http://wiki.avlis.org/w/api.php?action=feedcontributions&user=Chas%27nor&feedformat=atomAvlis Wiki - User contributions [en]2024-03-29T12:27:08ZUser contributionsMediaWiki 1.40.0http://wiki.avlis.org/w/index.php?title=Shaahesk&diff=33388Shaahesk2010-02-15T04:33:55Z<p>Chas'nor: spelling for Lycanthropy, cause I pasted intstead of reading</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Reptilian Races:''' {{ReptilianRaces}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
<br />
==OOC NOTE==<br />
'''Because of the War with [[Drotid]], Shaahesk are mostly kill on sight in non-shaahesk controlled parts of [[T'Nanshi]], [[M'Chek]], and [[Elysia]].'''<br />
<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Elf]] or [[Half-Orc]]<br />
<br />
'''Ability Score Adjustments:''' None.<br />
<br />
'''Feats:'''<br />
* [[NWN:Alertness|Alertness]]<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Natural armor bonus|Natural Armor Bonus]]<br />
<br />
'''Favored Class:''' [[Rogue]]<br />
<br />
'''Notes:'''<br><br />
* Lizardmen have a static model. Regardless of what is chosen during character generation, all Lizardmen have the same appearance.<br />
<br />
== Overview ==<br />
<br />
The '''shaahesk''', or lizard folk, are the evil creations of the god [[Aarilax]], who created them as extensions of his own diabolical intentions. They exist in a harsh society of cold cruelty and exotic reptilian quirkiness that would shrivel the heart of most mammals, providing a tasty treat for the shaahesk in the process. In the society of the lizard folk, might makes right. Those who are strong succeed, and those who are weak wind up as slaves or food. This interaction sets up an ever-changing hierarchy of despots and dictators that vie for control of land, money, and slaves while enforcing their will on the lesser populace of their swampy holdings.<br />
<br />
== Personality ==<br />
<br />
Shaahesk are cold-blooded creatures that do not seem to possess the warmer emotions of humanoids or other kinds of mammals. Their qualities are very basic: anger, fear, hunger, and greed. Complicated patterns of emotions are not seen in these psychologically primitive creatures, who are mainly driven by their desires for food, shelter, sleep, and achieving power. Feelings like comradery and friendship do not even extend to members of their own species, whom they see only as sources of tools for getting what they want. On the other hand, mistaking the shaahesk for being stupid creatures of habit is a fatal error. Members of this race can be extremely intelligent, cunning, and even wise, and when these qualities are combined with an uncomplicated emotional makeup, the results can be extraordinarily deadly.<br />
<br />
==Physical Description ==<br />
<br />
Shaahesk are tall reptilian creatures with grinning mouths full of sharp teeth, and scales ranging in color from dark brown, even black, to forest green. The scales on their stomach and chest can be lighter than those on the rest of their bodies, and occasionally markings of varying colored scales can be found. These creatures can reach heights as tall as 7 feet, though they average 6 to 6 1/2 feet, and there are no known height differences between male and female. Shaahesk have reptilian eyes with slit pupils and yellow, red, or violet shades. Streaks of other colors are often visible in their eyes, and these specimens are said to be lucky.<br />
<br />
Shaahesk to do not find it necessary to wear clothing, but they will sometimes decorate themselves with sashes or trinkets. Their tough hides will deflect most minor cuts, scrapes, and projectiles, but they will sometimes deem it a necessity to wear armor when going into a particularly tough battle.<br />
<br />
== Relations ==<br />
<br />
Shaahesk have a very hierarchical society controlled by the strongest and most cunning members who can manage to stay on top of the pack. The actions of a given community are direct results of the wishes of its leader, and the numerous villages and groups are constantly at war with one another for control of larger pieces of power. As a species, the shaahesk view all other races as inferior and as food sources. [[Kobold|Kobolds]] are given second-class citizenship in their societies because of the similarities they exhibit to the lizard folk, but troglodytes and sahuagin are only tolerated in places where the shaahesk are not powerful enough to displace them.<br />
<br />
Races that attempt to make their homes near lands claimed by the shaahesk always meet with constant resistance. This is the case with the [[Elf, Drangonari|drangonari elves]] who battle with them to maintain control of their home city-state of Grantir. Even races that innocently wander into shaahesk territory will meet with problems immediately, and often these problems are fatal. [[Elf|Elves]], [[Dwarf|dwarves]], and [[Human|humans]] are viewed as objects by the shaahesk, as opposed to being seen as other sentient races.<br />
<br />
{|border=1 cellpadding=5 cellspacing=0<br />
| "Shaahesk don't have weddings, marriages, or romance at all. They simply mate and leave. It's purely a lust/reproductive drive thing. That much is mentioned in their description, even. There's likely a tendency to want to mate with strong Shaahesk however. During reproduction is basically the only time what gender a Shaahesk is even comes up culturally...otherwise what gender you are simply never matters. Not even their names or clothing are based on gender." - [[PCs:Rhissaerk Jalesh|Rhissaerk Jalesh]]<br />
|}<br />
== Alignment ==<br />
<br />
More often than not, shaahesk are evil and selfish to the core. They have little or no respect for laws, but they do not randomly go about their business in any sort of destructive fashion, as a chaotically-aligned individual would do. Shaahesk tend towards neutral evil alignment, and will work with others to achieve a goal, so long as that goal suits them. Once their objectives are met, those that were allied with them are no longer considered necessary and will be dealt with as needed.<br />
<br />
== Shaahesk Lands ==<br />
<br />
The lizard folk occupy their own conglomerate nation of Drotid on the southeastern portion of Negaria. It is a land of swamps, jungles, forests, and intricate underwater river systems and springs. Portions of this land are ruled by lords who have titles with unpronounceable names, but are roughly translated as "Boyar". The boyars answer to an overlord who is acknowledged as the most powerful individual in the country, with a title roughly translating to "Voivode". Boyars pledge loyalty to the Voivode to avoid being wiped out, but this loyalty only extends as far as necessary to keep the Boyars alive long enough to displace the other Boyars nearby in an effort to carve out their own large holdings and eventually replace the Voivode. Though there are few cities in Drotid because of the paucity of dry land, there is one settlement, which is the home of the Voivode that is larger than the rest and acts as a hub for the slave trade. Outsiders simply refer to it as "Drotid City" or "The Snake Pit" because they cannot pronounce the shaahesk name, which is SSsshhehaaheskiticliasss.<br />
<br />
== Religion ==<br />
<br />
The lizard folk see [[Aarilax]] as being their most powerful overlord, and they all pay some sort of homage to him in the form of offerings and prayer. In their world of might makes right, they go to great lengths to ask that Aarilax does not wipe out his creation, and that he give them more chances to prove their worth to him.<br />
<br />
== Languages ==<br />
<br />
Shaahesk speak their own language of hisses, creaks, and chirps. It is exceedingly difficult for non-reptilians to pronounce, and only a few can learn it. Some lizard folk can speak common, though they have difficulty and can only manage to communicate with a thick accent.<br />
<br />
== Names ==<br />
<br />
Shaahesk names are long, and contain hisses and chirps that are common in the shaahesk language. There is no distinction between first and last names, nor male and female names. Some have more than one name because they gained additional names through reputation from deeds accomplished in their lives. Clans and families do not play as big a role in shaahesk society as individuals do. Thus, there are no families that have better names than others, and group names have all but disappeared. When communicating with non-reptilian races, a shaahesk will often grudgingly give a shortened version of its name that the creature can pronounce.<br />
<br />
== Adventurers ==<br />
<br />
Shaahesk will rarely venture outside their home territory without a group of soldiers as backup, however there are a lot of cases where shaahesk that are kept as slaves will escape and leave Drotid in search of a better life. Escaped slaves are seen as weakness on the part of the master, who will be likely to dispatch other shaahesk to retrieve them.<br />
<br />
== Midknight's ramblings on Shaahesk ==<br />
<br />
Note that the following are my own and to an extent other player's extrapolations from the World Setting:<br />
<br />
In general, keep in mind overall that the typical Shaahesk is ultimately, racially supremacist. All Shaahesk look down upon what they term "the warmbloods" - normally tending to lump them together in that single term.<br />
<br />
Shaahesk, from the official info, are arranged into different tribal groups within Drotid, which actually gives you a lot of leeway in developing your own customs - I'm sure that each tribe would have somewhat divergent customs.<br />
<br />
One unifying theme though is the Shaahesk opinion of death. Shaahesk philosophy applies a Darwinian theme of natural selection to all things, including their own lives. Thus, every life taken becomes a part of themselves. My own Shaahesk embodies this by ritually eating the heart of the worthiest foes he defeats. Alternately, some take trophies, such as a necklace of teeth, or other similar customs. It doesn't matter what form the ritual takes, so long as it is consistent. Other races, most particularly warmbloods, might see this as a desecration, but to the Shaahesk this is a proper and fitting display of respect.<br />
<br />
Similarly, a Shaahesk warrior who falls in battle would rather have his corpse eaten or otherwise used (the hide for armor, or the teeth for darts, or the claws for a necklace, or so forth), as it represents the fact that their strength continues on, taken by another and is now a part of them, almost a form of reincarnation.<br />
<br />
Note that while the Shaahesk are usually racist, they respect strength above all. The definition of 'strength' differs for each individual Shaahesk, but generally a strong will to live is a part of it.<br />
<br />
Endeavour to give your Shaahesk his own personal uniqueness and depth of personality. Even with the upcoming dynamic models, most Shaahesk still look alike - make up for this with personality. Perhaps your Shaahesk is a more a sneaky, oily rogue. Perhaps he is a warrior who lives by an archaic code of honour. Even though Shaahesk are primarily evil characters, that doesn't mean they are all heartless Darth Vader type killers. Since Shaahesk are usually measured by a stereotype (being often found as an Avlis villain), a three dimensional PC shaahesk adds a lot of colour and leaves an impact.<br />
<br />
At the same time, try to give your Shaahesk a measure of 'alien-ness' - they're coldblooded, both literally and metaphorically. They should be different in some way than an evil warmblood.<br />
<br />
Shaahesk physiology is probably closest to that of a crocodile or alligator, for a real life analogy. Most players use hisses and accent their 's's to create a Shaahesk accent. Furthermore, if you need help thinking of a Shaahesk name, keep in mind that most of their jaw motion is vertical, with no lips. Try it yourself and see what kind of sounds you can make. (Thanks to Fuzz)<br />
<br />
A slightly more radical idea is to try to trade entirely in gems or items other than gold - Shaahesk hands would seem a little clumsy for handling gold pieces. I don't really do as much of this myself anymore, as gold is just that much more convenient, but it can add some flavour. (Also thanks to Fuzz)<br />
<br />
Finally, if you have another player you play somewhat regularly with and are both considering Shaahesk characters, consider a master and slave character instead. A traveling shaahesk and his slave is in some ways more realistic and immersive than two shaahesk traveling together. Have the shaahesk bring along his whip occassionally too... (Good slave races include kobolds, goblins, and gnolls - the other races tend to be either too strong to control or would raise a lot of uproar. A goblin slave attracts much less attention than a human one... but if you wanna go for it, it might be quite interesting.)<br />
<br />
==See Also==<br />
<br />
* [[Reptilian|Reptilian racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Reptilian Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Shaahesk&diff=33359Shaahesk2010-02-11T19:38:28Z<p>Chas'nor: </p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Reptilian Races:''' {{ReptilianRaces}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
<br />
==OOC NOTE==<br />
