Clangeddin told him that he should never fall prey to the imperfect ideals of others, and that he should create a race that will spread goodness and work hard, regardless of what the other gods and races would do. Taking this point further, Clangeddin went on to state that dwarves suited Gorethar's character the best, since they were so hardworking. He insured Gorethar that dwarves would work hard to spread goodness throughout the planet in an effort to make it a better place. So, taking Clangeddin's advice, Gorethar created dwarves in the same way he suggested. To show his gratitude and satisfaction with his new race, Gorethar allowed Clangeddin to teach the dwarven people craftsmanship, and to have a few priests of his own on Avlis. So, being the first race to walk Avlis, the dwarves quickly got started on improving their living conditions and philosophy before anyone else. They also spread out over a pretty sizable chunk of land.&lt;br /&gt;
==Corellon Larethian==&lt;br /&gt;
Alignment: CG&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any good&lt;br /&gt;
&lt;br /&gt;
Domain: Elves, Battle&lt;br /&gt;
&lt;br /&gt;
Corellon Larethian's council was sought by Dru'El so that he could ask the god what he should do. Corellon said that Dru'El should father a race of beings that were proud enough to stand up for themselves, and yet were kind-hearted enough to try to achieve a peaceful goal in the end. The god suggested that elves suited Dru'El best because they were not afraid to use force in order to preserve their goodness and their society, but at the same time they never sought out a fight. So, eager to try out his new abilities, Dru'El created two varieties of elves, the stunningly beautiful yet tremendously delicate ghost elves, and the tough, rustic, yet elegant Dru'Elian high elves. These proved to be two very successful creations. The two related races worked together and built beautiful cities in the forests. At the same time, they efficiently kept out any unwanted evil races. To show his thanks to Corellon Larethian, Dru'El offered some influence over the planet in return. The older Elven god gladly accepted some minor Elven followers among the elves of Avlis.&lt;br /&gt;
==Gruumsh==&lt;br /&gt;
Alignment: CE&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any evil&lt;br /&gt;
&lt;br /&gt;
Domain: Orcs&lt;br /&gt;
&lt;br /&gt;
Valok sought the aid of Gruumsh the Orc god. Valok wanted a race that would be good in a war of treachery, and at first he doubted the wisdom of Gruumsh's suggestion that he create Orcs to do his bidding. However, Gruumsh pointed out that if Valok were to imbue them with some intelligence, they would have the ability to form strategies and make large cities. This would enable them to corrupt and take over, just like Valok wanted. So, thinking this to be a commendable idea, Valok made Orcs with surprising amounts of intelligence and ambition. The newborn race settled itself on the east coast of the main continent on Avlis. It was not long before they figured out how to make raiding parties to destroy wandering beings, and how to control their own lands with a cruel justice system that suited their own purposes. This pleased Valok, and he thanked Gruumsh just as the two gods before him, by letting Gruumsh hold a few priests on Avlis.&lt;br /&gt;
==Ptah==&lt;br /&gt;
Alignment: N&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Domain: Travel&lt;br /&gt;
&lt;br /&gt;
Mikon found the aid of Ptah when he wanted to create a race. Ptah suggested that Mikon stick with humans because no other race had proved more balancing and wide-ranging as them. Ptah also pointed out that the humans would be more than willing to make the choice between good, evil, or neutrality. This would be a good example to the other gods on how their races should live. Seeing the wisdom in this, Mikon populated the world with humans in order to make a balance. The human race, being the most versatile yet, spread out over the entire planet. Many of them adopted the ways of the already existing races, while others invented their own new cultures.&lt;br /&gt;
==Titania==&lt;br /&gt;
Alignment: N&lt;br /&gt;
&lt;br /&gt;
Worshipped by: Any Fairy&lt;br /&gt;
&lt;br /&gt;
Domain: Titanian Fairies&lt;br /&gt;
&lt;br /&gt;
O'ma sought the aid of Titania the fairy goddess when he wanted to create a race. Titania said that no other race was as effective at working with others towards goodness and uncomplicated at the same time as the fairy races. O'ma liked this idea, but he did not like the fact that a lot of fairy races needed humanoids of other races to reproduce. He didn't want any of his races to be dependent on any other, so he imbued all of the fairy races with the ability to reproduce amongst themselves by making both males and females in every subspecies. Soon after, the planet was populated with nymphs, both male and female, as well as sylphs and dryads of both sexes, among others. Titania was outraged by this act because she thought that O'ma was criticizing her creations and upsetting a delicate balance in the reproduction of the other eight races. So, in order to set the balance right again, or at least sway it, Titania created some fairy races on a demiplane of her home that could not reproduce by themselves because they were only female, and some fairy races that were just like her old fairy creations, i.e. sprites, nixies, etc. She then gave the fairies the means to travel to Avlis magically by themselves, since she couldn't use her own magic to put them there by herself. Titania did this without permission, or the knowledge of O'ma. Not knowing what was going on, O'ma later granted Titania direct access to Avlis in order to ease her anger. The two fairy races existed in different places for a short while, each without the other's knowledge. O'ma's fairies fit well into the scheme of common goals of goodness that the three gods of good favored.&lt;br /&gt;
==Toblin==&lt;br /&gt;
Alignment: N&lt;br /&gt;
&lt;br /&gt;
Worshipped by: Any Dracon&lt;br /&gt;
&lt;br /&gt;
Domain: Dracon&lt;br /&gt;
&lt;br /&gt;
Toran journeyed around his new home plane to find a strange god that he remembered hearing about once when he was traveling around in his mortal days. Eventually, he found Toblin, who received him in a serious manner when Toran posed his question to him. Toblin told Toran that he would need a numerous, yet organized race that could lend aid to keeping order in the land so that the chaotic designs of some of the other gods would never come through. Toblin added that his own race, the Dracon, were well suited for this task because they performed well under pressure. So, Toran created the Dracon with the aid of his newfound friend, Toblin. And so, because of Toran's gratitude towards Toblin, he was allowed to hold priests on Avlis. The Dracon, took well to their new land, and in a very orderly fashion, they set about creating a lifestyle for themselves.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Pg:The_Nine_Major_Gods&amp;diff=1547</id>
		<title>Pg:The Nine Major Gods</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Pg:The_Nine_Major_Gods&amp;diff=1547"/>
		<updated>2005-04-16T15:27:24Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The nine major gods were all once humans from another plane who attained godhood upon touching an artifact in Avlis called the Eternal Spark, and thus became Avlis' first indigenous deities. Each god's alignment corresponds to one of the nine AD&amp;amp;D alignments, and each god is the patron deity of a race he created on Avlis to worship him.&lt;br /&gt;
==Gorethar==&lt;br /&gt;
Alignment: LG&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: LG&lt;br /&gt;
&lt;br /&gt;
Domain: Dwarves, Craftsmen, Warriors of Goodness&lt;br /&gt;
&lt;br /&gt;
The creator of the dwarves stresses virtue through hard work. Evil must be contained or destroyed at all costs. The world is meant to be orderly and productive.&lt;br /&gt;
==O'Ma==&lt;br /&gt;
Alignment: NG&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any good&lt;br /&gt;
&lt;br /&gt;
Domain: Fairy Races &amp;amp; Forests&lt;br /&gt;
&lt;br /&gt;
Catering to the greater good is the main precept of the master of the fairy races. Actions may not be blatantly good or evil at first. It may take some time for their results to become evident, but once it is known where the results stand, action must be taken.&lt;br /&gt;
==Dru'El==&lt;br /&gt;
Alignment: CG&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: NG &amp;amp; CG&lt;br /&gt;
&lt;br /&gt;
Domain: Elves &amp;amp; Nature&lt;br /&gt;
&lt;br /&gt;
Goodness does not necessarily mean zealousness or apathy, or order. The god of the elves believes that rules can sometimes get in the way of what's really good. Breaking a rule for this reason is not such a bad thing. The world should look out for the little guy and not let legality interfere.&lt;br /&gt;
==Toran==&lt;br /&gt;
Alignment: LN&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: LN&lt;br /&gt;
&lt;br /&gt;
Domain: Dracon &amp;amp; Soldiers&lt;br /&gt;
&lt;br /&gt;
War, evil, or even peace and goodness do not really concern the creator of the Dracon. His message is one of order. If everyone can go about their business in an orderly way, things will run much smoothly, whether they are wars, or good deeds. Absolute discipline is the key.&lt;br /&gt;
==Mikon==&lt;br /&gt;
Alignment: N&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Domain: Humans &amp;amp; Balance&lt;br /&gt;
&lt;br /&gt;
When Mikon wanted to create a race for himself, he was undecided. With the help of an older god named Ptah, he decided to create humans. Unlike the other races, the humans would not be forced to believe as he did. Instead, they would be given the right to choose their own destiny and way of thinking. If they chose to follow his laws of Balance so be it, if not then it is all for the best.&lt;br /&gt;
&lt;br /&gt;
According to Mikon, everyone has the right to choose their own path in life. Too much of any extreme is unpleasant to Mikon. He dislikes any who are too good or too evil, as well as any who are too rich or too poor. He will often help the poor to bring them out of their hole, but not so much that they are no longer struggling. His actions against the rich.... they are undocumented.&lt;br /&gt;
==Forian==&lt;br /&gt;
Alignment: CN&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: CN&lt;br /&gt;
&lt;br /&gt;
Domain: Changelings, Chaos&lt;br /&gt;
&lt;br /&gt;
Um, 42, yeah that's it. 42. That's the answer to everything. Remember that, and you'll be fine. Now good. Always remember 42. Or was it 52?&lt;br /&gt;
==Valok==&lt;br /&gt;
Alignment: LE&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: Any Lawful&lt;br /&gt;
&lt;br /&gt;
Domain: Orcs, Politics &amp;amp; Intrigue&lt;br /&gt;
&lt;br /&gt;
Orcs were created by Valok in a different manner than orcs from other worlds. They follow his mindset in that it's ok to get what you want, but don't make people hate you in the process and having friends can be very helpful for getting what you want later. Now, if someone screws you over, by all means, 'take care of them' but not in public! Ideally, we can all get along with everyone else if only they just wouldn't get in our way. We don't want to destroy them. We just want to win as much as we can.&lt;br /&gt;
==Aarilax==&lt;br /&gt;
Alignment: NE&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: NE&lt;br /&gt;
&lt;br /&gt;
Domain: Murder, Lizard Men &amp;amp; Sahuagin&lt;br /&gt;
&lt;br /&gt;
Lizard folk and sahuagin tend to follow their creator, Aarilax. Getting what you want is essential. You may have to work with others to get it, or then again, you may have to eat them. He doesn't care if anyone else exists or not, so long as he can get what he wants. This does not necessarily have to involve hurting everyone in sight, but it could.&lt;br /&gt;
==Maleki==&lt;br /&gt;
Alignment: CE&lt;br /&gt;
&lt;br /&gt;
Worshippers' Alignment: CE&lt;br /&gt;
&lt;br /&gt;
Domain: Giant-Kin, Hatred, Slaughter &amp;amp; Disease&lt;br /&gt;
&lt;br /&gt;
The god of ogres and giant-kin is pure evil, and so are his followers. Organization is not a concern. Taking what you want is a concern. If it's given freely, good. If it needs to be taken by force, better. Working with others is tough, but can be done in a pinch.... stupidity is only a trait of SOME of the giant-kin specimens. For the intelligent ones, subtle means are key.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Underdark&amp;diff=619</id>
		<title>Underdark</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Underdark&amp;diff=619"/>
		<updated>2005-04-09T18:26:07Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago when the planet was formed, great torrents of magma formed tubes under the surface of the planet, which still persist to this day. Since that time, these tubes have been expanded, altered, and deepened by various forces and races who have passed through them. In fact, it is through these very passages that the nine original warriors of old fled from the terrible force of the newly deified Negerai, and it is far down in these passages where the heroes uncovered the secrets set there by the Supreme itself, which resulted in their ascensions.&lt;br /&gt;
&lt;br /&gt;
Though it is not widely known, these tunnels and lava tubes played an important role in the evolution of Avlis, and in its continued existence to this day as we know it. Long ago, when the newly ascended heroes were battling the evil Negerai, a mysterious and lowly minion of the Abyss stumbled upon a great artifact there. This wretched and disgusting Dretch would go on to shape the history of Avlis upon finding this artifact: the Black Dagger. Forged by The Supreme as a tool to work in concert with the Eternal Spark used to create the planet itself, the Black Dagger appears as a normal double-edged fighting knife, except that the metal comprising it is of the deepest black of night, with a hue of red. The covering of the handle is made from an unknown hide, which some say may be skin flayed from The Supreme's own body. Further details of the weapon are only speculative, for no mortal has ever laid eyes on it, yet the physical properties of the dagger are not the most crucial ones. Upon finding this object and wielding it, Kimonicticus, a lowly Tanar'ri, transformed himself into a powerful destructive force, and immediately involved himself in the battle raging above him.&lt;br /&gt;
&lt;br /&gt;