'''Because of the War with [[Drotid]], Shaahesk are mostly kill on site in non-shaahesk controled parts of [[T'Nanshi]], [[M'Chek]], and [[Elysia]].'''<br />
<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Elf]] or [[Half-Orc]]<br />
<br />
'''Ability Score Adjustments:''' None.<br />
<br />
'''Feats:'''<br />
* [[NWN:Alertness|Alertness]]<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Natural armor bonus|Natural Armor Bonus]]<br />
<br />
'''Favored Class:''' [[Rogue]]<br />
<br />
'''Notes:'''<br><br />
* Lizardmen have a static model. Regardless of what is chosen during character generation, all Lizardmen have the same appearance.<br />
<br />
== Overview ==<br />
<br />
The '''shaahesk''', or lizard folk, are the evil creations of the god [[Aarilax]], who created them as extensions of his own diabolical intentions. They exist in a harsh society of cold cruelty and exotic reptilian quirkiness that would shrivel the heart of most mammals, providing a tasty treat for the shaahesk in the process. In the society of the lizard folk, might makes right. Those who are strong succeed, and those who are weak wind up as slaves or food. This interaction sets up an ever-changing hierarchy of despots and dictators that vie for control of land, money, and slaves while enforcing their will on the lesser populace of their swampy holdings.<br />
<br />
== Personality ==<br />
<br />
Shaahesk are cold-blooded creatures that do not seem to possess the warmer emotions of humanoids or other kinds of mammals. Their qualities are very basic: anger, fear, hunger, and greed. Complicated patterns of emotions are not seen in these psychologically primitive creatures, who are mainly driven by their desires for food, shelter, sleep, and achieving power. Feelings like comradery and friendship do not even extend to members of their own species, whom they see only as sources of tools for getting what they want. On the other hand, mistaking the shaahesk for being stupid creatures of habit is a fatal error. Members of this race can be extremely intelligent, cunning, and even wise, and when these qualities are combined with an uncomplicated emotional makeup, the results can be extraordinarily deadly.<br />
<br />
==Physical Description ==<br />
<br />
Shaahesk are tall reptilian creatures with grinning mouths full of sharp teeth, and scales ranging in color from dark brown, even black, to forest green. The scales on their stomach and chest can be lighter than those on the rest of their bodies, and occasionally markings of varying colored scales can be found. These creatures can reach heights as tall as 7 feet, though they average 6 to 6 1/2 feet, and there are no known height differences between male and female. Shaahesk have reptilian eyes with slit pupils and yellow, red, or violet shades. Streaks of other colors are often visible in their eyes, and these specimens are said to be lucky.<br />
<br />
Shaahesk to do not find it necessary to wear clothing, but they will sometimes decorate themselves with sashes or trinkets. Their tough hides will deflect most minor cuts, scrapes, and projectiles, but they will sometimes deem it a necessity to wear armor when going into a particularly tough battle.<br />
<br />
== Relations ==<br />
<br />
Shaahesk have a very hierarchical society controlled by the strongest and most cunning members who can manage to stay on top of the pack. The actions of a given community are direct results of the wishes of its leader, and the numerous villages and groups are constantly at war with one another for control of larger pieces of power. As a species, the shaahesk view all other races as inferior and as food sources. [[Kobold|Kobolds]] are given second-class citizenship in their societies because of the similarities they exhibit to the lizard folk, but troglodytes and sahuagin are only tolerated in places where the shaahesk are not powerful enough to displace them.<br />
<br />
Races that attempt to make their homes near lands claimed by the shaahesk always meet with constant resistance. This is the case with the [[Elf, Drangonari|drangonari elves]] who battle with them to maintain control of their home city-state of Grantir. Even races that innocently wander into shaahesk territory will meet with problems immediately, and often these problems are fatal. [[Elf|Elves]], [[Dwarf|dwarves]], and [[Human|humans]] are viewed as objects by the shaahesk, as opposed to being seen as other sentient races.<br />
<br />
{|border=1 cellpadding=5 cellspacing=0<br />
| "Shaahesk don't have weddings, marriages, or romance at all. They simply mate and leave. It's purely a lust/reproductive drive thing. That much is mentioned in their description, even. There's likely a tendency to want to mate with strong Shaahesk however. During reproduction is basically the only time what gender a Shaahesk is even comes up culturally...otherwise what gender you are simply never matters. Not even their names or clothing are based on gender." - [[PCs:Rhissaerk Jalesh|Rhissaerk Jalesh]]<br />
|}<br />
== Alignment ==<br />
<br />
More often than not, shaahesk are evil and selfish to the core. They have little or no respect for laws, but they do not randomly go about their business in any sort of destructive fashion, as a chaotically-aligned individual would do. Shaahesk tend towards neutral evil alignment, and will work with others to achieve a goal, so long as that goal suits them. Once their objectives are met, those that were allied with them are no longer considered necessary and will be dealt with as needed.<br />
<br />
== Shaahesk Lands ==<br />
<br />
The lizard folk occupy their own conglomerate nation of Drotid on the southeastern portion of Negaria. It is a land of swamps, jungles, forests, and intricate underwater river systems and springs. Portions of this land are ruled by lords who have titles with unpronounceable names, but are roughly translated as "Boyar". The boyars answer to an overlord who is acknowledged as the most powerful individual in the country, with a title roughly translating to "Voivode". Boyars pledge loyalty to the Voivode to avoid being wiped out, but this loyalty only extends as far as necessary to keep the Boyars alive long enough to displace the other Boyars nearby in an effort to carve out their own large holdings and eventually replace the Voivode. Though there are few cities in Drotid because of the paucity of dry land, there is one settlement, which is the home of the Voivode that is larger than the rest and acts as a hub for the slave trade. Outsiders simply refer to it as "Drotid City" or "The Snake Pit" because they cannot pronounce the shaahesk name, which is SSsshhehaaheskiticliasss.<br />
<br />
== Religion ==<br />
<br />
The lizard folk see [[Aarilax]] as being their most powerful overlord, and they all pay some sort of homage to him in the form of offerings and prayer. In their world of might makes right, they go to great lengths to ask that Aarilax does not wipe out his creation, and that he give them more chances to prove their worth to him.<br />
<br />
== Languages ==<br />
<br />
Shaahesk speak their own language of hisses, creaks, and chirps. It is exceedingly difficult for non-reptilians to pronounce, and only a few can learn it. Some lizard folk can speak common, though they have difficulty and can only manage to communicate with a thick accent.<br />
<br />
== Names ==<br />
<br />
Shaahesk names are long, and contain hisses and chirps that are common in the shaahesk language. There is no distinction between first and last names, nor male and female names. Some have more than one name because they gained additional names through reputation from deeds accomplished in their lives. Clans and families do not play as big a role in shaahesk society as individuals do. Thus, there are no families that have better names than others, and group names have all but disappeared. When communicating with non-reptilian races, a shaahesk will often grudgingly give a shortened version of its name that the creature can pronounce.<br />
<br />
== Adventurers ==<br />
<br />
Shaahesk will rarely venture outside their home territory without a group of soldiers as backup, however there are a lot of cases where shaahesk that are kept as slaves will escape and leave Drotid in search of a better life. Escaped slaves are seen as weakness on the part of the master, who will be likely to dispatch other shaahesk to retrieve them.<br />
<br />
== Midknight's ramblings on Shaahesk ==<br />
<br />
Note that the following are my own and to an extent other player's extrapolations from the World Setting:<br />
<br />
In general, keep in mind overall that the typical Shaahesk is ultimately, racially supremacist. All Shaahesk look down upon what they term "the warmbloods" - normally tending to lump them together in that single term.<br />
<br />
Shaahesk, from the official info, are arranged into different tribal groups within Drotid, which actually gives you a lot of leeway in developing your own customs - I'm sure that each tribe would have somewhat divergent customs.<br />
<br />
One unifying theme though is the Shaahesk opinion of death. Shaahesk philosophy applies a Darwinian theme of natural selection to all things, including their own lives. Thus, every life taken becomes a part of themselves. My own Shaahesk embodies this by ritually eating the heart of the worthiest foes he defeats. Alternately, some take trophies, such as a necklace of teeth, or other similar customs. It doesn't matter what form the ritual takes, so long as it is consistent. Other races, most particularly warmbloods, might see this as a desecration, but to the Shaahesk this is a proper and fitting display of respect.<br />
<br />
Similarly, a Shaahesk warrior who falls in battle would rather have his corpse eaten or otherwise used (the hide for armor, or the teeth for darts, or the claws for a necklace, or so forth), as it represents the fact that their strength continues on, taken by another and is now a part of them, almost a form of reincarnation.<br />
<br />
Note that while the Shaahesk are usually racist, they respect strength above all. The definition of 'strength' differs for each individual Shaahesk, but generally a strong will to live is a part of it.<br />
<br />
Endeavour to give your Shaahesk his own personal uniqueness and depth of personality. Even with the upcoming dynamic models, most Shaahesk still look alike - make up for this with personality. Perhaps your Shaahesk is a more a sneaky, oily rogue. Perhaps he is a warrior who lives by an archaic code of honour. Even though Shaahesk are primarily evil characters, that doesn't mean they are all heartless Darth Vader type killers. Since Shaahesk are usually measured by a stereotype (being often found as an Avlis villain), a three dimensional PC shaahesk adds a lot of colour and leaves an impact.<br />
<br />
At the same time, try to give your Shaahesk a measure of 'alien-ness' - they're coldblooded, both literally and metaphorically. They should be different in some way than an evil warmblood.<br />
<br />
Shaahesk physiology is probably closest to that of a crocodile or alligator, for a real life analogy. Most players use hisses and accent their 's's to create a Shaahesk accent. Furthermore, if you need help thinking of a Shaahesk name, keep in mind that most of their jaw motion is vertical, with no lips. Try it yourself and see what kind of sounds you can make. (Thanks to Fuzz)<br />
<br />
A slightly more radical idea is to try to trade entirely in gems or items other than gold - Shaahesk hands would seem a little clumsy for handling gold pieces. I don't really do as much of this myself anymore, as gold is just that much more convenient, but it can add some flavour. (Also thanks to Fuzz)<br />
<br />
Finally, if you have another player you play somewhat regularly with and are both considering Shaahesk characters, consider a master and slave character instead. A traveling shaahesk and his slave is in some ways more realistic and immersive than two shaahesk traveling together. Have the shaahesk bring along his whip occassionally too... (Good slave races include kobolds, goblins, and gnolls - the other races tend to be either too strong to control or would raise a lot of uproar. A goblin slave attracts much less attention than a human one... but if you wanna go for it, it might be quite interesting.)<br />
<br />
==See Also==<br />
<br />
* [[Reptilian|Reptilian racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Reptilian Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Wemic&diff=33355Wemic2010-02-11T00:44:09Z<p>Chas'nor: Protected "Wemic" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Elf]]<br />
<br />
'''[[NWN:Effective_character_level|ECL]]:''' 3<br />
<br />
'''Ability Score Adjustments:''' +7 [[NWN:Strength|Str]] +1 [[NWN:Dexterity|Dex]] +1 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]<br />
<br />
'''Size Category'''<br />
* [[NWN:Size_modifier|Large]] - As a Large creature, Wemics suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)<br />
<br />
'''Feats:'''<br />
* [[NWN:Alertness|Alertness]]<br />
* [[NWN:Skill Focus|Skill Focus: Hide]]<br />
* [[NWN:Skill Affinity (Move Silently)|Skill Affinity: Move Silently]]<br />
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]<br />
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Deflection bonus|Deflection Armor Bonus]]<br />