The stalemate waged between the nine gods fighting on the side of The Supreme and the devious and malicious Negerai deity could not be broken due to the inability of a god to slay another god of equal stature. As all the participants in the battle were of equal stature, no progress could be made until a deciding factor entered the fray: the Black Dagger. Kimonicticus somehow knew this. Whether he was counseled (or even threatened) by The Supreme is not known, but what is known is that Kimonicticus turned the awesome destructive power of the Black Dagger on the Negerai god, destroying him utterly. The events immediately following this decisive blow are not known precisely, however it is deduced that he halted his attacks once the Negerai was vanquished, and somehow lost possession of the artifact. Many scholars presume that the very last intervention of The Supreme on Avlis was to remove the Black Dagger from Kimonicticus, hiding it once more where it will not be found.&lt;br /&gt;
&lt;br /&gt;
However, the saga of Avlis' creation myth did not end there. It continued. Though Kimonicticus was a demon and therefore immortal, using such a powerful destructive item caused great changes to him. He was no longer a weakling Dretch, or a groveling slimy lackey. He was something more. The power exhibited by the Dretch after wielding the Black Dagger was staggering, but not impossible to overcome, and some of the more goodly gods of Avlis contemplated destroying Kimonicticus. As the new gods were creating the necessary minions and races to do the job, Mikon chased the altered Dretch down deep below the surface of Avlis in order to clear the way for the new lives to come. It was during this episode of containing the Dretch's power that Mikon discovered a terrible secret. The essence of Kimonicticus was joined with the Black Dagger. It seemed that by using the artifact, the demon became integrally connected to it. Though the artifact itself was indestructible, Kimonicticus was not. Destroying him would be akin to destroying the Black Dagger itself, which was an integral part of the universe where the planet existed. This destruction would not only mean the end of the world, but also the end of the gods themselves, so soon after they were just created.&lt;br /&gt;
&lt;br /&gt;
Deeply distressed, Mikon brought this information to his eight counterparts. They could not allow Kimonicticus to roam free, nor could they allow themselves to be destroyed. With these two points in mind, the nine gods attempted to transform Kimonicticus into a deity in order that he would be harder to destroy. They failed. The creature's essence was not amenable to godhood, for it was composed of a higher essence than godhood. Then Toran, purveyor of Law and Order, came up with another proposition. He suggested that they create guardians to watch over Kimonicticus instead. These guardians would have to be either numerous or powerful, maybe even divine. Valok pointed out that creating more gods was what started their whole predicament in the first place, and making even more of them after that was not the way to solve it. The wise and goodly deity named Gorethar agreed with Valok's sentiment, and proposed that each god take some of their mortal creations and set them down below the ground to guard Kimonicticus, but none of the other deities were willing to create versions of their races to live underground as Gorethar's dwarves did innately, except Mikon. He decreed that this idea would go into effect, and he moved some of his newly created Romini-folk to the vicinity south of Kimonicticus' Underdark lands, charging them to guard the creature from harm for eternity. Gorethar did the same with his dwarven-folk. He set a number of them to guard Kimonicticus from the north, and the matter was considered settled.&lt;br /&gt;
&lt;br /&gt;
The humans and dwarves created by Mikon and Gorethar to guard Kimonicticus' life for the safety of all Avlis quickly settled into an underground stewardship routine. Though the earlier members of these peoples were not particularly grateful for the task they had been given, they accepted it duly as the will of their creators. Over time, as the generations progressed, the task was taken for granted, as was the lifestyle, and they complained no longer. In fact, the two peoples began to develop their own special relationship with Kimonicticus. Though they were charged with guarding him, their gods never accounted for the fact that they might also benefit from his existence, and benefit they did. Kimonicticus taught these human and dwarven inhabitants about the culture of the Tanar'ri, and of the lust for power and glory. He slowly seduced them to take over more lands within the Underdark not for their own population needs, but for his pleasure alone. This seduction became complete within no more than ten human generations, and by that time, Mikon and Gorethar were completely forgotten by these peoples. They no longer guarded Kimonicticus because of an order from a god they no longer knew, but out of love and fear for their new patriarch and leader. Though Gorethar and Mikon were saddened by this development, they decided that the task was still being performed adequately and they would leave their creations alone to their own devices. However, around the same time of this abandonment another problem arose.&lt;br /&gt;
==The Demonspawn Wars==&lt;br /&gt;
(300 years before the end of The Great War)&lt;br /&gt;
&lt;br /&gt;
When any Tanar'ri is summoned to the Prime Material Plane, they often possess the ability to gate in some companions to accompany them in their mischief. Those companions are then able to gate in more companions who are in turn able to do the same, and so on. Entire worlds and planes of existence have been overrun with Tanar'ri in this matter, just as Avlis had been back in the days of the Negerai.&lt;br /&gt;
&lt;br /&gt;
Kimonicticus was no longer an average Tanar'ri. Not only was he now extremely powerful, but he was also no longer a denizen of the Outer Planes. His interaction with the Black Dagger rendered him tied to the Prime Material Plane forever, and specifically to Avlis. For a demon, this is an advantage because it means it no longer suffers the detriments of an outsider, and Kimonicticus used this fact to his full advantage. Soon after taking up residency permanently on Avlis through his earlier defeat of the Negerai, the new demon lord brought in three lieutenants for himself from the Abyss. They were glabrezou demons of moderate power named Sharistracterus, Alifanitax, and Kuthos.&lt;br /&gt;
&lt;br /&gt;
These lieutenants acted as liaisons between Kimonicticus and his newly attained human and dwarven followers. They also created the first waves of newly imported demons from the Abyss to populate the nearby Underdark. In all respects, these three were vital to Kimonicticus' plans, and he took special measures to ensure their power, safety, and effectiveness under his control. With the help of some of his human mage followers, Kimonicticus concocted a way to extract a tiny amount of his Black Dagger essence and inject it into his three lieutenants, thereby rendering them with the same prime material planar residential status which he possessed. These lieutenants now formed a powerbase in concert with the mortal followers that 'guarded' him, and the newly gated in Tanar'ri which were being brought in by the hundreds each night.&lt;br /&gt;
&lt;br /&gt;
As Kimonicticus' might increased, so did his ambitions. The first group to fall victim to his cruel onslaught were an ancient group of dwarves living in Southern Galdos, just beyond the borders of what was becoming the nation of T'Nanshi. The sheer volume of the attack coming from the amassed group of human, dwarf, and demon contingents quickly overwhelmed the unsuspecting galdokin, crushing them to dust. The momentum of that charge left Kimonicticus with most of southern Galdos under his control before the dwarven nation could mount a coherent response. Only the brave actions of a very young dwarven hero named Fegall stopped them in their tracks on that front. Nevertheless, the effectiveness of the Tanar'ri's advance was great, for he used this battle as a diversion for his second onslaught against the rapidly coalescing tribes of humans in the south. The evil human followers of Kimonicticus were very different from their surface counterparts by now. They had not lived under the sun in generations, and there were occasional incidents of inbreeding with the Tanar'ri along the way. These humans, who called themselves the Vasharans, were more cruel and less compassionate than their Romini ancestors. When they attacked the humans in the southlands, a great confusion erupted around the battle, which the Vasharans capitalized on to slaughter many of them and secured many areas of the future nation of M'Chek.&lt;br /&gt;
&lt;br /&gt;
This war raged above ground and below ground for 75 years. The gods Mikon and Gorethar brought some of their agents into the fray for aid. The celestial archons of Gorethar and the Mikonators of Mikon were eventually able to turn the tide of the battle before it became unstoppable. Many human and dwarven tribes were wiped out in this war, and by the end of it, there were few left in the southlands to rebuild. However, eventually, Kimonicticus and his lieutenants were chased back down into the planet's underbelly where they remain to this day.&lt;br /&gt;
&lt;br /&gt;
As a final measure, Mikon imbued several groups of commandos with the power to find Kimonicticus and his lieutenants and remove their ability to bring in more denizens from the Abyss to this plane. The rest of the work of cleaning up the remaining loose Tanar'ri leftovers would continue for some time afterward.&lt;br /&gt;
==Middle History of the Underdark==&lt;br /&gt;
After his startling defeat, Kimonictinus retreated back into the Underdark to rebuild his holdings. His Vasharan and dwarven contingents were stung by the blows inflicted on them by their surface counterparts, and some of them slowly grew bitter over the outcome of the battle. They were not the only ones. The lieutenants of Kimonicticus were also pointing their fingers (and claws) of blame at him. For years, the tensions between them and their cohorts simmered, but it was Kuthos who struck first.&lt;br /&gt;
&lt;br /&gt;
In the largest Underdark upheaval of its time, the glabrezou lieutenant named Kuthos suddenly rose up in his deep Underdark city of Demon's Teeth and sent his followers to unseat the ruling underlings of Kimonicticus. Within a day, the city was under his control and the followers of Kimonicticus were decimated in that area. From his stronghold and resident city of Ka-Kimon, Kimonicticus immediately launched an attack to liberate his lost holding, however, once blood is spilled, the sharks in the area always exploit the weakness. Sharistracterus and Alifanitax immediately revolted in their own cities, turning them upside down. This left Kimonicticus in a bad position.&lt;br /&gt;
&lt;br /&gt;
The resulting battles between the demon and his lieutenants lasted for more than twenty years. As the Great War was reaching its climax on the surface, so too was the battle of the brethren ending. In its wake, Kimonicticus was forced to retreat back to Ka-Kimon, though he had scored a victory in killing one lieutenant, Alifanitax, and taking back his Black Dagger essence from him in the process. The other two lieutenants were now lords of their own dominions.&lt;br /&gt;
&lt;br /&gt;
An uneasy peace settled below the ground, though it was punctuated by constant feints and bids for power. As the gods of the surface multiplied above, the demon lords below also began to gather followers. Their exploits turned to legend, as the deeds of the powerful often do. The dwarven folk, now called the Kharakuro, began to construct stone temples to their demon lord kings, and the Vasharans began to bestow offerings to these kings within these temples. Slowly, as the respective societies coalesced under each living demon king, they began to grow in power more than ever before.... but they were not able to attain godhood. This puzzled them for ages, and some scholars of the underworld finally construed that it was their Black Dagger essence that prevented their ascensions. Though they were not gods, these demon kings were still god-like. They were immortal in every sense, and more. As their worshippers grew, they were able to bestow spells on their clerics, much as a god would. It is rumored that occasionally they could even split their presence and do two tasks at once, as a god can. But as they were about to find out, they were not completely deific in every sense.&lt;br /&gt;
==The Spawn of Alifanitax==&lt;br /&gt;
Of all the lieutenants, Alifanitax was the most hedonistic. He reveled in physical pleasures much more than his counterparts. Among his holdings were harems holding thousands of women from both the Vasharan and Kharakuro races. Hapless adventurers of still other races were also found among his keep. Because of this, Alifanitax begot many minor children, many of whom he devoured soon after birth, though there were many that survived.&lt;br /&gt;
&lt;br /&gt;
Quite a few of his cambion offspring managed to carve out small kingdoms of their own deep in the Underdark. They pieced together societies made up of whatever inhabitants they could find. Most were of Vasharan and Kharakuro origin, though others were made up of goblinoid and even a few orcish races, and mixtures thereof. One cambion in particular rose to a level of power where he believed he may be able to avenge his father and steal the essence of Kimonicticus for himself. His name was Galatanix. It was well known that the more essence a demon king possesses, the more power he is able to convey on his followers, and the more magic he is able to wield himself. He knew very well that he could not challenge Kimonicticus directly, but he did discover a secret which he believed the demon king did not know: the offspring of Alifanitax possess small amounts of essense of their own, passed down from their father. Ironically, Galatanix believed that the very reason why his father lost his battle to Kimonicticus was because he unwittingly diluted his essence by having so many offspring. It was his undoing. Galatanix was determined to use what little essence he had to gain more and eventually unseat Kimonicticus and take his place. Through the murdering of his kin, Galatanix gathered essence slowly over time to the point where he too became a figure to contend with. His followers regaled him with temples and offerings, and soon enough, he too was granting spells to his loyal faithful.&lt;br /&gt;
&lt;br /&gt;