<br />
'''Favored Class:''' [[Barbarian]]<br />
<br />
'''Notes:'''<br />
* Unlike Centaur, Wemics are a dynamic models - torso of a wemic is a half-orc, and will show any tattoos selected during character generation. Skin and hair colour are also as selected during character generation.<br />
* Wemics only have 4 head models for males, and 2 for females. The "Customise Character" step of character creation defaults to head 1, and the right arrow counts up.<br />
* The ECL of a wemic makes it level 4, which means that you do not get the same kid gloves as most characters (There are no XP penalties or resting restrictions before level 4). You can also lose your class level (eg if you start a barbarian1/beast3, you will become a beast/3 - this causes problems assigning skill points when you regain level 4 (reasons to be elaborated on with some testing.)<br />
* As of the 1.67 patch, wemics cannot equip tiny sized weapons. This includes daggers, Kukri, shurikens, fashion accessories, etc.<br />
<br />
== Overview ==<br />
<br />
A '''[[Wikipedia:wemic|wemic]]''' (or '''liontaur''') is a fantastical creature found in [[WikiPedia:role-playing game|role-playing game]]s (such as [[Wikipedia:Dungeons & Dragons|Dungeons & Dragons]]) and in a small amount of modern fantasy literature. They are sometimes the subject of [[Wikipedia:furry|furry]] art. Wemics have the torso, arms, and head of a human and the body, legs, and tail of a [[Wikipedia:lion|lion]]. Thus, they are like [[Wikipedia:centaur|centaur]]s but with lion parts instead of horse parts. They are a type of [[Wikipedia:taur|taur]] and also a type of [[Wikipedia:felitaur|felitaur]].<br />
<br />
The proud and powerful wemics are a centauroid race of lion people possessing the body of a lion and a human body from the waist up where the lion's head would be. Much like their proud lion counterparts, wemics are an honorable people who take pleasure in wandering tall grassy plains and prowling lush jungles.<br />
<br />
== Personality ==<br />
<br />
Wemics are classically idealistic and honorable, possessing strong codes on how to live their lives, and how to govern what is right and wrong. They walk with a proud bearing that expresses their idealism with every step, and view the world with a calm and collected attitude, until such time they decide to strike. When wemics are moved to action, they are decisive and quick. Contemplation and meditation are things that have their time and place, but they are put completely aside when the moment to move in arrives.<br />
<br />
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.<br />
<br />
In hunting and in matters of family life, the females will often take the lead, though males have been known to participate in their own hunts from time to time, and they are by no means regarded as an inferior gender. Male wemics have different personalities. Some are sociable, and some are solitary. It varies. The solitary ones often find themselves living apart from the pride, but not out of contact. Sociable ones are often found among other races.<br />
<br />
== Physical Description ==<br />
<br />
From head to paws and fully erect, male wemics can stand between 6 and 7 feet tall. Females can be as tall as 6 1/2 feet. They have broad shoulders and a powerfully muscled physique on the humanoid half, which usually has skin tones ranging from lightly tanned to dark. Their leonine fur is short and can range in color from deep rusty red to sandy yellow. On their heads, male wemics possess a long mane of hair that matches the color of their lion fur, and can grow to be very long and full. Females also have a mane, but it is much shorter and not as thick.<br />
<br />
Wemics also have some leonine facial features, such as whiskers and catlike faces with slitted pupils and eye colors of green or yellow, and sometimes red. Their piercing stares are said to strike fear into those of unpure intentions and corrupt hearts.<br />
<br />
Most wemics do not wear any clothing on their lion half, and will only wear modest garments on their humanoid parts, especially females who wear halter tops and sometimes shawls. For those individuals that are part of an army or go frequently into battle, it is not uncommon for them to wear specialized armor or barding to protect delicate areas.<br />
<br />
== Relations ==<br />
<br />
Humans who live within territory roamed by wemics will either revere them as proud creatures of order, or fear them as deadly hunters of injustice. Wemics appreciate this attitude, and will work gladly with humans if their goals coincide. Dracon and wemics tend to agree on certain points of order, but the wemics regard the dracon as passionless and rigid, while the dracon see the wemics as biased and a little unpredictable. Goodly races appreciate the wemic ideal and will work with them if given a chance, whereas evil races are wary of them and try very hard not to wind up on their enemies list.<br />
<br />
== Alignment ==<br />
<br />
Wemics tend towards lawful good, because they believe strongly in the spirit of the law as a means to bettering society and creating a better place to live. They focus more on the unit than the individual, and have a habit of taking up causes for things that also stress this point.<br />
<br />
== Wemic Lands ==<br />
<br />
Wemics exist mainly in two different areas on Avlis. In the west, they roam the plains of [[The Kurathene Empire|the Kurathene Empire]]. In the east, they inhabit the jungles of [[Jechran]] and [[Drotid]]. Both lines draw their ancestry from the same roots, and have similar cultures, with minor differences.<br />
<br />
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.<br />
<br />
== Religion ==<br />
<br />
Wemics are the creation of the god [[Balgar]], and almost all of their race worships him as "The Son". 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 "The Mother". Both gods play important roles in the daily lives of the wemic.<br />
<br />
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. "The Mother" goddess provides qualities of order and structure, whereas "The Son" preaches doing whatever seems prudent at the time. Both philosophies are regarded equally in the wemic society, and they both fill a role.<br />
<br />
== Language ==<br />
<br />
Wemics speak a language called Lerrrone, which has a characteristic drawn-out rolling of its "r" sounds. This pattern of speak is carried over when wemics try to speak other languages, such as common. It sounds almost as if they get stuck on their r's and make them into something that sounds like a growl. When a wemics r's get shorter, it is a sign of excitement, but longer exaggerated r's are a sure sign of warning, and impending anger.<br />
<br />
== Names ==<br />
<br />
Wemics identify themselves by their nomadic groups or populations called prides. Each pride has a name that originates from the female who bore the first litter that established it, and wemics that are part of that pride use it to identify themselves and their origins. When a pride gets too large and splits up, a new name will be chosen for the group that breaks off, and the living members of that group will adopt the new last name. First names are derived from their mother's and father's names. For males, a piece of the father's name is taken first, and a piece of the mother's is taken second. For females, it is the other way around. Wemics that live around other races will sometimes use shortened forms of their names, or go by new names that are easier for the other races to pronounce.<br />
<br />
=== Names ===<br />
<br />
Borrr'Gorrrak, Brrrend'Kurrro, Garrril'Varrrom, Gorrr'Kurrr, Ku'Kerrran, Marrr'Merrrin, Shakarrro'Garrr, Ulurrro'Werrrim, Urrriko'Karrrak, Warrrick'Kasharrr<br />
<br />
== Adventurers ==<br />
<br />
Male wemics are born with a sense of adventure and a desire to see the world, especially if there are older males in their pride who are already taking care of social matters there. Female wemics go adventuring less often, but when they do go, it is usually for the purposes of correcting some perceived injustice or problem affecting their group.<br />
<br />
== Customs ==<br />
<br />
[[Wemic marriage customs]]<br />
| [[Wemic Wedding]]<br />
<br />
== See Also ==<br />
<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Shaahesk&diff=33354Shaahesk2010-02-11T00:43:58Z<p>Chas'nor: Protected "Shaahesk" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Reptilian Races:''' {{ReptilianRaces}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Elf]] or [[Half-Orc]]<br />
<br />
'''Ability Score Adjustments:''' None.<br />
<br />
'''Feats:'''<br />
* [[NWN:Alertness|Alertness]]<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Natural armor bonus|Natural Armor Bonus]]<br />
<br />
'''Favored Class:''' [[Rogue]]<br />
<br />
'''Notes:'''<br><br />
* Lizardmen have a static model. Regardless of what is chosen during character generation, all Lizardmen have the same appearance.<br />
<br />
== Overview ==<br />
<br />
The '''shaahesk''', or lizard folk, are the evil creations of the god [[Aarilax]], who created them as extensions of his own diabolical intentions. They exist in a harsh society of cold cruelty and exotic reptilian quirkiness that would shrivel the heart of most mammals, providing a tasty treat for the shaahesk in the process. In the society of the lizard folk, might makes right. Those who are strong succeed, and those who are weak wind up as slaves or food. This interaction sets up an ever-changing hierarchy of despots and dictators that vie for control of land, money, and slaves while enforcing their will on the lesser populace of their swampy holdings.<br />
<br />
== Personality ==<br />
<br />
Shaahesk are cold-blooded creatures that do not seem to possess the warmer emotions of humanoids or other kinds of mammals. Their qualities are very basic: anger, fear, hunger, and greed. Complicated patterns of emotions are not seen in these psychologically primitive creatures, who are mainly driven by their desires for food, shelter, sleep, and achieving power. Feelings like comradery and friendship do not even extend to members of their own species, whom they see only as sources of tools for getting what they want. On the other hand, mistaking the shaahesk for being stupid creatures of habit is a fatal error. Members of this race can be extremely intelligent, cunning, and even wise, and when these qualities are combined with an uncomplicated emotional makeup, the results can be extraordinarily deadly.<br />
<br />
==Physical Description ==<br />
<br />
Shaahesk are tall reptilian creatures with grinning mouths full of sharp teeth, and scales ranging in color from dark brown, even black, to forest green. The scales on their stomach and chest can be lighter than those on the rest of their bodies, and occasionally markings of varying colored scales can be found. These creatures can reach heights as tall as 7 feet, though they average 6 to 6 1/2 feet, and there are no known height differences between male and female. Shaahesk have reptilian eyes with slit pupils and yellow, red, or violet shades. Streaks of other colors are often visible in their eyes, and these specimens are said to be lucky.<br />
<br />
Shaahesk to do not find it necessary to wear clothing, but they will sometimes decorate themselves with sashes or trinkets. Their tough hides will deflect most minor cuts, scrapes, and projectiles, but they will sometimes deem it a necessity to wear armor when going into a particularly tough battle.<br />
<br />
== Relations ==<br />
<br />
Shaahesk have a very hierarchical society controlled by the strongest and most cunning members who can manage to stay on top of the pack. The actions of a given community are direct results of the wishes of its leader, and the numerous villages and groups are constantly at war with one another for control of larger pieces of power. As a species, the shaahesk view all other races as inferior and as food sources. [[Kobold|Kobolds]] are given second-class citizenship in their societies because of the similarities they exhibit to the lizard folk, but troglodytes and sahuagin are only tolerated in places where the shaahesk are not powerful enough to displace them.<br />
<br />
Races that attempt to make their homes near lands claimed by the shaahesk always meet with constant resistance. This is the case with the [[Elf, Drangonari|drangonari elves]] who battle with them to maintain control of their home city-state of Grantir. Even races that innocently wander into shaahesk territory will meet with problems immediately, and often these problems are fatal. [[Elf|Elves]], [[Dwarf|dwarves]], and [[Human|humans]] are viewed as objects by the shaahesk, as opposed to being seen as other sentient races.<br />
<br />
{|border=1 cellpadding=5 cellspacing=0<br />
| "Shaahesk don't have weddings, marriages, or romance at all. They simply mate and leave. It's purely a lust/reproductive drive thing. That much is mentioned in their description, even. There's likely a tendency to want to mate with strong Shaahesk however. During reproduction is basically the only time what gender a Shaahesk is even comes up culturally...otherwise what gender you are simply never matters. Not even their names or clothing are based on gender." - [[PCs:Rhissaerk Jalesh|Rhissaerk Jalesh]]<br />