The battle that ensued was fierce, but fruitless. Galatanix was summarily killed by Kimonicticus for his affront, and instead of taking essence from the high demon king, the reverse happened. Kimonicticus' position was strengthened, and Galatanix's clerics were disempowered. Still, it was not enough power for him to completely unseat his two remaining foes, and as time went on, the sweetness of his victory became less, as other contenders challenged him.&lt;br /&gt;
&lt;br /&gt;
And so the Underdark of Avlis settled down into a steady din of inter-demon-king intrigue and war which would last a thousand years.&lt;br /&gt;
&lt;br /&gt;
For many seasons, life in the Underdark settled down into a steady interplay of cat and mouse between the remaining offspring of Alifanitax and the other Demon Lords. Two centuries after the great explosion on the surface nearly devastated the entire planet, the world below had gained many new local vasharan and kharakuro kings. Some were loyal to one of the demon lords, while others were striking it out on their own to pursue dreams of absolute power.&lt;br /&gt;
&lt;br /&gt;
At this time, the cruel and twisted balance of the Underdark was nearly rent to pieces by some new additions to the dance.&lt;br /&gt;
==The Legend of the Mind-Bender and the Eye Beast==&lt;br /&gt;
No one is certain of the validity of this tale, but it starts out beyond the stars where races unseen by any on Avlis partake of their own struggles for survival and conquest. Out there, a war was raging between two powerful kinds of creatures. It is said that one damp evening, a cleric of Yustriciana, one of Alifanitax's powerful remaining daughters, was journeying through a large cavern on a pilgrimage to pay homage to her matron personally. According to the account of this cleric, the cavern had a very high ceiling, which she could not see when standing on the stalagmite-ridden floor. It was up in this giant expanse of blackness that a blinding flash of light appeared, and shortly after that, an explosion. Dropping out of the tumult were two large shapes made of some mixture of wood, metal, and materials which the priestess had no clue about. One shape was roughly spherical, and about the diameter of a nobleman's sleeping chamber. The other shape was smooth with tendril-like appendages concentrated mostly near the front of the object. It too was mostly comprised of wood and metal, with yet some other weird and unidentifiable substances. As they streaked out of the explosion, it could be seen that both objects appeared to be on fire, and they seemed as if they might be entangled with one another. Taking cover behind an especially large stalagmite, the priestess braced herself against the damp lichen-covered rock as best she could and prepared for a nearby impact. Almost instantly after that, the two objects hit the ground, spraying bits of rock and debris everywhere as they further entangled with one another and skidded to a stop among a pile of broken rock formations.&lt;br /&gt;
&lt;br /&gt;
Though the light from the fire hurt her eyes. the priestess could see that the objects were some sort of vessel, and that there appeared to be one creature exiting each one. The first creature was hideous to her eyes. It was tall and lean, with sickly grey skin and tentacles where its mouth should be. This individual was badly burnt and stumbling slightly as it emerged. From the second vessel, an even more grotesque creature alighted... or rather floated to a position closer to the ground and away from its vessel. The creature had many eyes. Some were on stalks that protruded out of its purplish sphere-like body. One large eye was in the center, just above a mouth full of razor sharp teeth. This creature seemed a little less wounded, but the expression in its eyes, if she could accurately tell, was exhausted. Not knowing what to do, the priestess checked to make sure she was well hidden. She thought about asking for Yustriciana's aide to make her invisible, but something told her not to try. It was probably safer to just remain where she was. So she turned her attention back to these curiously hideous lifeforms before her.&lt;br /&gt;
&lt;br /&gt;
It was immediately recognizable that the two creatures were not allies. In fact, upon exiting their vessels, they appeared to engage in combat among the smoldering metal and burning wood debris. Many kinds of powerful magics flew from the eye beast. The tentacled one was quick on his feat, and he had some sort of power of his own that had some kind of strange impact on the eye beast, but the priestess could not identify it. Before long, the battle was at a standstill. It was not clear which creature would vanquish the other. About that time, there was a noise from across the cavern. It sounded like the scraping of metal boots on stone as they walked in unison. The fighting creatures heard it too, but by the time they figured out what it might be, it was too late. From the very side tunnel which the priestess was supposed to pass through on her way to her matron emerged a troop of kharakuro. They were very obviously a patrol from the local city militia which was sent to check out the noise. When they saw the two creatures, their squad took a step back, once again in unison. The eye beast and the tentacled one stopped fighting and turned to the kharakuro defensively. Tentacles and eyestalks twitched. Fingers brushed drawn weapons. The situation was tense.&lt;br /&gt;
&lt;br /&gt;
Then the gates of the planes of evil opened up figuratively as the kharakuro sprung to attack. According to the priestess, it was a messy ordeal. Some of the soldiers froze in place, turned to stone. Some died on the spot with no visible wounds. Others were pierced by powerful evocation magics. Some just broke down and cried before being cut down or eaten by the tentacled one. In fact, most of the ones that were crying and becoming dazed were the ones nearest to the tentacled creature. The priestess surmised that he must have power over the mind, judging by these effects.&lt;br /&gt;
&lt;br /&gt;
The battle seemed like it raged for hours, but in reality it was no more than a couple of minutes. All the soldiers were dead, and the two creatures looked slighly more battered than when they landed. As they turned back to face each other, the scenario repeated itself almost as from a dream. Through another exit tunnel, another troop of kharakuro soldiers poured in to the sounds of scraping metal boots. Upon seeing their dead comrades there was much confused grumbling which quickly turned into blind berserking rage, and once again the battle was on. Fighting alongside one another, the two creatures dispatched this group as well, but this time it was obvious that the fight had taken a toll on them. Speaking to the mind-bender, the eye beast conveyed some message which the priestess had no comprehension. The mind bender nodded, and the two beings walked off together through another tunnel to the east.&lt;br /&gt;
&lt;br /&gt;
Years later, the priestess had nearly forgotten the ordeal after she reported her account to her superiors. The blissfull forgetfullness of the incident was broken, however, during a campaign her city was waging against the local followers of Kimonictinus in a nearby city. In one particularly ugly battle, the priestess was asked to remain behind to guard her home temple while the fighting was underway not more than a few leagues from her location. Though she did not admit it freely, the priestess counted herself lucky, for it meant that she would get to live another easy day without being asked to risk her life in a war. This was her error however. During the second quiet night of the campaign, the western side tunnel was suddenly aglow with the pulse of magic. The guards stationed at the post were immediately incinerated, as tens of eye beasts began to pour out of the opening. The priestess was horrified. The one had become many, or perhaps had summoned his friends. Such a concept was not unknown to her. Taking up her weapon from the sacrificial altar, the priestess resigned herself to fight these intruders to her city as ordered. However, as soon as the temple guard was mounting up to fight, another horror poured from the opposite tunnel entrance. Her heart sunk as she hoped that it was not what she thought, but the hope died instantly. Mind benders by the score were coming out of that tunnel, and in front of them were the city's own soldiers, which gave her some relief.&lt;br /&gt;
&lt;br /&gt;
That relief was also short-lived, for she noticed that the soldiers had their backs to the mind benders and they began to attack the gate guards!&lt;br /&gt;
&lt;br /&gt;
The account of what happened after that is not complete. It was quickly apparent that the eye beasts and the mind benders were fighting over the city. Each race meant to take it for themselves. This meant disaster for all who were not aligned with one of them, which was everyone in the settlement. The priestess survived the ordeal by fleeing through a secret tunnel below the temple just as the two armies of creatures converged on it, but before she left she could have sworn she got a glimpse of two enemies, one eye beast and one mind bender, facing each other across the atrium of the temple for a brief moment before turning away from one another to go fight in another part of the city.&lt;br /&gt;
==The Invader Period==&lt;br /&gt;
This tale marked the beginning of a time in the underdark where the illithids and beholders began to make their mark. Though there were never many of them present, it was apparent that at least one or two garrisons of the things were occupying pieces of the underdark as part of some unknown conflict between them. The native denizens struck quite a few victories against them once they learned to adapt to their fighting techniques, but each time their numbers would be depleted, they would suddenly surge again. To this day, the mystery remains unsolved, but the denizens fight on.&lt;br /&gt;
&lt;br /&gt;
For the next 1800 years, the Underdark is full of tales depicting the minor (and some major) skirmishes between all of these factions. For the large part, the grand scheme did not change. Some offspring of Alifanitax would be killed. Some new cambions, vasharans, kharakuros, or other planar denizens would gain small holdings and underground kingdoms, only to have them ripped apart. Through it all, there was little change in the status quo until the beginning of the T'Nanshi-M'Chek War. It was at this time that the Sereg'wethrin moved down into the Underdark. Through their breeding programs and training, they quickly carved out a strong underground fortress, and as their population quickly expanded over the next fifty years, they created three new cities. These cities served strategic functions to guard against the other races of the Underdark, but they also served as trading posts. Once the Sereg'wethrin were &amp;quot;betrayed&amp;quot; by the Nanshilae, they needed to find a new source of sustenance and commerce, and the races of the Underdark were able to provide this, and still do to this day.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Tyedu&amp;diff=5112</id>
		<title>Tyedu</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Tyedu&amp;diff=5112"/>
		<updated>2005-04-09T18:15:22Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located on the farthest northern reaches of Avlis' main continent, Tyedu is a snowy tundra populated by creatures who have adapted to a fierce way of life as a means of survival. The snowy expanse of this nation is dotted by all manner of cold-loving creatures, though it is also home to what is legendarily reputed to be a divine-blooded race of humans. Though they look much the same as normal humans, the &amp;quot;Spirit-kin&amp;quot;, as they call themselves, are often very well built and of strong stock. Most will point out that they are this way because their harsh environment selects only for the strongest of individuals to go on to reproduce, however the Spirit-kin tell a different story:&lt;br /&gt;
&lt;br /&gt;
Long long ago, when the gods were newly made and there were no people on Avlis to speak of, a war broke out. A great creature of infinite evil was in conflict with nine warrior gods, and the whole planet shook as they battled overhead. Day after day they would ascend to the sky to engage in deadly combat, and night after night blood would rain down onto the ground as the gods retreated to heal their wounds. Though no mortal creatures suffered from this incessant skirmishing, there were many spirits who roamed the land back then, and they were paying a heavy price. Large numbers of them were consumed in the fray and wiped out forever.&lt;br /&gt;
&lt;br /&gt;
It is told that one of the warrior gods involved in the fighting was a man of balance and equity who participated just as viciously against the Great Evil, as the other gods for such was its power. On one particular night, the god descended on the spirits living in the northland. He had come to regenerate his wounds incurred from the day's battles, and he brought with him many attendants, his own creations. These attendants were beautiful beings that called themselves &amp;quot;Mikonators&amp;quot;. Always standing over seven feet tall, their powerfully muscled frames supported large feathery gray wings that protruded from their backs. Both the male and female varieties of Mikonator were equally elegant and regal. The Mikonators lived only to serve this god, and he had created many of them for that task.&lt;br /&gt;
&lt;br /&gt;
On this night, when the god descended with his troop, he sent some of his Mikonators out among the spirits in the area to protect them. He knew that landing in this area would almost assuredly bring annihilation to the spirits the next day, for he would almost certainly be attacked right there on that spot by the Great Evil. Thus charged with the task of defending the spirits, the Mikonators held their position in the morning when the god rose to do battle... but he never came back for them.&lt;br /&gt;
&lt;br /&gt;
Many of the pairs were annihilated the next day, but some survived. Obeying their master, the Mikonators that remained never left their spirit companions, and slowly over time they became very close to each other. Many of them created offspring through their unions. These offspring were enchantingly beautiful and possessed great power, though they were not technically divine as a full god would be. Over the ages, these offspring wandered the northern land that was their home, never desiring to stray far from their parents. In time, most of the original spirits perished in one way or another through various mishaps and conflicts, such as the Great War which came long after. But gradually, the ever expanding human population of Avlis reached that area from the land that is now called The Kurathene Empire and they made it their home.&lt;br /&gt;
&lt;br /&gt;
These humans encountered the offspring of the Mikonators and the spirits, and they were awed by them. Many of these offspring are still worshipped as gods by the humans even to this day. The other gods of the world are largely forgotten there, for they never took interest in that land. Why should the people there give them anything at all? By the same token, the spirits adopted the humans, and over another long period they too interbred with the inhabitants, producing the Sprit-kin of today.&lt;br /&gt;
&lt;br /&gt;
This superstitious folk are very loyal to their local spirit, whom they venerate as a god in all respects. Some of the Mikonator-Spirit offspring of the area who influence a large number of Spirit-kin can feel the effects of having many worshippers, and some have ascended to minor godhood in their own right. Though these spirit-gods may rule over different areas or geographical features, such as rivers, mountains, or a stretch of plains here and there, they all acknowledge the hard lifestyle that their followers live, and they demand that everyone stay fit and strong. All of these spirit-gods have that in common, though their actual philosophies can vary greatly.&lt;br /&gt;
&lt;br /&gt;
Whenever there is a small harsh area with a lot of inhabitants trying to survive, there is inevitably conflict among them. The spirit-gods also know this and they allow it, for it makes their people stronger. Spirit-kin who follow the same spirit-god and live in the same general area are often regarded as tribes. Their actual style of government may vary. Some may have a council of elders, and some may have a hereditary chief. But all conduct business with their neighboring tribes in order to spread their resources around most efficiently to ensure survival of their unit. Some tribes will live near water and trade fish for fur. Others will hunt a specific type of animal and trade the meet and furs for other goods. Intermarriage between tribes can also happen to seal peace agreements or alliances, though these tend to wither over time.&lt;br /&gt;
&lt;br /&gt;
Tyedu has very little national identity. The only time they will be seen acting as one nation of spirit-kin is when they are threatened from the outside. Not too many of the Kurathene nobles to the south covet their land, but when it does occur, the noble is swiftly rebuffed by a unified force of spirit-kin who then go back to their own daily squabbles and matters afterwards.&lt;br /&gt;
&lt;br /&gt;
===Worshipping a Tyedu Spirit-god===&lt;br /&gt;
If your character is from Tyedu, you may worship a Tyedu spirit-god. There are thousands of these gods, and so you can generally make one up to follow. Guidelines are that it must be some sort of nature god, although it can also cover some other aspect of life if you want it to. So you can have a god of war and mountains, for instance. The god can also not be more than a lesser god, and most likely it will be of demigod or hero status. When you make the god, you should send Orleron (orleron@blackdagger.com) a blurb on what the name is and what they are about and what tribe you are from. If approved it will be added to the Avlis background material.&lt;br /&gt;
&lt;br /&gt;
Another rule about these gods is that they will not be inclined to have temples and shrines outside of Tyedu. Tyedu gods are generally not worshipped outside of their tribe and certainly not outside their nation. It would take a whole huge amount of time and evolution to make a Tyedu god into an accepted deity among the other Avlissian gods. It's a lot like the amount of work it took to make a small pagan tribal deity named El into the major god of three world religions who continue their domination to this very day: Judaism, Christianity, and Islam.&lt;br /&gt;
&lt;br /&gt;
One last rule: You cannot bring in a deity that already exists someplace else. This is an opportunity for you to create Avlis deities from scratch, not to pilfer a Forgotten Realms deity or absorb a Celtic deity.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=3924</id>
		<title>Jechran</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=3924"/>
		<updated>2005-04-09T18:12:45Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The nation of Jechran is a conglomerate of small tribes that recognize a central leader and area as a focal point. This country borders Galdos on its western side and the Wastelands to the south. Eastward is the great ocean. This arrangement has given the country a high degree of isolation, which accounts for its peculiar society.&lt;br /&gt;
&lt;br /&gt;
Jechran's western neighbor of Galdos is very mountainous, which causes a lot of rain to fall in the area. Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate, and slightly chilly climate. Moist air is lifted up high by the mountains of Galdos where it cools and loses its water as it sinks and passes over Jechran. This weather pattern is fueled further by the country's proximity to the sea. Thus Jechran can be quite rainy at times, and as a result, it is a lush and foggy land of forests, though not quite warm enough to support jungle life.&lt;br /&gt;
&lt;br /&gt;
Early on in his godhood, Mikon took on a wife named Yeriaha. Although she did not create a race for herself, Yeriaha took on some followers and helped them to survive in Jechran, the area they called home.&lt;br /&gt;
&lt;br /&gt;
Long before the Fairy War, Jechran was part of the original Orcish nation of Dobrekan. During this time period, the major inhabitants were Orcs; however, they were largely at peace with the humans and elves of the surrounding nations. A brisk trade made all sides prosper, and huge communities of humans and elves sprang up in the forests of the Orcish nation with the complete permission of the Orcs.&lt;br /&gt;
&lt;br /&gt;
Dwelling in the forest were small populations of fairies as well, both of the O'Ma and Titanian variety. When the Fairy War started, there were quite a few small skirmishes fought on the soils of Dobrekan, though it was never as devastating as elsewhere on Avlis, such as in the forests of T'Nanshi. Still, as the old stories relate, the Orcs decided to capitalize on the Fairy War by attempting to wipe out both fairy races at once in an effort to shift the tides of good and evil on Avlis more towards their liking. Some however, will relate that the Orcs did not like the fairies fighting on their soil, and when the Fairy War grew too large and became harder to contain, the Orcs rallied to defend themselves by attempting to expel both fairy races from their land.&lt;br /&gt;
&lt;br /&gt;
Whichever side was correct the Orcish fray into the Fairy War was what started the Great War. When the nations began to attack Dobrekan, the Orcs immediately started persecuting the Elven and human settlers within their lands, even though the humans' home nation of M'Chek was not yet involved.&lt;br /&gt;
&lt;br /&gt;
The Great War was the most devastating event ever to befall the world to date. Human and Elven males living within the nation of Dobrekan rallied to defend their homes and their families by joining with the other nations attacking the Orcs. This was considered to be a very large reason why the Orcs were forced to flee from Dobrekan altogether.&lt;br /&gt;
&lt;br /&gt;
Halfway through the Great War, Dobrekan ceased to exist. The Orcs were driven from the east coast all the way to the west coast where they were split into two groups that eventually became the Orcish nations of Brekon and Dubunat.&lt;br /&gt;
&lt;br /&gt;
The great carnage that went on throughout the Great War depleted the abandoned nation of both Orcs and males. Only the wives and mothers were left behind.... by the end of the war, they were mostly widows.&lt;br /&gt;
&lt;br /&gt;
Distraught, and living in an abandoned land with almost no guidance, the women were rallied by a young goddess who took pity on them. Her name was Dre'Ana, daughter of O'Ma. Dre'Ana taught the women how to hunt and care for themselves and each other. She taught them the ways of the forest that she learned from her father. She taught them of bows and swords, and self-defense. She taught them of life and organization.&lt;br /&gt;
&lt;br /&gt;
The Human and Elven women developed their society into a system of tribes. The few men that were left helped out as best they could, though as the tribes slowly developed, their power waned as their numbers increased slightly. Males soon became irrelevant to survival among the tribes, now known collectively as Jechran.&lt;br /&gt;
&lt;br /&gt;
The name Jechran was taken from a lizard in the area known as a Jechira. They are small and fast in their early life, but soon become great and powerful as they age.&lt;br /&gt;
&lt;br /&gt;
The nation of Jechran largely keeps to its own. Tribes will manage their own affairs and sometimes fight among themselves. Many tribes have a lesser queen, or an elder council of women. It generally varies from place to place, though most tribes hold the interests of the many before the few.&lt;br /&gt;
&lt;br /&gt;
Each tribe recognizes two things that hold them together:&lt;br /&gt;
#Dre'Ana is the supreme leader of Jechran to whom they owe everything.&lt;br /&gt;
#The mortal center of Jechran where all tribes send their representation is in the settlement of Myleah. Dre'Ana's mortal agent presides their as the nominal leader of all the tribes of Jechran. Through independence, they remain unified.&lt;br /&gt;
===Males in Jechran===&lt;br /&gt;
Jechran is a nation of female dominance, and thus males are relegated to a lesser role in society. From an early age they are trained to be subservient and keep out of the way of women's affairs. This is done for the good of the tribe, for Dre'Ana taught them how to survive and their skills are important.&lt;br /&gt;
&lt;br /&gt;
Each tribe only keeps a limited amount of males. The number varies by tribe, but most males are allowed to live in small communal man quarters somewhere in the village from age 15 to age 35 (humans) or age 70 to 200 (elves). After this age, the males are usually cast out into the wilderness and given a head start before the hunters go out after him. If he can escape the area, he gets to live... but he must never return to Jechran. Unfortunately, since their lives are mostly spent indoors or doing village labor, they never learn how to survive in the wild forests of Jechran and they often become food for big prey like lions or Jechiras.&lt;br /&gt;
&lt;br /&gt;
Women who become pregnant are afforded care by the tribe. They have developed many different kinds of teas and ointments that supposedly increase the chances of female births. These remedies are employed during times when there are sufficient males in the tribes. If a woman gives birth to a male child after the tribal limit has been reached, the tribe will often take the baby and seek to trade it to another tribe who happens to be low on males at the moment. The baby is given to the new tribe in return for whatever other goods the tribe wishes to trade for... food, livestock, clothing. In rare cases, the baby will have to be abandoned if another tribe is not found, but this does not occur too often.&lt;br /&gt;
&lt;br /&gt;
A male baby spends its early life with its mother learning the ways of its tribe. It does this until it is old enough to stay with the other males in the tribe and do its duty of reproduction. There is no marriage in Jechran society. Women who are intent on having a child will choose a male of their liking and procreate.&lt;br /&gt;
&lt;br /&gt;
Almost no consideration is given to human and elven distinctions. There are tribes that are largely human, and tribes that are largely elven, however they all follow the same precepts of female dominance and faith in Dre'Ana, who is herself a half-elf. Human babies are often traded to elven tribes, and vice versa. Consequently, Jechran has the highest concentration of hybrid human-elves in the whole world. Many tribes consist totally of halfelven women who have slowly mixed their blood over the past two millennia. This is not considered a bad thing among the tribes, because the most important concept is survival, not race. Race generally does not matter among the tribes of Jechran.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=The_Wastelands&amp;diff=8176</id>
		<title>The Wastelands</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=The_Wastelands&amp;diff=8176"/>
		<updated>2005-04-09T18:07:33Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also known as the Dead Lands, The Wastelands are largely uninhabited due to the fact that this is a barren, desolate area. The Wastelands are almost impenetrable. They have been since the orcish mages tried to unleash their evocation spell that ended the Great War and caused a massive explosion that threatened to destroy all of Avlis.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Drotid&amp;diff=266</id>
		<title>Drotid</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Drotid&amp;diff=266"/>
		<updated>2005-04-09T18:00:12Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drotid (also known as Shaah Sulehagh) is a nation ruled by lizardmen (who call themselves the Shaahesk), but populated by several 'servitor races' which consist of anything that has passed their borders without permits, races that the lizardmen conquered, and various slaves bought from other nations/privateers.&lt;br /&gt;
&lt;br /&gt;
Approximately 40% of Drotid's population is kobolds. Simply put, they breed like vermin and have litters of up to four pups. Nearly 30% of the remaining is troglodyte, and 20% are lizard folk with the final 10% consisting of members of the various races that have been enslaved.&lt;br /&gt;
&lt;br /&gt;
The lizardmen keep control of their nation through discipline, fear, and a willingness to take reprisals to a genocidal level. Example: there used to be snake men in the same area. They were too difficult to control, and after a third uprising, the lizardmen wiped out the entire race. Since then, they feel no remorse in wiping out villages, tribes, or even towns that do not appreciate their 'enlightened' rule.&lt;br /&gt;
&lt;br /&gt;
The lizardmen themselves are separated into castes. The Aristocratic caste consists of wealthy merchants, boyars, high-ranking military officials, and high-ranking priests. The Craftsman caste consists of the various blacksmiths, carpenters, engineers, millers, and artisans. These individuals make up the majority of the lizardman population, as well as almost all of the trog population. Temple guards, mercenaries, soldiers, marines, and pitfighters all make up the warrior caste. This is the only caste that a slave may elevate himself into. Even though there are many dwarven and elven artisans, they are always watched, and thus belong to the fourth and final caste, the Slave/Servant caste. This caste consists of general laborers as well as slave handlers and slaves. Slave traders belong to the Aristocrat caste.&lt;br /&gt;