|}<br />
== Alignment ==<br />
<br />
More often than not, shaahesk are evil and selfish to the core. They have little or no respect for laws, but they do not randomly go about their business in any sort of destructive fashion, as a chaotically-aligned individual would do. Shaahesk tend towards neutral evil alignment, and will work with others to achieve a goal, so long as that goal suits them. Once their objectives are met, those that were allied with them are no longer considered necessary and will be dealt with as needed.<br />
<br />
== Shaahesk Lands ==<br />
<br />
The lizard folk occupy their own conglomerate nation of Drotid on the southeastern portion of Negaria. It is a land of swamps, jungles, forests, and intricate underwater river systems and springs. Portions of this land are ruled by lords who have titles with unpronounceable names, but are roughly translated as "Boyar". The boyars answer to an overlord who is acknowledged as the most powerful individual in the country, with a title roughly translating to "Voivode". Boyars pledge loyalty to the Voivode to avoid being wiped out, but this loyalty only extends as far as necessary to keep the Boyars alive long enough to displace the other Boyars nearby in an effort to carve out their own large holdings and eventually replace the Voivode. Though there are few cities in Drotid because of the paucity of dry land, there is one settlement, which is the home of the Voivode that is larger than the rest and acts as a hub for the slave trade. Outsiders simply refer to it as "Drotid City" or "The Snake Pit" because they cannot pronounce the shaahesk name, which is SSsshhehaaheskiticliasss.<br />
<br />
== Religion ==<br />
<br />
The lizard folk see [[Aarilax]] as being their most powerful overlord, and they all pay some sort of homage to him in the form of offerings and prayer. In their world of might makes right, they go to great lengths to ask that Aarilax does not wipe out his creation, and that he give them more chances to prove their worth to him.<br />
<br />
== Languages ==<br />
<br />
Shaahesk speak their own language of hisses, creaks, and chirps. It is exceedingly difficult for non-reptilians to pronounce, and only a few can learn it. Some lizard folk can speak common, though they have difficulty and can only manage to communicate with a thick accent.<br />
<br />
== Names ==<br />
<br />
Shaahesk names are long, and contain hisses and chirps that are common in the shaahesk language. There is no distinction between first and last names, nor male and female names. Some have more than one name because they gained additional names through reputation from deeds accomplished in their lives. Clans and families do not play as big a role in shaahesk society as individuals do. Thus, there are no families that have better names than others, and group names have all but disappeared. When communicating with non-reptilian races, a shaahesk will often grudgingly give a shortened version of its name that the creature can pronounce.<br />
<br />
== Adventurers ==<br />
<br />
Shaahesk will rarely venture outside their home territory without a group of soldiers as backup, however there are a lot of cases where shaahesk that are kept as slaves will escape and leave Drotid in search of a better life. Escaped slaves are seen as weakness on the part of the master, who will be likely to dispatch other shaahesk to retrieve them.<br />
<br />
== Midknight's ramblings on Shaahesk ==<br />
<br />
Note that the following are my own and to an extent other player's extrapolations from the World Setting:<br />
<br />
In general, keep in mind overall that the typical Shaahesk is ultimately, racially supremacist. All Shaahesk look down upon what they term "the warmbloods" - normally tending to lump them together in that single term.<br />
<br />
Shaahesk, from the official info, are arranged into different tribal groups within Drotid, which actually gives you a lot of leeway in developing your own customs - I'm sure that each tribe would have somewhat divergent customs.<br />
<br />
One unifying theme though is the Shaahesk opinion of death. Shaahesk philosophy applies a Darwinian theme of natural selection to all things, including their own lives. Thus, every life taken becomes a part of themselves. My own Shaahesk embodies this by ritually eating the heart of the worthiest foes he defeats. Alternately, some take trophies, such as a necklace of teeth, or other similar customs. It doesn't matter what form the ritual takes, so long as it is consistent. Other races, most particularly warmbloods, might see this as a desecration, but to the Shaahesk this is a proper and fitting display of respect.<br />
<br />
Similarly, a Shaahesk warrior who falls in battle would rather have his corpse eaten or otherwise used (the hide for armor, or the teeth for darts, or the claws for a necklace, or so forth), as it represents the fact that their strength continues on, taken by another and is now a part of them, almost a form of reincarnation.<br />
<br />
Note that while the Shaahesk are usually racist, they respect strength above all. The definition of 'strength' differs for each individual Shaahesk, but generally a strong will to live is a part of it.<br />
<br />
Endeavour to give your Shaahesk his own personal uniqueness and depth of personality. Even with the upcoming dynamic models, most Shaahesk still look alike - make up for this with personality. Perhaps your Shaahesk is a more a sneaky, oily rogue. Perhaps he is a warrior who lives by an archaic code of honour. Even though Shaahesk are primarily evil characters, that doesn't mean they are all heartless Darth Vader type killers. Since Shaahesk are usually measured by a stereotype (being often found as an Avlis villain), a three dimensional PC shaahesk adds a lot of colour and leaves an impact.<br />
<br />
At the same time, try to give your Shaahesk a measure of 'alien-ness' - they're coldblooded, both literally and metaphorically. They should be different in some way than an evil warmblood.<br />
<br />
Shaahesk physiology is probably closest to that of a crocodile or alligator, for a real life analogy. Most players use hisses and accent their 's's to create a Shaahesk accent. Furthermore, if you need help thinking of a Shaahesk name, keep in mind that most of their jaw motion is vertical, with no lips. Try it yourself and see what kind of sounds you can make. (Thanks to Fuzz)<br />
<br />
A slightly more radical idea is to try to trade entirely in gems or items other than gold - Shaahesk hands would seem a little clumsy for handling gold pieces. I don't really do as much of this myself anymore, as gold is just that much more convenient, but it can add some flavour. (Also thanks to Fuzz)<br />
<br />
Finally, if you have another player you play somewhat regularly with and are both considering Shaahesk characters, consider a master and slave character instead. A traveling shaahesk and his slave is in some ways more realistic and immersive than two shaahesk traveling together. Have the shaahesk bring along his whip occassionally too... (Good slave races include kobolds, goblins, and gnolls - the other races tend to be either too strong to control or would raise a lot of uproar. A goblin slave attracts much less attention than a human one... but if you wanna go for it, it might be quite interesting.)<br />
<br />
==See Also==<br />
<br />
* [[Reptilian|Reptilian racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Reptilian Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Orc&diff=33353Orc2010-02-11T00:43:45Z<p>Chas'nor: Protected "Orc" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Orc]]<br />
<br />
'''Ability Score Adjustments:''' +3 Str -2 Dex +1 Int<br />
<br />
'''Feats:'''<br />
* [[NWN:Alertness|Alertness]]<br />
* [[NWN:Low-light Vision|Lowlight Vision]]<br />
* [[NWN:Battle Training vs. Orcs|Training vs. Orcs]]<br />
<br />
'''Favored Class:''' [[Fighter]]<br />
<br />
'''Notes:'''<br><br />
* Orcs have a static model. Regardless of what is chosen during character generation, all orcs have the same appearance.<br />
<br />
==Overview==<br />
<br />
On Avlis, orcs were created by the god [[Valok]]. Using information and help gained from [[Gruumsh]], Valok established his race on Avlis with some differences. While Gruumsh favored might and strength, Valok favored subtlety, preparedness, and intelligence. He saw orcs as a favorable vehicle for his control over Avlis because they carried a sturdy frame and a hearty constitution in most cases, and they were able to inspire fear in weaker races. Thus, the orcs of Avlis look very similar to those found on other worlds, but they act very differently.<br />
<br />
==Personality==<br />
<br />
Among the natives of Avlis, orcs are regarded as shrewd, intelligent, crafty, and devious. They are strong in arm, but they are also strong in diplomacy and deal-making. It is said by some that making a deal with an orc is akin to making a deal with a demon.... any loophole that can be exploited, will be. Of course, this is wholy an average assumption of the population. As with any race on Avlis, there exist individuals of all alignments.<br />
<br />
==Relations==<br />
<br />
Although the reputation of orcs often precedes them wherever they go, it is certainly not the worst reputation for a race on Avlis, and more often than not, individuals they meet will give them a chance to show their true colors before deciding what to make of them.<br />
<br />
==Alignment==<br />
<br />
Orcs are generally [[Alignment#Lawful Evil|Lawful Evil]], though individuals may have other moral positions.<br />
<br />
==Orc Lands==<br />
<br />
Orcs are also very resourceful, and have constructed large societies of their own on Avlis. There are two orcish nations, [[Brekon (nation)|Brekon]] and [[Dubunat]]. The governments within the two differ slightly, but they are both ruled by cunning politicians, and they house millions of orc residents, as well as [[Giant-Kin|giant-kin]] and [[Goblinoid|goblinoid]] residents who are often given the status of second class citizens in orcish circles.<br />
<br />
Within these nations are several large trading cities and ports that the orcs use to import and export goods to other nations... all done as legitamate business as far as anyone can tell by looking at it. Wherever the church of Valok is strong, the orc population in that area also tends to excel. These smaller populations can exist outside of the orcish nations, within human cities, and sometimes the cities of other races, though not too often.<br />
<br />
==Society==<br />
<br />
There are generally no castes or noble families within orcish society. Those who are on top are the ones who got there by guile and cunning, and they must fight in the political arena to keep themselves in place. The only real social class that orcs differentiate within their group is that of arcane magic users. Due to the mishap that ended the Great War, orcish magic users are forbidden in orcish society. Any orc that is found to be practicing arcane magic is hunted down and killed, usually by the Dominators of Valok who have sworn to do this as their purpose. Many small secret orcish mage societies have sprung up over time. Many more have been eliminated. None have been tolerated by the orcs. The [[Dominator|Dominators]] are not the only society that hunts them. They are just the ones that have holy vows to Valok. There are plenty of other smaller mage-hunting societies and mercenary bands who go after orcish magic users.<br />
<br />
It is thought that the clerics of Valok and other gods worshipped by orcs keep perpetuating the hatred of mages so as not to let them gain a foothold in government. Without arcane magic users, the power of the clerics' magic is supreme in the society, which in turn elevates the influence of Valok and the lesser deities worshipped there.<br />
<br />
==Language==<br />
<br />
Orcs speak their own language called [[Orcish|orcish]].<br />
<br />
==See Also==<br />
<br />
* [[Nine_Major_Races#Lawful_Evil:_Orcs|The Nine Major Races: Orcs]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Kobold&diff=33352Kobold2010-02-11T00:43:27Z<p>Chas'nor: Protected "Kobold" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Reptilian Races:''' {{ReptilianRaces}} </center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Dwarf]], [[Gnome]] or [[Halfling]]<br />
<br />
'''Ability Score Adjustments:''' -1 [[NWN:Strength|Str]] -1 [[NWN:Constitution|Con]]<br />
<br />
'''Size Category:''' <br />
*[[NWN:Size_category|Small]] - As a Small creature, Kobolds gain a +1 to AC and a +1 to Attack, as well as a -4 to Grapple checks (Bigby's Grasping Hand and Knockdown attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)<br />
<br />
'''Feats:'''<br />
* [[NWN:Alertness|Alertness]]<br />
<br />
'''Favored Class:''' [[Barbarian]]<br />
<br />
'''Notes:'''<br />
* Kobolds have a static model. Regardless of what is chosen during character generation, all Kobolds have the same appearance.<br />
<br />
== Overview ==<br />
<br />