&lt;br /&gt;
T'Nanshi borders Drotid to the south, to the north and west lies Deglos, and to the northeast is an unclaimed area known only as the Dead Lands.&lt;br /&gt;
&lt;br /&gt;
Approximately 60% of Drotid is marshes; so finding enough dry land to build a city is near impossible. As a result, instead of large cities, Drotid is filled with small towns and villages, most of which are controlled by a local headman. The word for this 'Headman' is so unpronounceable that we are going to simply refer to them as Boyars. These Boyars make policy in as far as they decide local policy concerning trade, agriculture, and religion, but they are required to garrison troops that answer only to the Overlord (Voivode).&lt;br /&gt;
&lt;br /&gt;
The Voivode is the head of the military as well as overlord of the boyars. He dictates policy regarding interregional trade, religion and military matters as well as providing a safe haven for visiting local dignitaries. The position of Voivode is elected by the Boyars, who are placed into position by the Voivode. As a result, most Voivodes retain their position for life. Life is, of course, a very questionable term. One Voivode was assassinated one week into his term because of too many policy changes.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Brekon_(nation)&amp;diff=5124</id>
		<title>Brekon (nation)</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Brekon_(nation)&amp;diff=5124"/>
		<updated>2005-04-09T17:57:40Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located on the western coast of the main continent, Brekon is the major stronghold and home of the Orcish race. Long ago, orcs were created by the god Valok on the eastern coast of Avlis, but during the Great War, their nation, &amp;quot;Dobrekan&amp;quot;, was attacked from all sides and the orcs were forced to flee. Throughout the war, a running chase took place in which the entire bulk of the race was pushed across the continent in blind retreat. At a pivotal point, it looked as if the orcs would be pushed into the sea, but in time they pulled together and managed to assemble a stronghold that later became the city of Brekon.&lt;br /&gt;
&lt;br /&gt;
This city grew in size and scope until it controlled much of the land around it. Aside from the other orcish nation of Dubunat, this place became a haven for not only the orcs, but also many other races such as giant-kin and goblins. By the end of the Great War, the nations surrounding Brekon were unable to destroy it and so they resigned themselves to tense economic relations, which grew over the years into a bustling trade.&lt;br /&gt;
&lt;br /&gt;
The city of Brekon lies directly on the coast and it is no more than a few days journey from the city of Red Gate, which belongs to the Confederation of The Seven Cities to the southwest of Brekon. The southern gate of the city, which faces Red Gate, is constantly bustling with traffic and rarely ever closes at night. Brekon is known for its shipbuilding and a few other more illicit activities, the least of which is the cultivation of dire animals for manufacturing blood fury crystals, a potent narcotic. There are also vast natural resources within the nation's borders, most of which are in the form of ores which are crafted into weapons and armor that are exported to anyone who will buy them. The Seven Cities buy up much of the ore, for they have little of their own, and the Kurathene empire generally buys the finished products.&lt;br /&gt;
&lt;br /&gt;
As a society, Brekon is a theocracy, giving all homage to Valok. Valok and his Church rule the city. They control all military and daily aspects of life and trade, as well as diplomacy. The clerics in the city are mainly concerned with getting an upper hand on their political rivals and jockeying for an ever so slightly higher position. For this, they are not considered dangerous by the other nations; however, sometimes the Church as a whole will have confrontations with those around it.&lt;br /&gt;
&lt;br /&gt;
Secondarily, there is a strong following of Maleki within the city, and this is mainly a staple of the giant-kin and goblins who live there. In Brekon, these folk are often considered 2ndclass citizens; however, they are always awarded full rights under the law, as are any outsiders. &amp;quot;The Law&amp;quot; is usually loose enough for the Church to handle any matter it needs to.&lt;br /&gt;
&lt;br /&gt;
Because of the huge conglomerate of races living in Brekon, there are many different scales represented. Most buildings are slightly larger than normal medium size. They are made to cater to those of orc size, but also ogre and slightly larger sized creatures. Other buildings even have smaller accommodations for goblins. Every detail is multi-scaled, right down to the concentric doorways in buildings made to accommodate more than one size.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=The_Seven_Cities&amp;diff=5229</id>
		<title>The Seven Cities</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=The_Seven_Cities&amp;diff=5229"/>
		<updated>2005-04-09T17:54:58Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sevencitiesmap.jpg|Map of the Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
On the western tip of Avlis sit the Seven Cities. Known for their racial diversity, the cities are home to orcs, humans, elves, halflings, gnomes and other races. The names of the cities are Redgate, Andarr, Dormiria, Stalwart, Crosstreams, Malekia and Bullwark. From these cities streams the second largest system of trade in all of Avlis. Information on some of the cities follows:&lt;br /&gt;
==The City of Red Gate==&lt;br /&gt;
Red Gate is the easternmost city of the confederation making up The Seven Cities. Its gigantic red northern gate, for which the city is named, is always open and facing the orcish capitol city of Brekon. At all hours of the day and night, there is traffic coming in and out of the gate, mainly in the form of caravans carrying goods to and from Brekon.&lt;br /&gt;
&lt;br /&gt;
Because of its location, Red Gate serves as the lifeline for Brekon to the rest of the world. Goods made in that country are brought here so they can be distributed throughout the world, and outside goods are bought here so they can be carted back to the villages within Brekon.&lt;br /&gt;
&lt;br /&gt;
The Divalok River runs through the middle of Red Gate. It enters from the east gate and leaves through the west gate where it goes on to flow through the cities of Crosstreams and Andarr, where it terminates in the ocean. This river acts as a natural water highway responsible for driving much of the economy of the Seven Cities and northern Avlis. Goods from Brekon and the other cities are taken down by barge and by ship to Andarr where they are put onto ocean faring vessels and transported to other parts of the world. Red Gate is located at one of the first staging points where the river becomes deep enough for ship travel, and is therefore one of the first places from which goods are shipped.&lt;br /&gt;
&lt;br /&gt;
The eastern side of the city is a gigantic riverfront marketplace, where goods from all around the continent can be found at various points of their journey to wherever they are going. This marketplace is directly connected to the northern section of Red Gate which is set up as a caravan jump-point. This area is constantly packed with beasts of burden and caravans in various stages of assembly or disassembly. There is no clear demarcation between this section of town and the marketplace. One sort of flows into the other. Beasts of burden slowly give way to storefronts and barge-docks in a seemingly never-ending sprawl of economic activity.&lt;br /&gt;
&lt;br /&gt;
The center of the city is walled off and reserved for the noble families that run Red Gate. It is usually referred to as the Palatial District, and currently, the noble families there consist mainly of humans, orcs, and elves, though there are a couple of influential halfling business families there.&lt;br /&gt;
&lt;br /&gt;
The southern district of the city is generally reserved for families with money, usually consisting of successful merchant folk and minor nobles. This part of town is set up so those people can keep themselves occupied with drinking and partying as well as their day-to-day business dealings and living.&lt;br /&gt;
&lt;br /&gt;
The general &amp;quot;rabble&amp;quot; of the city lives on the western side and northwestern edge. At the extreme western edge of the city is a small shipyard where ships can be repaired and barges can be fabricated.&lt;br /&gt;
&lt;br /&gt;
Because of the nature of Red Gate, it has an extremely diverse population. There are a very large number of orcs living there peacefully, and where there are orcs, there are always goblins and giant-kin as well. Another large portion of the population is made up of gnomes, many of them businesspeople from Deglos who have settled there over the years. Additionally, there are many humans, halflings, elves, dwarves, and a small number of dracon. Fairy races are not common in Red Gate, except for the small pockets of urban sprites which exist in every city on Avlis.&lt;br /&gt;
&lt;br /&gt;
This racial diversity gives way to religious diversity as well. Red Gate has a shrine to just about any deity you can think of. It has large temples to Valok, Gorethar, Hurine, Aarilax, Fegall, and Berryn. There are also some very small temples to Toran, and Dra'Nar. The temples are located throughout the city in various places.&lt;br /&gt;
&lt;br /&gt;
Red Gate's atmosphere is that of a bustling trade center and caravan jump-point. It is an area where east meets west and north meets south, and they all come together to exchange their goods. The attitude of folks in Red Gate is that trade is everything, and anything that disrupts trade is generally not appreciated. They are aware of all the various racial and religious difficulties that abound, and the nobles of Red Gate often go to great lengths to stifle such things and cover them up as they happen.&lt;br /&gt;
==The City of Andarr==&lt;br /&gt;
Andarr is the westernmost city of the confederation making up The Seven Cities. This city serves as a major year-round port for virtually the entire western coast of Avlis. While other cities in the confederation, such as Stalwart and Melekia, have ports of their own, only Andarr's is large enough to accommodate the huge amounts of trade going in and out of the region, and only Andarr's port has all the necessary technology for building, repairing, and maintaining ships of all sizes. In the port of Andarr, you can find ships from all nations conducting trade. Goods from inland areas come down the Divalok River and land in Andarr where they are loaded onto their ships and taken away. Conversely, ships from elsewhere come into Andarr and unload their goods where they are carted up the river to the inland areas. A good portion of these goods are also known to go directly out the northern and southern gates of the city as well. As most citizens will tell you, &amp;quot;Everything stops and starts in Andarr.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some of the major features of Andarr are that it is bisected by the Valokian River into a northern and southern half, and each of its districts is completely walled in and separate from all the others. The creators of the city felt that this would make it more easily defensible against invaders from the sea who might try to establish a beachhead there. Anyone coming in from the ocean would need to take each district separately as if it were its own tiny little city.&lt;br /&gt;
&lt;br /&gt;
The docks district is one of the larger sections of Andarr. This area is located on the western shore of the city and serves both as a trade depot and a military rally point for all manner of naval activity. The docks district is so big that it stretches from the northernmost tip of Andarr to the southernmost tip. In effect, the entire western piece of the city is made up of docks and dock-related buildings.&lt;br /&gt;
&lt;br /&gt;
Near the center of the city, and immediately east of the docks, is the Smithing District. The other major commodity which Andarr is known for is metal goods. The government of Andarr is a major importer of iron ore, which is fashioned into all manner of metal implements by the smiths in the smithing district. Many know that the dwarves are the best smiths in the land, but the people in Andarr would argue that that's only true if the dwarf is Andarrian. A large portion of the smiths in Andarr are orcish, and there are even some human and elven ones. Truthfully, the smiths of Andarr are of all races, and no matter which race they are, it is generally accepted that their goods are superior to all but the finest from Galdos and Deglos.&lt;br /&gt;
&lt;br /&gt;
To the north and south of the Smithing District are residential areas where the large population of Andarr makes its go at living. The two residential districts, with the Smithing District in between them, are all adjacent to the docks. East of these districts is the largest district of Andarr, the Business District. The bulk of Andarr's economic and governmental activity takes place here. Goods that are brought down by boat are sold in a small market if desired. However, the majority of the space in this district is used by trading companies who conduct imports and exports. The sprawling mass of buildings in this district goes for the entire length of the city from north to south.&lt;br /&gt;
&lt;br /&gt;
East of the business district are two more walled-in sections, one to the north of the river and one to the south. Both are residential in nature, however the one to the south tends to include houses of wealthier families. In the northeastern residential district, there are many taverns and other establishments for fun and pleasure, and the residents of Andarr often refer to this place as the Tavern District, though officially it is still known as the Northeastern Residential District.&lt;br /&gt;
&lt;br /&gt;