Kobolds are small reptillian humanoids, thought to be dangerous only in great numbers. While Kobolds are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas. On Avlis, kobolds are often the slave labor for [[Shaahesk|lizard man]] societies, though they do occasionally make small settlements of their own in humid jungle areas. Despite the tendancy for shaahesk and other civilized races to see them as vermin or second-class lifeforms, kobolds are known to have their own ideals and aspirations for advancement to the same degree as all other civilized races.<br />
<br />
== Personality ==<br />
<br />
Because of their small size and constant threats endured during daily life, kobolds tend to be very cautious. In extreme cases, this caution can border on the paranoia and hyperactivity seen in some smaller non-sentient reptile species that occupy a spot in the middle of the food chain. On the other extreme end, a kobold can develop a defense mechanism of insane fierceness and rudeness, most often seen in small dogs who are constantly beset by larger breeds. Personality traits such as these usually manifest most clearly when kobolds are in the presence of other species, such as shaahesk. When among their own kind, they tone down their energetic alertness and shift more into a primal system of social interaction. Male kobolds view females as mating partners, and they have a complex system of hand and body signals used to entice their mates. Females who respond favorably will wind up laying a clutch of up to four to six eggs that will hatch in three months' time. Needless to say, this happens a lot. Kobolds breed at an astonishing rate, and they grow to maturity in only twelve years. Among their own gender, male and female kobolds will form cooperative clicks that have necessary advantages in hunting survival and safety in numbers. There seems to be no particular pecking order in these systems, until a female is spotted and some fighting breaks out. These fights rarely end in the death of another kobold, but accidents have been known to happen. Most often, the beaten males will give in and try again for the next female that comes along.<br />
<br />
== Physical Description ==<br />
<br />
Kobolds are reptilian creatures standing at most 2 1/2 feet tall, with scales ranging in color from slate grey, to black, as well as certain shades of greens and browns. Their belly scales are usually a slightly lighter shade than those on their backs and limbs. Kobold jaws are fairly wide, and they house a fork-shaped tongue and tiny sharp teeth capable of ripping into meat with practiced ease. Eye colors are usuall red or yellow, though greens are also seen.<br />
<br />
Kobold limbs are skinny, yet toned and able to respond to danger with quick reactions and reflexes that are much faster than normal humanoids. They are not known for their great physical strength, though they can be fast in an uncontrolled panicky fashion when needed.<br />
<br />
Clothing is not a necessity for kobolds. They will wear armor when needed in battle, and they will decorate themselves with trinkets and trophies of victorious battles, but for the most part, they do not feel the need to dress.<br />
<br />
== Relations ==<br />
<br />
Among the shaahesk, kobolds are seen as second-class citizens. This is a step above the way the shaahesk are known to treat other races, and it is largely due to the fact that both kobolds and shaahesk are reptiles. Elsewhere, kobolds are not really well-liked. They will be tolerated in small numbers, but too many stories exist of large numbers of kobolds breeding in an area and either eating everything in site or trying to make raids on unwary travelers to steal food and money. The fact that most races know about their propensity for breeding does not increase the tolerance of single individuals by much, but as long as small a group of kobolds is only seen to be of one gender, the panic levels are low.<br />
<br />
Kobold clicks have varying relations. Sometimes when females are scarce, male clicks will fight for control of a territory where the females are based. This territory can take the form of a city block, a patch of swamp, or even a fortress. These battles can be bloody, but when they are finished, the click will reform and start turning inward on itself in less lethal fighting for mating rights. When females are plentiful, male kobolds seem unconcerned with rivalry, and will generally exist together fairly peacefully.<br />
<br />
== Alignment ==<br />
<br />
Kobolds tend strongly towards neutral evil. Individual kobolds see their own personal gain as being the top goal in life. Usually that gain entails breeding rights and wealth. If forced to work with others, a kobold will do so. They will also adopt principles of safety in numbers, but once the usefulness of the group has passed, they will often turn again towards their own pleasures.<br />
<br />
== Kobold Lands ==<br />
<br />
Most kobolds exist in the jungles and swamps of [[Drotid]], though they do not rule this country. No country in particular is controlled only or partially by kobolds, though they may envision such a place in the future. Mainly, kobolds have not succeeded in gaining a foothold in any permanent sense because of their fragility and inability to fight in a widely organized fashion. Thus, they are often content to exist in the shadow of the shaahesk of Drotid, and sometimes try to form breeding colonies in other places for as long as they can go undetected.<br />
<br />
== Religion ==<br />
<br />
Kobolds mainly venerate the god [[Aarilax]], because his principles are similar to their own, though it is not certain whether Aarilax created these creatures or only played a role in their birth as a race. Kobolds who worship Aarilax tend to construct elaborate rituals in his honor, which often involve reptilian orgy free-for-alls as part of the experience. At these times, the rivalry for female mating rights usually disappears in the fray.<br />
<br />
== Language ==<br />
<br />
Kobolds once had their own language, but during their close proximity to the shaahesk, they have adopted many words from their language. It is rare to find kobolds that speak the pure form of their tongue. Most speak a corrupt mix. Kobolds who travel abroad will usually pick up the common tongue if they must, though it is difficult for them to pronounce.<br />
<br />
== Names ==<br />
<br />
Kobolds only have first names that are given at birth. Specifically, kobold first names are similar to those of the shaahesk as far as hisses, chirps, and general pronunciation go. A few will adopt false, and sometimes humorous titles based on deeds that they have accomplished, or think they have accomplished.<br />
<br />
== Adventurers ==<br />
<br />
Kobolds who leave their groups usually do so as escaped slaves or for some other reason to run away from the shaahesk. Most of the time, the shaahesk will not put much effort into retrieving a kobold, unless they happen to see it pass by, but kobolds who escape usually do not realize this because they alott themselves more importance than the shaahesk do. Consequently, they will live their lives as refugees, fleeing an enemy who really does not care.<br />
<br />
==See Also==<br />
<br />
* [[Reptilian|Reptilian racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Reptilian Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Half-Ogre&diff=33351Half-Ogre2010-02-11T00:43:20Z<p>Chas'nor: Protected "Half-Ogre" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Hybrid Races:''' {{HybridRaces}} </center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Orc]]<br />
<br />
'''Ability Score Adjustments:''' +5 Str -1 Dex -2 Int -1 Cha<br />
<br />
'''Size Category'''<br />
* [[NWN:Size_modifier|Large]] - As a Large creature, Half-Ogres suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)<br />
<br />
'''Feats:'''<br />
* [[NWN:Alertness|Alertness]]<br />
* [[NWN:Cleave|Cleave]]<br />
* [[NWN:Lowlight Vision|Lowlight Vision]]<br />
<br />
'''Special Abilities:''' <br />
*[[NWN:Natural armor bonus|Natural Armour Bonus]]<br />
<br />
'''Favored Class:''' [[Fighter]]<br />
<br />
'''Notes:'''<br />
* As of the 1.69 update, the standard half-ogre model is fully dynamic.<br />
<br />
== Overview ==<br />
<br />
When [[Ogre|ogres]] breed with [[Human|humans]], the result is the bitter hybrid race of half-ogres. Caught between a race disposed towards evil that sees them as weakened and diluted freaks, and a more tolerant race that fears them for their ancestry, these creatures spend much of their lives being torn apart by conflicting standards. More often than not, they are born of violence and wind up continuing the chain of negativity in which they were created.<br />
<br />
== Personality ==<br />
<br />
Half-ogres have difficulty controlling their tempers and are prone to violent outbursts of varying magnitude. For the most part, the rest of their personality is determined by the race that raised them. In ogre societies, they are demeaned and degraded for their weakness and impure heritage, and this often drives them to becoming fearful and troublesome. By contrast, in human societies they are regarded as unintelligent brutes who are unable to control their horrible tempers, and this can sometimes give them a thuggish personality akin to a bully.<br />
<br />
== Physical Description ==<br />
<br />
Half-ogres grow to be between 6 1/2 and 7 1/2 feet tall. Their skin color is usually along the normal human ranges, but with a yellowish and slightly jaundiced-looking tinge to it. Eye and hair color also range along the full human range.<br />
<br />
If living among ogres, they will often pick up the same skin conditions and boils that are seen in full-blooded specimens, but when living among humans they practice the same general hygiene of that race and cases of skin problems are limited. Clothing and dress are also according to the society that raised them.<br />
<br />
== Relations ==<br />
<br />
Because of the nature of their ogre lineage, most races assume that half-ogres are evil and dangerous creatures, just as full-blooded ogres are. In fact, most races see little difference between half-ogres and ogres, so depending on their opinions of evil, different races will receive them accordingly. Full ogres generally degrade and torment half-breeds because of their weaker stature and impure blood, while full humans will fear them and believe them to be dangerous.<br />
<br />
== Alignment ==<br />
<br />
Half-ogres generally take on the alignment of the society that raised them, if they do not reject that part of their heritage. Those who reject societies will often take on opposite characteristics from what they are rejecting. For example, the chaotic ogre race can produce a lawful half-ogre if it decides that the disorderly anarchy of ogre society is not desirable. Goodness is not as common as neutrality and evil, however, because their ogre blood tends to make them slightly greedy and selfish.<br />
<br />
== Half-Ogre Lands ==<br />
<br />
Generally, half-ogres are found wherever humans and ogres are. They have no lands of their own, but are found as parts of other societies. Many individuals can be found in the Seven Cities where a multitude of other races tend to mix with one another in a reasonably tolerable fashion.<br />
<br />
== Religion ==<br />
<br />
Half-ogres who embrace their ogre heritage are usually followers of [[Maleki]], the creator of the goblinoid and giant-kin races. Those who are raised by humans or reject their ogre ways can worship any number of other deities based on philosophy or need. When their inner turmoil is too much to bear, some half-ogres will worship no deity at all.<br />
<br />
== Language ==<br />
<br />
A half-ogre learns the language of the race that reared it. If it was brought up by humans, this language is usually common. More languages can be picked up along the way if it encounters other races.<br />
<br />
== Names ==<br />
<br />
Half-ogres receive names from the race that raised them. If they grew up in an ogre society, they often take on descriptive names that are demeaning and degrading. Human societies also tend to give them nicknames that describe their oafish characteristics.<br />
<br />
== Adventurers ==<br />
<br />
Inner conflict and turmoil easily drives half-ogres to wander the face of Avlis in search of acceptance, or just to get away. Depression, greed, and anger can make them reckless and willing to undertake dangerous missions with little hesitation.<br />
<br />
==See Also==<br />
<br />
* [[Giant-Kin|Giant-kin racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Hybrid Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Half-Nymph&diff=33350Half-Nymph2010-02-11T00:43:00Z<p>Chas'nor: Protected "Half-Nymph" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Hybrid Races:''' {{HybridRaces}} </center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Elf]]<br />
<br />
'''Ability Score Adjustments:''' -2 Int +5 Cha<br />
<br />
'''Feats:'''<br />
* [[NWN:Nature Sense|Nature Sense]]<br />
* [[NWN:Low-light Vision|Lowlight Vision]]<br />
<br />
'''Special Abilities:''' [[Spell Resistance]] 5<br><br />
'''Favored Class:''' [[Druid]]<br />
<br />
== Overview ==<br />
<br />