As in all seven cities, the population of Andarr is diverse. However, because of Andarr's strategic location, there is a lot of outside influence from other governments. The lords of Andarr are closely tied to various Kurathene nobles, such as the goodly Lord Arvanos, and the much defamed Lord Crullath. It is not uncommon to see ships from the various Kurathene nobles docked at this port. For many, Andarr is the stopping point along the journey to the Kurathene from points south, and it has gained a reputation as a decent place to make business transactions and dealings between multiple parties. For everyone wishing to make their presence known in The Seven Cities, Andarr is one of the best places to start their work. Its central location lends itself to this.&lt;br /&gt;
==The City of Crosstreams==&lt;br /&gt;
As it flows from east to west, the Divalok river splits. One portion continues off towards the city of Andarr and the ocean beyond. The other portion flows southwest towards another city called Malekia. Crosstreams sits right on top of that split.&lt;br /&gt;
&lt;br /&gt;
While the cities of Andarr and Redgate act as hubs coming in and out of the region of the Seven Cities, the city of Crosstreams acts as the hub within the region. By far, Crosstreams is the largest known city on the continent, and with that distinction comes many other properties. Culture is at its highest here. The most cosmopolitan and openminded ideas begin here among the many centers of learning, music, and art within the city walls.&lt;br /&gt;
&lt;br /&gt;
Some say that entering Crosstreams is like entering another reality, for the pace of life has a whole other purpose unakin to the outside world. Traders abound here, but more for the purpose of pleasure rather than business. They can be seen attending the theatres and pubs that are plentiful. Both freelancing bards and the followers of The Harpinger, who has his largest temple here, are freely encouraged to make their living entertaining people. In Crosstreams, there's a festival almost every week, depicting some event that happened in the past, or commemorating one of the gods. Though the population is made up of all the major races, and most of the minor ones, tolerance is dominant as a social attitude, and religious expression is appreciated.&lt;br /&gt;
&lt;br /&gt;
For times when religions just can't help but conflict, Crosstreams possesses one of the most skillful city guard units in the world. They are able to enforce the peace and diversity of the place without causing too much unrest, and for some reason, they seem to even have crime well under control. People question everything here, but for the most part they are happy with the government and nobles of the city, so they don't dig too deep on this particular issue so much.&lt;br /&gt;
&lt;br /&gt;
Pretty much any god's worshippers can be found in this city. The Harpginger's temple is among the largest, but there are also temples to The'ton, O'Ma, Mikon, Hurine, and a few others. Shrines of other gods abound in the Religious district as well. Crosstreams is laid out in three major sections connected by bridges. The city is shaped like a &amp;quot;V&amp;quot; laid on its side with the point of the &amp;quot;V&amp;quot; pointing east. The splitting river creates the &amp;quot;V&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The northern side of the &amp;quot;V&amp;quot; is mostly a residential area, though there are quite a few good taverns there. The southern side of the &amp;quot;V&amp;quot; contains mostly merchant housing, and a small district known as the Instrument Quarter, where the finest crafters of musical instruments base their trade. In the middle section, between the two rivers, there is the Capitol District right at the pinnacle of the &amp;quot;V&amp;quot;. Beyond that lies the Theatre District, which is fairly small. To the west of the Theatre District lies the Religious District. At the far western end, the city is capped off by an area of Parks, and then another residential district.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Sevencitiesmap.jpg&amp;diff=17580</id>
		<title>File:Sevencitiesmap.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Sevencitiesmap.jpg&amp;diff=17580"/>
		<updated>2005-04-09T17:45:54Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Seven Cities&lt;br /&gt;
&lt;br /&gt;
Originally from the PDF edition of the Avlis Player's Guide, compression adjusted for wiki use.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Sevencitiesmap.jpg&amp;diff=225</id>
		<title>File:Sevencitiesmap.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Sevencitiesmap.jpg&amp;diff=225"/>
		<updated>2005-04-09T17:44:42Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: Map of the Seven Cities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Seven Cities&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dubunat&amp;diff=5223</id>
		<title>Dubunat</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dubunat&amp;diff=5223"/>
		<updated>2005-04-09T17:39:12Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dubunat lies directly south of the Orcish nation of Brekon. It too is a bastion for orcs, though its society has diverged slightly from its northern neighbor. During the Great War, the orcs were chased across the continent from their ancestral nation of Dobrekan. They held out on the west coast where they founded these two nations. Historically, the area now called Dubunat was loosely under control of the military commanders in Brekon. The remnants of the Dobrekanian army were marginally grounded in the south, but as the war drew to a close, reinforcements were needed to establish order in the newly forming Brekon. So the troops gradually migrated north, leaving only the rabble and normal citizenry in place.&lt;br /&gt;
&lt;br /&gt;
Quickly, this situation degenerated into banditry. The area now controlled by Dubunat was a common trade route between the southern nations and the Kurathene Empire. This made it very easy for the bandits to make a living. One particular orc bandit named The'ton struck it big in the area and became somewhat of a bandit King in his own right. Using ingenious tactics of fear and intimidation, The'ton managed to control the trade route through the future nation of Dubunat completely, and use the riches derived from it to further organize the rest of the orc bandits in the area.&lt;br /&gt;
&lt;br /&gt;
Over time, The'ton became a very powerful immortal who managed to piece together the nation of Dubunat from the rabble of bandits and make them self-sufficient. He founded the city of Cronthetus in a well-defended valley near the northwest part of the country, and it later became the capital of the nation he called Dubunat, meaning &amp;quot;Rightness through strength&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This transformation into a nation was completed roughly five hundred years after the end of the Great War. During that whole time The'ton remained its immortal King, bearing many children in his harems. He took great pains to eliminate all who opposed him, and did anything he could to gain more followers. Eventually, his transformation into a Demigod was marked by Mikon and he was retrieved from his place where he is said to have been taken to sit at Valok's right hand, for he was always loyal to Valok in his mortal days.&lt;br /&gt;
&lt;br /&gt;
The descendents of The'ton have ruled Dubunat as a monarchy ever since. The nation is very orderly, for having started from a collection of bandits, however its order is more punctuated by the rule of might makes right. Those who are strong get to make the laws. Those who obey the laws will gain respect from the strong, so long as they remain useful.&lt;br /&gt;
&lt;br /&gt;
Most of Dubunat's inhabitants are orcs. Most normal citizens are mere farmers, having turned from their bandit ways, however all are required to serve in the military, which is often regarded still as a group of bandits by the surrounding nations, for they still harry patrols from Toran Shaarda and T'Nanshi. Relations with its northern neighbor are generally good, though Brekon often becomes jealous of Dubunat's triumphs and has sometimes sought to conquer pieces of it in the past, but normally Brekon is more concerned with dealings in The Kurathene Empire.&lt;br /&gt;
&lt;br /&gt;
Though Dubunat is a monarchy, it has no discernable feudal system, but instead it allows appointed governors to oversee portions of the country. These governors are often stern and try to control every little village in order to gain as much as they can for themselves, however a few have been known to be lazy and lax. Those villages often resort to being led by people from the inside who have managed to rise to the top of the pecking order in the name of the governor.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Pg:Ferrell&amp;diff=8572</id>
		<title>Pg:Ferrell</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Pg:Ferrell&amp;diff=8572"/>
		<updated>2005-04-09T17:37:21Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nestled between the forests of T'Nanshi, the foothills of Deglos, and the rolling grassy plains of Toran Shaarda, Dubunat and Brekon lies the tiny nation of Ferrell. This peaceful little zone is little more than a large collection of hamlets built into the sides of naturally occurring grassy hills that roll through the area. However, it has remained steadfast and safe through out its entire 1800+ year history on Avlis.&lt;br /&gt;
&lt;br /&gt;
Ferrell is a nation of halflings. Desiring the crisp clean air of the hill country, and the cozy comforting shelter of their housemounds, the halflings are very adept at keeping out of the affairs that churn around them. In a tiny area no more than a hundred miles from north to south, the halflings have managed to build hundreds of minor villages across the homey landscape. Some of these villages are quite small, consisting of no more than three or four housemounds clustered around a central walkway. Larger villages also exist. Kitanya Hill is one of the largest of them, consisting of several hundred housemounds, trading, and crafting facilities as well as major roads that lead to other places in Ferrell. Often, this place is regarded as the capitol of the low-profile nation, though such official distinctions are rarely regarded seriously in halfling society.&lt;br /&gt;
&lt;br /&gt;
As a whole, Ferrell exists because many many halflings happen to live in that area, and few outsiders have ever come in to dispute the fact that they are a nation. Most goods are produced right on site within the village that consumes them, and any major resources such as metals or stone are often obtained from dwarven traders or halfing merchants in The Seven Cities. Aside from pipes, corn, and the occasional Ferrellian mellowsmoke weed, this nation does not export much, and it consumes very little.&lt;br /&gt;
&lt;br /&gt;
On a smaller scale, Ferrell operates the way it does because of the halfling outlook. The majority of halflings are unconcerned with matters outside their own village. Their belief is that as long as each village can operate well on its own, and maintain reasonably favorable relations with all neighboring villages, there is no reason to think about matters beyond that. &amp;quot;Officially&amp;quot; there is a Council of Elders based in Kitanya Hill that tends to national matters, if there ever are any. However, the members of this council are rarely ever called upon to act in any political capacity. Most often they tend to their own personal lifestyles like all other halflings do. But they can act surprisingly swiftly if needed. On a local level, halfling life has many traditions and superstitions that keep the populace in order. They have very little need for petty laws.... nursery rhymes and songs about morality taught to them as children suffice just fine. Some larger villages will elect a Shiriff to oversee the safety of the inhabitants nearby, but these jobs are often just fillers and appellations given to yet another halfling with a comfortable lifestyle.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Toran_Shaarda&amp;diff=5228</id>
		<title>Toran Shaarda</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Toran_Shaarda&amp;diff=5228"/>
		<updated>2005-04-09T17:36:20Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Toran Shaarda is a nation devoted to Toran, populated by the centauroid race called the Dracon. Wemics are also known to exist there.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=T%27Nanshi&amp;diff=293</id>
		<title>T'Nanshi</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=T%27Nanshi&amp;diff=293"/>
		<updated>2005-04-09T17:35:38Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The elven nation of T'Nanshi's roots lie all the way back in the creation of Avlis. Legend holds that it was the general location of the prison that held Dru'El when he was a mortal prisoner kept by the evil Negerai. Whether this is true or not, the site of the creation of the first elves was somewhere in the ancient forests of T'Nanshi, and they have remained in the area since then.&lt;br /&gt;
&lt;br /&gt;
The name T'Nanshi is translated loosely as &amp;quot;Spirit Land&amp;quot;. The name comes from a very ancient dead language thought to have been spoken by the nature spirits who inhabited Avlis well before the arrival of the nine prisoners and the Negerai. This language has largely been lost, but the present day elven language is thought to be derived from it. Dru'El was said to be interested in recovering the lost language, and he gave what fragments he found to his elves. This is why the elven language on Avlis differs quite a bit from the language spoken by elves encountered on other planes.&lt;br /&gt;
&lt;br /&gt;
Over time, the word for spirit came to be the same as the word for elf. Thus, T'Nanshi is now derived from the phrase &amp;quot;Land of the Elves&amp;quot;.&lt;br /&gt;
==Le'Or T'Nanshi==&lt;br /&gt;
Location: Center point of the nation of T'Nanshi. T'Nanshi is located north of M'Chek. It borders Deglos to the north, Drotid to the east, and Ferrel and Toran Shaarda to the west.&amp;lt;br&amp;gt;&lt;br /&gt;
Name Derivation: Translated from Avlissian elven, Le' (the) Or (Light) (of) T' (Land of) Nanshi (The Elves, The Elven People).&amp;lt;br&amp;gt;&lt;br /&gt;
Predominant Race in City: Elf&amp;lt;br&amp;gt;&lt;br /&gt;
Predominant Alignment: Chaotic Good&amp;lt;br&amp;gt;&lt;br /&gt;
Government: Elected (Noble) Council&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi is the capital of the elven nation of T'Nanshi proper. The administration of the entire nation is controlled from this location. However, as a rule, the elves rule things very loosely and only as much as needed.&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi and the Nation of T'Nanshi are ruled by the same body of elected officials. The Council of Nine controls all foreign policy and domestic matters.&lt;br /&gt;
&lt;br /&gt;
Members are elected to the Council of Nine via elections held every fifty years. The Council of Nine passes laws, as few as possible, that are enforced within Le'Or T'Nanshi by The Watchmen. The remainder of the nation gets its laws enforced by the T'Nanshi army.&lt;br /&gt;
&lt;br /&gt;
Both the Watchmen and the T'Nanshi army are separate entities controlled by the council. Both the Watchmen and the army each have a supreme commander in chief that is a member of the council. They are the only ones on the governing body with a specific task to look after. The rest of the members act in consultation with each other on all other matters.&lt;br /&gt;
&lt;br /&gt;
Although it is not a law, it often happens that only Nobles can get elected to the Council of Nine. This is not seen as a problem by the elves, for most common elves have absolutely no interest in politics or governing, and they have little intention of catching the eye of the government.&lt;br /&gt;
&lt;br /&gt;
Noble families in T'Nanshi are not the same as in a typical human nation. Nobility is not equated with land ownership or money in elven society. For the elves, a noble family is simply a family who has played a big part in the history of the elves at some point in time. When a family earns a distinction to set it apart from the normal elven families, it is considered noble. It just so happens, that most of these families also have successful business dealings that have made them wealthy, but it is not true of all the noble families. The commander in chief of the Elven army is a lady named Aratelda Rinthon. She is of the noble House Rinthon, which traces its roots back to Solerion Rinthon, a famous leader who is responsible for pressing the attack that nearly pushed the orcs into the sea during the Great War.&lt;br /&gt;
&lt;br /&gt;
The commander in chief of the Watchmen is a man named Ryiel Sunmar. His family is also of noble descent, although they take their lineage from the newer Sunmar family and its founder, Orleron Sunmar. Ryiel is Orleron's half-brother.&lt;br /&gt;
===Le'Or T'Nanshi Districts===&lt;br /&gt;
Entrance District: This district centers around a group of trees connected to a couple of winches that control lifts used to get into the city. It is usually heavily guarded, and all non-elven visitors are noted.&lt;br /&gt;
&lt;br /&gt;
Marketplace: This is the heart of the entire elven economy in T'Nanshi. Goods from all over Avlis are brought into this market from as far as the nation of Tydedu. Exports are also fairly rigorous here. There are two kinds of merchants to be found: elven domestic merchants, and (usually) non-elven foreign merchants. The domestic merchants are selling items for export, and the foreign merchants often have goods from elsewhere. Le'Or T'Nanshi's prime location makes it a major trade artery for getting goods to the south part of the continent.&lt;br /&gt;
&lt;br /&gt;
Capitol District: This is the spiritual and legislative heart of T'Nanshi. It contains the Capitol Building, where the Council of Nine meets for sessions and makes decisions for ruling the nation. It also houses the High Temple of Dru'El, which is the main holy site for all who follow that god. It is said in legend that the ground beneath the trees of the temple once held the prison that contained Dru'El as a mortal before he escaped to godhood. Aside from Dru'El's temple, there are temples to Dra'Nar, and Pelar, as well as shrines to Berryn and Dagath. Healing and resurrections are easily found here.&lt;br /&gt;
&lt;br /&gt;
Thayten Le'Nanshen (Residence District): All the normal, non-noble, folk live here. All undistinguished elven tradesmen and workers make their homes here if they wish to live within the city. Many elves decide to live outside the city so they can more easily ply their harvesting trades, but craftsmen often choose to live inside.&lt;br /&gt;
&lt;br /&gt;
Nobles District: The Nobles district contains the houses of the distinguished elven families who choose to live within the capitol. The district, and the houses within, are quite large. Garrison District: This is a military base. In fact, it is the central military base for entire elven army. Commanding officers and generals are common here, as most of the plans for the war with M'Chek start within the base's walls.&lt;br /&gt;
===Points of Interest===&lt;br /&gt;
The Treehaven Inn: A good place to relax on a soft comfortable cushion. For a drink, just call &amp;quot;Waitress&amp;quot;. The massage parlor upstairs is a must see.&lt;br /&gt;
==Elysia==&lt;br /&gt;
Location: Along the western edge of T'Nanshi, south of the halfling nation of Ferrell&amp;lt;br&amp;gt;&lt;br /&gt;
Name Derivation: Elysia is named after the Neutral Good Outer Plane, Elysium.&amp;lt;br&amp;gt;&lt;br /&gt;
Predominant Race: Sylvan. The population consists of mostly elves, half-elves, and fairy races.&amp;lt;br&amp;gt;&lt;br /&gt;
Predominant Alignment: Neutral Good&lt;br /&gt;
&lt;br /&gt;
Elysia is a fortified city located along the shores of Lake Eridanus, along the western edge of T'Nanshi, south of the halfling nation of Ferrell. The city is actually the made up almost entirely of loyal followers of the Champions of O'ma. Vanoviel Niltaurwen, after helping to foil the plot of Valok to enter Avlis, was tasked by O'ma himself to create an order of holy warriors to help in defending the ideals of Goodness throughout the planes. Fifty years ago Vanoviel, a half-elf/half-nymph, created a small fort as the headquarters of the early Champions of O'ma where Elysia is presently. Over time the small fort became a keep, the keep became a castle, the castle was surrounded by farms and artisans, and eventually the city was formed. Vanoviel decided to call the city Elysia, in honor of O'ma's home plane of Elysium.&lt;br /&gt;
&lt;br /&gt;
Elysia still serves as the headquarters of the Champions of O'ma, however the Champions do not run the city. Instead, the city of Elysia is governed by a Mayor and a City Council. The mayor is elected bi-annually by a popular vote of all citizens of Elysia and its surrounding farm areas that submit to the city's rule. The current mayor is Ainthradion Rinthon, a well respected elf who has lived in Elysia for many years and a relative of Aratelda Rinthon, a former adventuring companion of Vanoviel.&lt;br /&gt;
&lt;br /&gt;
The City Council members are elected or selected, depending on their sending district, to a one year term. Each of the city's districts has an equal vote in the council. In addition to the elected members there are four permanent members of the council. Vanoviel Niltaurwen, Head of the Champions of O'ma, or in her stead Saramon, her chief lieutenant, is one of the permanent council members. Vanoviel or Saramon do not have a vote on the council. The remaining three permanent council members are the Masterwizard of the Champions of O'ma, High Cleric of the Champions of O'ma, and Head of the Elysial Guards, the city's militia. Each of those three members has full voting rights. The positions are currently held by Maria Torin, Masterwizardess of the Champions of O'ma, Laucin Ulyn, High Cleric of the Champions of O'ma, and Derrik Ogresbane, Captain of the Elysial Guards. The remaining eleven members of the council represent each of the city's districts. The mayor is afforded a vote only to break a tie among the council.&lt;br /&gt;
&lt;br /&gt;
Elysia is a quasi-independent city in the nation of T'Nanshi. The government of T'Nanshi doesn't attempt to control the city, as the true elves of T'Nanshi feel the city is too organized and the goals of the Champions of O'ma currently coincide with the goals of T'Nanshi. The city tries to keep itself independent of the rulings of T'Nanshi and to maintain itself as a self-sufficient entity.&lt;br /&gt;
&lt;br /&gt;
The Champions of O'ma are directly involved in the struggle between M'Chek and T'Nanshi for control of the disputed borderlands. The Champions do not necessarily feel that the elves are right in denying the humans the land, but they are distressed that the Equalizers have enlisted the aid of the Titanian fairies. The Champions feel that this is an undeniable act of evil and have themselves joined the struggle and enlisted the aid of the O'ma fairies.&lt;br /&gt;
&lt;br /&gt;
The struggle between the nations of T'Nanshi and M'Chek put the Equalizers of Mikon and the Champions of O'ma on opposite sides of the battle where in other areas of Avlis, they fight side by side.&lt;br /&gt;
&lt;br /&gt;
While most of the citizens think of Elysia as only their home, the Champions of O'ma consider it both their home and if need be a highly defensible bastion. This thought played a huge role in the design of the city. Vanoviel chose the location of Champions Castle carefully. It is situated on a hillock nearly a half mile from the shores of Lake Eridanus, the highest land mass for five miles in any direction. The city grew in concentric near circles around the completed castle. It is easiest to imagine Elysia as a bull's eye with Champions Castle as the center. The only difference is that the bull's eye is shifted right of center if facing north and looking down from above. There are eleven districts in Elysia and they form four concentric rings around Champions Castle.&lt;br /&gt;
&lt;br /&gt;
Parks District: The first ring is formed by the Parks District. This district was created in deference to Tupia Dagroth, a druidess of O'ma and an adventuring companion of Vanoviel, so that the city would be less of a smudge on nature. It is located primarily on the slopes of the hill on which Champions Castle sits. Tupaia makes her home outside the city, but often visits the Parks District, and when she is at neither place, she is usually tending to affairs in her estate in Mikona, which she inadvertently inherited from the late Lord Dagroth nearly fifty years ago.&lt;br /&gt;
&lt;br /&gt;
Temple District: The second ring is formed by the Temple District. The district contains temples to many of the major gods of good and in time of siege would be the primary fallback position of the citizens of Elysia. This walled area was the first completed after the castle. The High Priests of all of the major temples selects one of their members each year to be the voting member of the City Council from this district. While it is not always true the chosen high priest is usually rotated through all the temples.&lt;br /&gt;
&lt;br /&gt;
Nobles District: The third ring is formed by the Nobles District. This walled and gated area of the city is misnamed since Elysia, being a true democracy, has no nobles. It is simply called the Nobles District because the wealthiest citizens of Elysia live here. The wall surrounding the Nobles District is actually the first city wall that was built nearly twenty-five years ago. It remains a defensible structure even after Elysia continued to grow around it. The four gates leading into the Nobles District are named for the four cardinal points. North gate connects the Nobles District to the Northern Residences. East Gate connects to the Eastern Residences. West Gate connects to the Artisans district. South Gate connects to the Market. The citizens of the Nobles District elect their City Council member yearly by popular vote.&lt;br /&gt;
&lt;br /&gt;
The fourth ring is formed by the remaining districts of the city: Northern Residences, Eastern Residences, Artisans District, Market District, Warehouse District, Forge District, and the Wharves. The entire fourth ring is surrounded by the city wall, which has four gates named for the principal race found on the roads exiting each gate. Elf Gate, on the cities eastern edge, leads to the nation of T'Nanshi. Man Gate, on the south side, leads to the nation of M'Chek. Dwarf Gate, on the northwestern edge, heads towards the nation of Deglos. Dracon Gate, on the west edge of the city just south of the lake, leads to Toran Shaarda.&lt;br /&gt;
&lt;br /&gt;
Wharves District: The Wharves District is obviously located on the lake and contains most of Elysia's inns. The port is a major source of income for the city as Elysia is nearly the halfway point between the ocean at Mikona and the mountains of the dwarves in Deglos. The wharves always have a strong military presence, as the Champions are constantly vigilant against attacks that may come from the lake. The voting member of the City Council from the Wharves District is always the Harbormaster. The position is currently filled by Angathon Galenlom, a crusty old elf and rumored reformed pirate. The Wharves are connected to the Warehouse District, the Forge District, and the Artisans District.&lt;br /&gt;
&lt;br /&gt;
Forge District: The Forge District is the small area of the city containing many of the skilled professionals in the creation of both martial and everyday materials. The name comes from a visiting dwarf that claimed the district smelled like his home. Rumor has it may have even brought a tear to his eye. This is the area to find all manner of high quality weapons and armor. The member of the City Council from the district is elected by the shop owners and residents. The current councilperson is Ollom Hammersong, a well respected dwarven transplant from Deglos. The Forge District is connected to the Wharves, the Artisans District, and the Warehouse District.&lt;br /&gt;
&lt;br /&gt;
Warehouse District: The Warehouse District contains all of the city's storage areas for the goods that are entering and leaving the bustling port. Unbeknownst to the City Council and the Elysial Guards, this area also houses one of the few areas of crime in the city. A small thieves' guild, an offshoot of the Grey Dirk in Andarr, is alleged to operate out of one of the district's many warehouses. There is even scuttlebutt that Vanoviel Niltaurwen knows of the guild's existence and allows it to remain, provided it doesn't grow too large. It is speculated that she does this for all of the help that Raven, a former adventuring companion, gave her over the years. It is also whispered that the guild also occasionally does some work for the Champions of O'ma, and still has close ties to the guild run by Raven in Mikona today. The City Council member from this district is selected by the owners of the warehouses. The councilman from this district is Nimir Eowondil, a lesser warehouse owner. This district connects to the Wharves, the Forge District, and the Northern Residences. The Warehouse District also contains Dwarf Gate.&lt;br /&gt;
&lt;br /&gt;