Half-nymphs are the offspring of a [[Human|human]] or [[Elf|elven parent]] with a [[Nymph|nymph]]. Pure nymphs are creatures of dangerous beauty that live carefree lives deep in the forests where they will not be found. On those rare occasions where they do come into contact with civilized non-fey races, a child may be born to a life of confusion and mystery. These offspring often live a life between two civilizations, cycling between the beautiful natural settings of their fey blood, and the more civilized social life of their other parent. This dual existence can sometimes be rough for them, and resolving it is often the main focus of their lives. Wherever they go, they are regarded as some of the most beautiful creatures in the world, whatever their predicament may be.<br />
<br />
== Personality ==<br />
<br />
Many different personality types are present within this race, though a few notable common threads stand out. Half-nymphs tend towards confusion and uncertainty because their nymph parent often lives a very light-hearted and carefree life, while their humanoid parent often wears their cares as a heavy burden. There is much uncertainty about which road to take, because their non-fey blood pushes them towards taking up a cause, or becoming devoted to something. This conflict resolves itself in all different specific forms of demeanor. Some half-nymphs are positively bubbly and never serious (on the outside), whereas other specimens may be completely serious all the time, letting their inner turmoil come to the surface.<br />
<br />
== Physical Description ==<br />
<br />
Half-nymphs inherit much of their beauty from their fey parent, though not so much as to strike a person blind when they look upon them. This is still enough beauty to draw large amounts of attention wherever they go. Half-nymphs with elven parents have the same height proportions as an elf of the same sex, and they are nearly indistinguishable from regular elves, but for their beauty. Half-nymphs with a human parent can be a little larger, as tall as 6 feet in rare cases for males. These specimens appear as heavenly beauties that look somewhat human in proportion and bone structure, though they always have pointed ears and usually almond shaped eyes. Hair colors for both ancestries can be reds, blondes, and brunettes of all shades, and eye colors can run the range from light blues and silvers to deep greens and aquas.<br />
<br />
Though half-nymphs usually inherit the personal comfort of being nude from their fey parent, they frequently wear clothes when in non-fey societies. In these cases, they conform to the dress of the race and region they are near.<br />
<br />
== Relations ==<br />
<br />
Most races see half-nymphs as creatures of beauty, for good or ill. This is even true of goblinoid and giant-kin races, and this can sometimes manifest itself as too much unpleasant attention directed at the half-nymph, which some of them see as a curse when trying to live among the non-fey. From the half-nymph point of view, surviving in a confusing world and being at peace are their major desires. They hold no resentment for any races in particular, though Titanian fey hate them with a passion because of their biracial nature. In places where the Titanians are numerous, this makes life difficult for them.<br />
<br />
== Alignment ==<br />
<br />
Most half-nymphs follow the ways of goodness and neutrality. Those with an elven parent may sometimes be chaotic, and those with human parents are usually neutral. On average, half-nymphs are neutral and good.<br />
<br />
== Half-Nymph Lands ==<br />
<br />
Though they are commonly born in and around the forests of [[T'Nanshi]] and [[Jechran]], half-nymphs only sometimes call these lands their home. Some will live in elven cities for a while before moving on to other places, but until the time of the founding of the city of [[Elysia]], there was nowhere for them to really go. Elysia was a keep founded by another half-nymph, [[NPCs:Vanoviel Niltaurwen|Vanoviel Niltaurwen]], who was the child of an elven mother and a nymph father. Her city became a safe haven for hybrids, and many half-nymphs live and work there among other hybrids who have a deeper understanding of their nature.<br />
<br />
== Religion ==<br />
<br />
[[O'Ma]] is the god of choice for most half-nymphs. He is said to accept their heritage as part of his overall plan for goodness, and he has been said to lend a lot of support to their predicament, though he is often unable to help them physically. Secondary gods are sometimes worshipped, depending on need and experience. Half-nymphs that are born in the Jechran area also commonly worship the goddess [[Yeraiah]].<br />
<br />
== Language ==<br />
<br />
Half-nymphs speak common as their main tongue, and nymph as their secondary tongue if they were at least partially raised by their fey parent. Most of them also know fairy common, the language common to all fairy races (both O'Ma and Titanian), and many know sylvan, the common language for all sentient woodland creatures. Those with an elven parent will also know how to speak [[Nanshilae]] (elven).<br />
<br />
== Names ==<br />
<br />
A half-nymph's name depends on which parent they received it from. Nymphs are not known to have last names, so if the half-nymph has a nymph father or does not know who their non-fey father is, they will not have a last name unless they take their mother's. In some cases, the mother will not even have one to give either. First names also depend on where they got the names. A half-nymph with a human parent may have a human name, and one with an elven parent and elven one. Those who have little contact at all with their non-fey race will be named by their nymph parent.<br />
<br />
=== Male Names ===<br />
<br />
Alarn, Arbor, Cha'or, Elerenon, Kendle, Liam, Moonlake, Sun, Tavin, Zeal<br />
<br />
=== Female Names ===<br />
<br />
Abera, Belana, Daria, Heliana, Juine, Lavenda, Star, Tupaia, Telina, Yuria<br />
<br />
=== Last Names ===<br />
<br />
Brenton, E'Lyan, Grumbald, Tal'Raethe, Warick<br />
<br />
== Adventurers ==<br />
<br />
Half-nymphs are very prone to wandering, and this opens them up to many different types of adventure, usually whether they like it or not. Most of the time they do not have to travel far before some sort of incident finds them. It could be a local slave trader trying to kidnap them to sell on the market, a lovesick suitor fawning after them, or anything in between.<br />
<br />
==See Also==<br />
<br />
* [[Elf|Elven racial group]]<br />
* [[Fey|Fey racial group]]<br />
* [[Human|Human racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Hybrid Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Half-Dryad&diff=33349Half-Dryad2010-02-11T00:42:52Z<p>Chas'nor: Protected "Half-Dryad" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Hybrid Races:''' {{HybridRaces}} </center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Elf]]<br><br />
'''Abililty Score Modifiers:''' -1 Int<br />
<br />
'''Feats:'''<br />
* [[NWN:Nature Sense|Nature Sense]]<br />
* [[NWN:Low-light Vision|Lowlight Vision]]<br />
<br />
'''Special Abilities:''' [[Spell Resistance]] 10<br><br />
'''Favored Class:''' [[Druid ]]<br />
<br />
== Overview ==<br />
<br />
Half-dryads are the offspring of an [[Elf|elven]] or [[Human|human]] parent with an O'Ma [[Dryad|dryad]]. They are not tied to any specific tree as their dryad parent is, however, they do harbor a tremendous love of nature. Many are torn between their non-dryad parent's tendencies towards city life and their dryad parent's natural existence, but they find it tough to adapt to dryad society because of its dependence on oak trees for shelter and survival.<br />
<br />
== Personality ==<br />
<br />
Half-dryads are of varying temperament and motivation on Avlis. Many take after their dryad parent and only wish to remain close to the area where they were born, becoming in tune with nature in that area and acting as its protector. Others will feel the need to wander, and undertake a quest to figure out their identity and place in existence. They possess an inner sadness because they are unable to commune as closely with the trees as their dryad parent, and will often leave the parent's grove because of this inner turmoil. For those that attempt to integrate with their humanoid society, they sometimes meet with success in one form or another, but are always pulled towards the wilderness, which they can never be as close to as they desire.<br />
<br />
== Physical Description ==<br />
<br />
Like most combinations between fairy and elf, it is almost impossible to tell the difference between a half-dryad with an elven parent and a full-blooded elf. They meet the same size, clothing, and eye-color standards in this case. Human-dryad combinations are often notable because they are stockier than elves and full dryads, often reaching 5 1/2 feet tall. Their eye colors can run the range of both human and fairy norms, ranging from black, blue, and green, to yellow, violet, and red. For human and elven hybrids, hair color is a distinguishing feature from their humanoid parents. Half-dryad hair color changes with the seasons, adopting light colors like blonde and white in the winter, dark colors like brown and black in the summer, shades of green in the spring, and shades of red and orange in the fall. Skin tones usually stay within the norms for humans and elves, but also vary greatly with the season, going from stark white in the winter to a deep tans in the summer.<br />
<br />
== Relations ==<br />
<br />
Half-dryads are tolerated well, and some say even pitied, among full-blooded O'Ma fairies. These races have nothing against their parentage and usually do not blame them for it. On the other hand, the Titanian varieties of fairies shun them sometimes to the point of trying to wipe them out. They see half-dryads as abominations, violating the plant and animal kingdoms. Some half-dryads take offense at this and work rigorously against the Titanians. Others give in to it and run away from the conflict whenever it arises, even though it never seems to go away. Half-dryads get along very well with other hybrids like half-nymphs because of their common bonds, and can often be found associating together for both business and social purposes.<br />
<br />
== Alignment ==<br />
<br />
Most half-dryads tend to follow the ways of goodness. Their humanoid parentage will often influence how they go about expressing it. Often, those with an elven parent are chaotic, and those with human parents are neutral. On average, half-dryads are neutral and good.<br />
<br />
== Half-Dryad Lands ==<br />
<br />
Though they are commonly born in and around the forests of [[T'Nanshi]], half-dryads rarely call the land of the elves their home. Some will live in elven cities for a while before moving on to other places, but until the time of the founding of the city of [[Elysia]], there was nowhere for them to really go. Elysia was a keep founded by another hybrid, [[NPCs:Vanoviel Niltaurwen|Vanoviel Niltaurwen]], who was the child of an elven mother and a nymph father. Her city became a safe haven for hybrids, and many half-dryads live and work there.<br />
<br />
== Religion ==<br />
<br />
Most half-dryads give homage to their creator, [[O'Ma]], who is said to accept their heritage as part of his overall plan for goodness. They see O'Ma as lending a lot of support to their predicament, though he is often unable to help them physically. Much loyalty exists. Half-dryads will often worship a secondary god, depending on their needs and experience. [[Dre'Ana]], goddess of warrior maidens, is a common goddess for female half-dryad adventurers to worship.<br />
<br />
== Language ==<br />
<br />
Most half-dryads speak common as their main tongue, and dryad as their secondary tongue if they spent enough time with their fairy parent. The vast majority of them know fairy common, which is the language common to all fairy races (both O'Ma and Titanian), and many know sylvan, which is the common language for all sentient woodland creatures. Those with an elven parent will know how to speak [[Nanshilae]] (elven).<br />
<br />
== Names ==<br />
<br />
A lot of half-dryads do not have last names because they do not know who their father was, for one reason or another. If their father was an O'Ma dryad, they will not have a last name at all, because dryads do not have last names. If they grew up and were accepted into a human or elven household, they may take on the name of that family. First names depend on who named them. If raised by their fairy parent, they will often have a dryad name. Otherwise, their name will be that of an average human or elf.<br />
<br />
=== Male Names ===<br />
<br />
Alanon, Berath, Bertrom, Breneran, Derik, Eversun, Kurk, Sam, Terin, Windsong<br />
<br />
=== Female Names ===<br />
<br />
Alana, Amelia, Breeze, Demetria, Fara, Harmony, Lorena, Rhea, Sheeranen, Toova<br />
<br />
=== Last Names ===<br />
<br />
Fenmare, Derrington, Ju'Eir, Saunton, Rinthon<br />
<br />
== Adventurers ==<br />
<br />
Half-dryad adventurers are numerous because so many of them are searching for inner peace. These quests can take many forms, from finding a lost parent, to fitting into society.<br />
<br />
==See Also==<br />
<br />
* [[Elf|Elven racial group]]<br />
* [[Fey|Fey racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Hybrid Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Goblin&diff=33348Goblin2010-02-11T00:42:41Z<p>Chas'nor: Protected "Goblin" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Goblinoid Races:''' {{GoblinoidRaces}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Dwarf]], [[Gnome]] or [[Halfling]]<br />