Artisans District: The Artisans District contains the city's primary mercantile areas. In this district you can get everything from a magical ring to a pair of trousers and everything inbetween. The heads of the various guilds select one of their numbers to be the district's council members each year. The Artisans District is represented with two members on the City Council. The council members are generally the heads of the guilds that were most profitable in the previous year. The current council members are Legilia Ibiralian, half elf/half dryad head of the weavers' guild, and Simon Wren, human head of the carpenters' guild. This district connects to the Market, the Wharves, and the Forge. It also contains Dracon Gate and West Gate.&lt;br /&gt;
&lt;br /&gt;
Market District: The Market District contains most of the city's access to foodstuffs, ranging from wheat grown on the farms outside the city walls to fine elven wine imported from T'Nanshi. The owners of the shops and services in the district vote for one City Council Member and the farmers in the surrounding area also vote for one City Council Member. This gives the Market District, as a whole, two voting members on the City Council. The current Council members are Bieb Galie, an elven farmer and one of the citizens that has been in Elysia the longest, and Seveliwyn Kohajan, a half elf/half nymph grocer. This District connects to the Artisans District and the Eastern Residences. It also contains South Gate.&lt;br /&gt;
&lt;br /&gt;
Northern Residences: The Northern Residences contain just that, the residences of most of the citizens of Elysia. This area contains the homes of the lower class of citizens. The house are in good repair, but not large. This district has one City Council member that is elected yearly by popular vote. The current member is Sevywia Qaurwen, a half-elven refugee from Mikona, who arrived in Elysia with nothing and has learned the skills needed to survive. She is a child of war, whose human father raped her elven mother. This district connects to the Warehouse District and the Eastern Residences. It also contains both Elf Gate and North Gate.&lt;br /&gt;
&lt;br /&gt;
Eastern Residences: The Eastern Residences contain just that, the residences of the citizens of Elysia. This area contains the homes of the middle class of citizens. The house are in good repair and larger than the homes in the Northern Residences, but not as opulent as the homes in the Nobles District. This district has one City Council member that is elected yearly by popular vote. The current member is Eterra Miryldan, a former elven noble from T'Nanshi who grew disillusioned with the levity of the government there. This district connects to the Market District and the Northern Residences. It also contains both Man Gate and East Gate.&lt;br /&gt;
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Champions Castle: Champions Castle is the headquarters of the Champions of O'ma and as such is the largest single structure in the city. With the exterior castle walls are the exterior bailey and the keep proper with the walled inner bailey. During festival times, the outer bailey is filled with vendors and performers to entertain all the citizens of Elysia. The keep and inner bailey are the nerve center of the Champions of O'ma. The everyday running of the Champions of O'ma are seen to at the local level by the sub-commanders, but the large grand exploits of the Champions of O'ma are planned here. All early training for the Champions of O'ma takes place here.&lt;br /&gt;
&lt;br /&gt;
Inner Bailey: The inner Bailey contains the Drill Grounds, Archery Range, the Champions Smithy, the Champions Bowyer, the Champions Stables, the Champions Hospital, and the Champions Temple of O'ma. While these buildings are primarily for use by Champions of O'ma it is not uncommon to see people from all walks of life within the inner bailey.&lt;br /&gt;
&lt;br /&gt;
Champions Keep: The Champions Keep contains the formal audience chamber, the Champions Mess, Elysia's library, various meeting and planning rooms, housing for many of the higher level officials in the Champions of O'ma, and Maria Torin's personal laboratory. The Champions Keep is also used for all City Council Meetings but is usually closed to the general public.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=3256</id>
		<title>M'Chek</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=3256"/>
		<updated>2005-04-09T17:25:29Z</updated>

		<summary type="html">&lt;p&gt;Zebranky: &lt;/p&gt;
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&lt;div&gt;==M'Chek==&lt;br /&gt;
As a nation, M'Chek is large, but not large enough. There is severe overcrowding, and in some places, starvation. Most of the inhabitants in this case are the humans who are native to the place. Other races from the outside come in occasionally, but usually only for religious or commercial reasons. They tend not to settle there very often, because it is so difficult to find someplace to settle.&lt;br /&gt;
&lt;br /&gt;
The mainland area of M'Chek is dotted with hundreds of villages, each one full to the brim. Over the last fifty years, this population explosion has begun to take a toll on the environment in the area, leaving the once lush forests nearly bare in some places, and causing droughts in others.&lt;br /&gt;
&lt;br /&gt;
The solution, as the government sees it, is to find more land for people to live on. The problem is there is no more land available, unless the citizens of M'Chek are allowed by other nations to live within their borders. Some deals have been worked out with the other major human power on the map, The Kurathene Empire. However, dealing with this entity is difficult because it is not really an empire any longer, but a collection of independent fiefdoms, many of which are at war. Still, some nobles of M'Chek have been able to secure settlement deals and even unions through marriage. But the number of places where this is happening is not large enough to even make a dent in the overall population of the country.&lt;br /&gt;
&lt;br /&gt;
Where else can they go? The answer: North. M'Chek is the southernmost nation on the continent, and they are cornered into their niche by the elven nation of T'Nanshi. The land of T'Nanshi is pristine and beautiful, and by human standards, empty. Long ago, the humans beseeched the elves to let some of their families move there, but the elves refused, citing the M'Chekians' mistreatment of land they already live on. The elves did not want hordes of men and women coming to live on their land and potentially destroy it, or at least grow to outnumber the elves and destroy their nation through attrition.&lt;br /&gt;
&lt;br /&gt;
This argument got uglier and uglier over time, and eventually in the present day, it has become a full-scale war. The M'Chekians have nothing to lose, and any gains they make into elven territory are celebrated joyfully. For the elves, it is a different story. They are not interested in making gains into M'Chek's territory. (Why would they wish to compress the already squished humans any further?) However, sometimes strategic conquests are needed to secure their holdings, and they have been known to take land from M'Chek. But for the most part they are interested in keeping the humans contained.&lt;br /&gt;
&lt;br /&gt;
About fifty years ago, there was an odd occurrence where one of the evil gods attempted to break his way onto the Prime Material Plane and wreak havoc, but his plans were thwarted by a number of adventurers. One of them went on to found a holy order of warriors loyal to the god Mikon. They are known as the Equalizers.&lt;br /&gt;
&lt;br /&gt;
The Equalizers fight for balance, and will go to wherever they are needed to right any extremes. They feel that the elves are misguided and should give up some of their lands to the severely taxed humans, so in the southern portion of the continent, they have thrown in their lot with M'Chek. Since that time they have taken over control of the M'Chekian Special Forces and begun to infiltrate the elven nation both on the front and behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
Some of the allies they have acquired are the fairy races of Titania. The fairies created by the goddess Titania are always in conflict with the fairy races of O'Ma, for reasons to be discussed elsewhere. In T'Nanshi there exists huge populations of both fairy types, constantly on the brink of plunging into another Fairy War.&lt;br /&gt;
&lt;br /&gt;
The Equalizers have capitalized on this and promised that if the Titanian fairies aid the humans in their struggle against the elves, the Equalizers and the Nation of M'Chek will be sure to help the Titanians wipe out the O'Ma fairies once the war is over. Thus the battle rages on.&lt;br /&gt;
==Mikona==&lt;br /&gt;
Location: Southernmost coast of the main continent.&amp;lt;br&amp;gt;&lt;br /&gt;
Name Derivation: The City of Mikona is named after the god Mikon, who created the human race on Avlis with the help and advice of the god Ptah.&amp;lt;br&amp;gt;&lt;br /&gt;
Predominant Race in City: Human&amp;lt;br&amp;gt;&lt;br /&gt;
Predominant Alignment: None, neutral tendencies&amp;lt;br&amp;gt;&lt;br /&gt;
Government: Noble Democracy.&lt;br /&gt;
&lt;br /&gt;
The City of Mikona is the capital of the nation of M'chek. The ones who rule the city are actually the rulers of the entire country although in practice it is not as clear. There are two Houses of Government in the City of Mikona. The Noble House and the Common House. The Common House picks its representatives from among the commoners of the nation, although rarely do any of these commoners come from outside the city. Thus most of the concerns of the Common House deal with city matters. Rarely do they interfere in matters of national action or policy, although they do have the power to do so.&lt;br /&gt;
&lt;br /&gt;
The Noble House is made up of representatives from two places: the Noble families of M'Chek, and the various large Temples represented in Mikona, namely the temples of Mikon, Dagath, Ptah, and Valok.&lt;br /&gt;
&lt;br /&gt;
This house deals mainly with foreign policy issues and affairs. Although each individual Noble family has total control over their own estate, they are expected to represent a portion of their nation's interest. For instance, all of the major Noble families have personal armies and troops, but there is also a standing national army of M'Chek to which each noble is expected to contribute a certain percentage of its force.&lt;br /&gt;
&lt;br /&gt;
The two houses of government are presided over by a Minister who executes decisions and carries out the task of administration, although they are limited in their actions by the legislators. In addition to the Minister there is a War Commissioner who is the commander and chief of the standing army. This is a hotly contested position that has been filled by either Nobles or reputable warrior generals.&lt;br /&gt;
&lt;br /&gt;
===Mikona Districts===&lt;br /&gt;
The City of Mikona is divided into six major districts. They are: The Garrison/Gate District, The Temple Grounds, The Market, The Noble District, The Residential Area, and The Docks District. Each of these districts interrelates with all the others in some way.&lt;br /&gt;
&lt;br /&gt;
Garrison/Gate District: This district holds the only public way in or out of the city without coming in by ship. Thus, it acts as a flow control for traffic to any other part of the city. A sign at the entrance directs people with various business to the correct place.&lt;br /&gt;
&lt;br /&gt;
Government District: The center of government for the city and the entire nation rests here. It holds the two major meeting halls for both houses of government, and the joint session meeting hall, which also acts as the executive base. Some of the traffic to this place comes from the Temple Grounds to the east, where the clerical representatives in government go back and forth to solicit their cases and agendas.&lt;br /&gt;
&lt;br /&gt;
The majority of the temples do not play a very active role in the government. They simply vote their conscience when needed. However, the Temple of Valok seems to take a keen interest in city and national affairs. This religion has taken off in the city sometime within the last hundred years. Its charismatic leaders instill a lot of self-confidence in the common public, as well as the rich and powerful. Its precepts of maximizing your individual potential through any lawful means, and some non-lawful means, really appeal to many in the government arena.&lt;br /&gt;
&lt;br /&gt;
The Temple Grounds: All business within and between churches takes place here. The Temple Grounds has about five major temples in it. The most influential of these five are the temples of Mikon (the largest), Dagath, and Valok. Near these temples are shrines to a large number of other gods worshipped in the area. Usually these shrines have only one or two clerics tending to them. All gods and religions are accepted in Mikona, so the range of deities found there goes from Gorethar, the goodly god of the dwarves, to Maleki, the evil malevolent god of giant-kin and murder.&lt;br /&gt;
&lt;br /&gt;
The Residential Area: This is where many of the Common folk of Mikona live. Housing conditions are poor, and the crowding has incited a lot of gang activity in the area. Many residents are too afraid to go out even in the daytime, and often times the City Guards them selves neglect to walk their rounds there. Common folk refer to these areas as The Slums, because that's what they are. The Common House is continually concerned about this area, but until there are some serious territorial gains made in the war against the elves, there is not much they can do about it.&lt;br /&gt;
&lt;br /&gt;
The Market: This is the center of commerce in the city. It is located almost midway between the entrance of the city and the docks for easy access. Merchants of all kinds peddle their wares here. Both Nobles and Commoners can be found shopping, for this is one of the only places where the two castes will be seen in the same place.&lt;br /&gt;
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The Noble District: This is where the major nobles of the city and nation keep their homes. Some of them also have keeps outside the city as well. All in all there is not much activity here in the daytime, although lucky rogues sometimes press their luck in these areas at night.&lt;br /&gt;
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The Docks: This is the secondary area of commerce for the city. Most of the merchants live here and collect their wares here to sell. Emigrants who leave for other areas of the continent depart from here as well.&lt;/div&gt;</summary>
		<author><name>Zebranky</name></author>
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