<br />
'''Ability Score Modifiers:''' -1 [[NWN:Strength|Str]] -1 [[NWN:Charisma|Cha]]<br />
<br />
'''Size Category:''' <br />
*[[NWN:Size_category|Small]] - As a Small creature, Goblins gain a +1 to AC and a +1 to Attack, as well as a -4 to Grapple checks (Bigby's Grasping Hand and Knockdown attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)<br />
<br />
'''Feats:''' [[NWN:Alertness|Alertness]]<br />
<br />
'''Favored Class:''' [[Barbarian]]<br />
<br />
'''Notes:'''<br><br />
* Goblins are a static model. Regardless of what is chosen during character generation, all Goblins have the same appearance.<br />
<br />
== Overview ==<br />
<br />
'''Goblins''' are the smallest of [[Maleki]]'s races on Avlis. For diminutive creatures, they make grand plans of conquest and dominion, but always lack the resources and focus to pull them off. Through the centuries, they have managed some refinement, however, and have eeked out a living among the orcs and other races as second-class citizens.<br />
<br />
== Personality ==<br />
<br />
While the word 'goblin' normally brings images to bear of mindless mottled green creatures running around for the sole purpose of being battle fodder, the goblins of Avlis tend to be a bit more intelligent and infinitely less suicidal than those images would dictate. Goblin personalities are far from orderly and constant, but they more or less meander along the same direction. Survival is their key craving, and depending on how successful they are at it, other priorities may come into play. Goblins who manage to make their living in civilized environments will begin to crave luxuries and pleasures that they can buy with their hard-earned cash. The term 'hard-earned' may vary from individual to individual, as many goblins are not above stealing, lying, or even killing for their pay. However, once the pay is obtained, these goblins like to have a good time with it. Delusions of grandeur are also common among these folk. Goblins often think more highly of themselves than is necessary, and this can lead to grand plots of destruction, chaos, and oppression. Nevertheless, only in extreme examples of powerful individuals have visions like these ever bore fruit.<br />
<br />
Ultimately, goblins are social creatures who like the company of other goblins, however if being around other goblins inhibits their ability to survive or get ahead in life, they will prefer getting ahead. While roaming in the wilds, goblins always prefer safety in numbers, though individuals living in the cities are quite often found alone. None of these qualities are born out of a deep love for their fellow goblilns, so much as an innate knowledge of statistics that says when bad things happen, it is always good to have other targets around for those bad things in the hopes that they will not come too close.<br />
<br />
== Physical Description ==<br />
<br />
Goblins are small bipedal creatures with long pointy ears, and skin ranging from brown to green with an orange tinge. They have short spindly legs ending in clawed toes with four digits, and stubby arms with grimy mottled hands with five clawed fingers. Their small frame makes them weak, though they make up for it in numbers when necessary. The tallest goblins will reach 3 1/2 feet, though on average males are between 3 and 3 1/2 feet tall and females are around four inches shorter than that. Goblin eye color is usually black, while oranges, yellows, and reds are also common. Compared to their faces, their eyes are proportionately large, giving them good eyesight at night. Hair is somewhat uncommon among goblins. Those that have hair will usually only have a few wisps and patches of black or brown growing on their heads.<br />
<br />
Goblins will dress according to whatever clothing is available. When existing far from civilization, they will don animal skins and poor-quality fabrics, but when they live in cities among other civilized races, they will wear finer clothing purchased from merchants.<br />
<br />
== Relations ==<br />
<br />
Other races generally only perceive goblins as a threat when they exist in large numbers and are semi-focussed on a single goal. In cases like these, drastic action will be taken against the group, but more often than not a small contingent of goblins living among [[Orc|orcs]], [[Dracon|dracon]], or even [[Human|humans]] will be overlooked. Orcish cities tend to contain the pinnacle of goblin civilization also. In these areas it is common to find goblins as priests of Maleki, some of which may even have minor influence in the government. Maleki's church prizes intelligent goblins for their ability to be inconspicuous when needed, and for their talent for getting in and out of tight places.<br />
<br />
Goodly races such as [[Elf|elves]] and [[Fey|fairies]] have little tolerance for goblins and will shoo them away whenever a dangerous group seems to be forming. If the goblins are part of a larger force led by other giant-kin, they will not be spared, but if they are only small clusters of wandering merchants or traders, they will be tolerated with a cautious eye.<br />
<br />
== Alignment ==<br />
<br />
Goblins tend towards chaotic evil. All actions taken by a goblin are self-motivated and are intended to lead towards some sort of personal benefit. Laws are a nuisance for them, but they realize that following some laws may be necessary to keep them from becoming a pile of goo at the end of a city guard's mace.<br />
<br />
== Goblin Lands ==<br />
<br />
Most goblins live in small groups of extended families that occupy tiny villages in remote areas that are safe from attack by bigger creatures or overzealous goodly races. Some of these extended groupings can become quite large, reaching sizes comparable to large towns. Goblins have no national or even regional organizations that these villages fall under. In general, the strongest and smartest goblin will lead the group and try to keep them close by to act as numerous targets for any possible danger. A good number of goblins have gone to live in cities made by orcs, humans, and other races. The orcish capitol of [[Brekon (city)|Brekon]] is home to many of these individuals, and the <br />
[[The Seven Cities|Seven Cities]] also contain some very successful goblins who make their living in the cosmopolitan atmosphere of tolerance found there.<br />
<br />
== Religion ==<br />
<br />
Most goblins follow their creator, Maleki, though they can often be found paying homage to whatever god they think seems to bring them the most luck. Goblins believe strongly in luck and fortune as things that are given out by the deities. This makes them superstitious at times, and can lead to large swings in behavior and mood, which are also in line with Maleki's teachings.<br />
<br />
== Language ==<br />
<br />
Goblins have their own language that does not seem to be related to any others spoken by other giant-kin or other major races. Most of them can also speak a thickly accented form of common, especially those that live in urban environments, or those that make a living through travel.<br />
<br />
== Names ==<br />
<br />
Single syllable first names are the norm for goblins. First and last names are acquired at birth, but last names may sometimes change based on actions taken in life. If a goblin performs a negative or embarrassing deed, its last name can reflect this. By contrast, heroic or lucky deeds can be exaggerated in a name.<br />
<br />
=== Male Names ===<br />
<br />
Bam, Dak, Glarn, Gork, Parth, Shal, Stook, Teek, Van, Zak<br />
<br />
=== Female Names === <br />
<br />
Bae, Cel, Dov, Ita, Lu, Mae, Rai, Tal, Tee, Zani<br />
<br />
=== Last Names ===<br />
<br />
Elfslayer, Knobbyhead, Ruler of Kings, The Brekonian, The Smelly<br />
<br />
== Adventurers ==<br />
<br />
Goblins will only leave the safety of their dwellings and groups if they see some big gain in doing so. When grand plans and unimpeded desires take them to places of civilization, they will often run into the underground societies and shady characters of the area. A few goblins will leave the safety of their villages in the name of profit and financial gain, which are needed for the purposes of pleasure.<br />
<br />
==See Also==<br />
<br />
* [[Goblinoid|Goblinoid racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Goblinoid Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Gnoll&diff=33347Gnoll2010-02-11T00:42:31Z<p>Chas'nor: Protected "Gnoll" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Orc]]<br />
<br />
'''[[NWN:Effective_character_level|ECL]]:''' 2<br />
<br />
'''Ability Score Adjustments:''' +4 [[NWN:Strength|Str]] +2 [[NWN:Constitution|Con]] -2 [[NWN:Intelligence|Int]] -2 [[NWN:Charisma|Cha]]<br />
<br />
'''Feats:'''<br />
* [[NWN:Skill Affinity: Listen|Skill Affinity: Listen]]<br />
* [[NWN:Skill Affinity: Search|Skill Affinity: Search]]<br />
* [[NWN:Skill Affinity: Spot|Skill Affinity: Spot]]<br />
* [[NWN:Keen Senses|Keen Senses]]<br />
* [[NWN:Darkvision|Darkvision]]<br />
<br />
'''Special Abilities:''' [[NWN:Deflection bonus|Deflection Armour Bonus]]<br />
<br />
'''Favored Class:''' [[Ranger]]<br />
<br />
'''Notes:'''<br />
* Gnolls are a static model. Regardless of what is chosen during character generation, all Gnolls have the same appearance.<br />
<br />
== Overview ==<br />
<br />
'''Gnolls''' are dog-headed humanoids that tend to live in roving packs that prowl the forests and plains of Avlis. Their creation is a mystery, but it is rumored to have something to do with a strange pact between the god [[Maleki]] and the god [[Xenon]], who rules lycanthropes. Being among the most primitive races of the world, gnolls subsist on what they can find in their nomadic existence. A few have grasped the benefits of civilized society and try to make inroads there, but for the large majority, gnolls live a rugged and cruel existence.<br />
<br />
== Personality ==<br />
<br />
Gnolls have a pack mentality. Their lives revolve around a pecking order established early on among their packmates and family. When traveling away from other gnolls, this behavior plays itself out with friends and acquaintances that the gnoll makes among the other races. Some are surprised and alarmed at the threatening gestures and rough housing that goes on when a gnoll first meets a new companion, but soon enough the racket stops when the pecking order has been established to the satisfaction of the gnoll.<br />
<br />
Gnolls believe that pecking orders and tests of strength with threats peppered all in between are the keys to survival. To other races, this makes them appear course and cruel, but among themselves they have a highly developed sense of loyalty, as well as friendship. Their motives are primitive, based on getting enough food, water, shelter, and warmth to make it to the next sunrise, and they are not above taking what they need from those weaker than themselves, because they see this as a natural part of life. Along those same lines, gnolls respect power and will listen to those who demonstrate their power with threats and displays.<br />
<br />
== Physical Description ==<br />
<br />
Average gnolls grow to between 6 and 7 feet tall. Females are generally shorter, rarely reaching 6 1/2 feet. They are covered with fur that can be course, or shaggy in texture, with short textures common in those who crop their fur, and have colors ranging from dark browns and blacks, to rusty reds, to sandy blondes. Gnolls are not known to groom themselves too often, and they generally avoid water, so their real fur color can be distorted by dirt and grime picked up from their wanderings. Gnoll eye color is always brown.<br />
<br />
Gnolls do not have modesty issues about wearing clothes, but they will wear whatever garments are needed for protection, as well as ornamentation. Bead necklaces and primitive jewelry made out of shells and bones are commonly worn by females, and given to pups as presents. Most of their garments are scavenged from garbage of other races, though the few gnolls who do embrace society are known to buy items from merchants.<br />
<br />
== Relations ==<br />
<br />
By most, gnolls are seen as scavengers who prowl the lands looking to take advantage of the sick and the weak, as well as scrounging for food and item leftovers that are thrown out. [[Elf|Elves]] seem to find them distasteful, and will try to drive them off their lands. The [[Human, Romini]] find them dangerous, but are known to tolerate gnolls so long as they do not get attacked by them. When gnolls come into contact with other nomadic races, like roving bands of [[Ogre|ogres]] or [[Goblin|goblins]], they may fight over resources. There are also gnolls who have chosen to live among [[Human|humans]], [[Orc|orcs]], and other civilized races in their cities, and if they demonstrate acceptable behavior they are known to be able to make decent livings.<br />
<br />
On a personal level, gnolls are territorial and hierarchical. Upon meeting a new person, they immediately seek to find out who is dominant, either by challenging them to a match of strength, or by outwardly play-fighting them. This can lead to bad situations when 'attacking' something that is not used to gnolls.<br />
<br />
== Alignment ==<br />
<br />
Gnolls tend to be lawful. They have a highly developed sense of society and order for such a primitive race, but their motives can often be selfish, such as the desire to reach the top of the pack. This can make them tend towards lawful evil.<br />
<br />
== Gnoll Lands ==<br />
<br />
Gnolls have no country or base of their own. Packs will travel and roam through all countries and nations of Avlis where the terrain is easy enough to walk on. They usually avoid mountains, but have no trouble with forests and plains, and are equally at home in jungles.<br />
<br />
== Religion ==<br />
<br />
Gnolls think little about religion unless something happens that demonstrates its power to them. For the most part, they venerate the pack leader who controls everything in their lives. They are not known to have ties to Maleki or Xenon per se, but will worship these gods if given reason to.<br />
<br />
== Language ==<br />
<br />
Gnolls have their own language of barks, grunts, howls, yips, and other sounds. It is extremely difficult for non-canine races to pronounce. Luckily, gnolls who spend time around civilized society can usually speak common, though in a very thickly punctuated and accented fashion.<br />
<br />
== Names ==<br />
<br />
Gnolls have difficult names to pronounce. All individuals have a given name that they receive at birth, as well as a pack name. Gnolls who abandon or switch packs will always carry their old pack name with them. Unlike civilized societies, where some last names are better than others, pack names are not like this. They simply designate which group the gnoll is from, without conveying any kind of prestige. Pecking order within a pack determines prestige.<br />
<br />
=== Male Names ===<br />
<br />
Ark'al, Ark'kruy'ek, Bar'bark, B'auw, Brrr'Ick, Brrr'Ark, Grak'auk, Grrr'ark, Urau'auk, Uroo'ak<br />
<br />
=== Female Names ===<br />
<br />
Arlooloo, Arau, Aararlo, Bauau, Bauauloo, Groo, Grrrauauloo, Urlau, Urooo, Urlolauau<br />
<br />
=== Pack Names ===<br />
<br />
Ark'ark'araou, Ark'barau'aou, Ark'grrrak'aou, Ark'ululuak'araou, Ark'uroloau'aou<br />
<br />
== Adventurers ==<br />
<br />
Gnolls are very loyal to their packs and do not take pleasure in separating from them, however accidents and disasters may sometimes leave them abandoned and alone. If this happens, they tend to latch onto other groups who happen to be working towards other goals, and will loyally adopt the mission of that pack in return for companionship. Sometimes the depression of being alone can have negative affects, causing the gnolls to strike out on their own for malicious purposes.<br />
<br />
== See Also ==<br />
<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Changeling&diff=33346Changeling2010-02-11T00:42:14Z<p>Chas'nor: Protected "Changeling" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Races:''' {{Races}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
<div class=floatright>__TOC__</div><br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Elf]]<br />
<br />
'''Ability Score Adjustments:''' +2 [[NWN:Dexterity|Dex]] +2 [[NWN:Constitution|Con]] -2 [[NWN:Intelligence|Int]] -2 [[NWN:Wisdom|Wis]]<br />
<br />
'''Feats:'''<br><br />
* [[NWN:Alertness|Alertness]]<br><br />
* [[NWN:Ambidexterity|Ambidexterity]]<br><br />
* [[NWN:Dodge|Dodge]]<br />
<br />
'''Special Abilities:'''<br><br />
* [[Changeling Special Ability]]<br />
<br />
'''Favored Class:''' [[Rogue]]<br />
<br />
__FORCETOC__<br />
== Overview ==<br />
<br />
The '''changelings''' are the creation of the unpredictable god [[Forian]]. They are one of the nine major races roaming the planet, and although it is likely that they are just as numerous as the other eight races, their existence is shrouded in mystery. This is because changelings possess the ability to change their form almost at will. They can assume the appearance of almost anything that moves, and some things that don't.<br />
<br />
As individuals, changelings tend to be very solitary. They rarely gather in large numbers and do not seem to crave the company of other changelings very much. Some are so solitary that they rarely ever come into contact with other sentient beings whatsoever, while others are very curious and travel through populated areas frequently. Their personalities are as variant as their forms. Sometimes they even vary within the same individual.<br />
<br />
Geographically, it is thought that the highest concentration of changelings exists in what is now known as [[The Wastelands]]. Originally the land making up The Wastelands spanned over parts of [[Jechran]] and [[Drotid]]. Due to an unknown freak accident or catastrophe, the land was destroyed and infected with some unknown form of magical residue that is harmful to most races. The changelings seem to be immune to its affects, and for this reason, it is thought that they make this area their de facto home, if one could call it that.<br />
<br />
Nevertheless, this information, as with any information on changelings, is hard to pin down. Everything known about them is speculation. Few have seen a changeling's true form, for they are often loathe to use it in public, much like other races are loathe to disrobe in front of the opposite sex. For the most part, they are often secretive about their ability to change form alltogether. Some are known to masquerade in one form for years at a time, building up a life with it complete with friends and a trade to make a living.<br />
<br />
Changeling physiology is not well understood either. It is thought that they are male and female, and that some form of mating exists, though this has not been proven. They are known to grow to adulthood a bit quicker than the long-lived races, usually within 15 to 20 years, and they are thought to live for perhaps 2 centuries at most. Upon reaching adulthood, they will either adopt a trade and eek out an existance among the other races, or they will strike out on their own as wanderers, or sometimes hermits. Some have been known to carry on the wildly informal and chaotic worship of their god Forian, though few seem to even acknowledge that there are any gods at all. Such things are generally too contemplative and require all too much forethought for these beings, who tend to exist wholly in the moment.<br />
<br />
== Notes ==<br />
===Changeling Character Creation===<br />
<br />
==== Tattoos, Phenotype and Sex ====<br />
Tattoos, phenotype and sex all affect changeling appearance when taking some (dynamic) forms... a female changeling copying a dynamic human will appear female, with whatever tattoos were chosen during character generation. You can still take the form of the opposite sex by copying static models. Changelings in natural form are static models (ie they have a set appearance)<br><br />
<br />
==== Voiceset, Icon and Character Description ====<br />
Voiceset, icon and character description remain the same through any form. The engine-generated attack speech ("I'm gonna bathe in your blood") is OOC for changelings, but it can be annoying to see your changeling in animal form shouting battle cries. A guide to implementing a "silent" voiceset which can be used upon character creation can be found here: [http://www.avlis.org/viewtopic.php?f=24&t=108815 Link]<br><br />
<br />
==== Alignment ====<br />
Alignment: Any. It is not cheesy for a changleing to be lawful, any more than it is cheesy for a dwarf to be chaotic evil, an orc to be chaotic good, or a human to be something other than neutral.<br />
<br />
===In Play===<br />
<br />
==== Activation ====<br />
The changeling ability activator is on the radial menu, in the vicinity the "golden anvil" that activates Avlis custom content. It takes time to copy a creature and the changeling must be very close to the subject. This ability cannot be used in combat, and hostile creatures will attack if they can perceive the changeling. There are ways to copy hostile creatures. Think about it, and experiment with creatures that can't kill you on the spot. Changelings remain in their current form -- even in death -- unless they choose to change.<br><br />
<br />
==== Number of Forms in Memory ====<br />
Changelings start out being able to memorize 5 forms of Medium size category. <br />
This limit increases at +1 form per 3 levels<br />
<br />
Watch your number of total forms memorized. If you are at your limit and go to copy another form, and fail, you may think that the form is of the wrong size for you. When you are full, all you get is a blank line in the right action board. A size failure is stated as such in yellow print.<br><br />
<br />
==== Forms Are Cosmetic ====<br />
Changeling forms are cosmetic. No special abilities are gained from the new form. However, there are a couple of exceptions:<br />
* Size bonuses/penalties to AC, AB, weapon wielding, etc. The size of your form has the usual modifiers. (Note that there is currently a glitch where the server won't recognize size changes. This can be fixed by logging/re-logging, or portalling to another server.)<br />
* There are significant differences in base speed between forms.<br />
* Note that creatures of size Small or less are immune to [[Magic:Evard's_Black_Tentacles|Evard's black tentacles]].<br />
<br />
==== Movement Rates ====<br />
Changelings in humanoid form suffer a movement penalty compared with "normal" PCs. Upon log-in or server-hop, a changeling needs to change forms (visible to onlookers) or adjust speed through the command on the changeling menu (not visible to onlookers). The server will automatically adjust speed as needed on subsequent changes.<br><br />
<br />
Kinarr, Avlis Builder, explains the movement issue:<br />
: "Every creature appearance has a set speed defined for it. Almost everything is Normal speed, including all the NPCs of all the playable races- humans, elves, etc. Some are Slow (cow), some Fast (Jaguar), and some Very Fast (Fairy). <br />
<br />
: "Now, when a PC is first created, they are set to yet a different speed. PC speed is slightly faster than Normal speed. This allows you to run away from those pesky gnomish bandits. Even a changeling, when first created, is at PC speed, but as soon as they change form for the first time, their speed gets set to the speed of that form. If they change into a human, their speed is set to Normal. The "bug" here, is that they can never get back their original PC speed, since they take on the speed of whatever form they copied. <br />
<br />
: "So, the fix for this, is to give changelings a slight speed increase whenever they are using a from that has Normal speed. This allows them to keep up with all the other PCs going at PC speed. If the changeling becomes a fairy, they don't need a speed boost, because they will be just as fast as any other fairy with their speed set to Very Fast. <br />
<br />
: "Incidentally, a changeling in fairy form will be faster than a polymorphed PC in fairy form, because polymorph does not change the PC's speed."<br />
<br />
==== Portraits ====<br />
A changeling can opt to copy the portrait of the target, or revert to their original portrait.<br />
<br />
==== Dynamic Forms ====<br />
Changelings also copy the head and body type (and wings/tail, if appropriate) of a dynamic form target (PC races, typically).<br />
<br />
==== Sizes ====<br />
At character creation, the changeling can copy Medium forms. At Character Level 5 you can mimic Small things. At level 10, Large. At 15 Tiny, and at 20 Huge. It's not obvious what forms are what size. Don't assume. You'd think fairies would be Tiny, but actually they are Small. There are many non-humanoid forms available immediately as Medium creatures. Most dogs, for example, are Medium.<br><br />
<br />
==== Illegal Forms ====<br />
'''It is physically possible to copy forms that are illegal.''' A changeling may take any form except the following: <br />
<br />
# Incorporeal undead (ghost, wraith, spectre, allip, etc.) or partially incorporeal forms (floating skulls, helmed horrors, etc.) [http://www.blackdagger.com/viewtopic.php?t=98287&highlight=]<br />
# Inanimate objects (chair, combat dummy, archery target, barrel, chest, box, etc.)<br />
# Dual/multiple creature models (mount and riders like worg riders, spider riders, cloud of bugs, etc.)<br />
# Drangonari, Sereg, Ghost Elf (improper skin color). [http://www.blackdagger.com/viewtopic.php?t=96137&highlight=]<br />
<br />
Anything else is fair game, including elementals, oozes, outsiders, constructs and corporeal undead.<br />
<br />
==== Change Detection ====<br />
Other characters near a changeling manifesting their power automatically make a Spellcraft check. If the check is successful, they are told that the changeling changed forms. This is the ONLY sure method of changeling detection. A character visually witnessing a form change -- but failing their [[NWN:Spellcraft|Spellcraft]] roll -- may assume they have seen a changeling, but cannot be sure. Changelings have no special ability to detect other changelings. It is always cheesing to use the 'floaty name' to "Out" a changeling. It is also cheesing for the changeling to abuse area transitions to change forms to evade pursuit.<br><br />
<br />
==== Speech Ability ====<br />
'''Many available forms have no power of speech.''' It is cheesing, as an example, to be a talking dog. Of course one may emote the appropriate sounds (*bark* for the dog, and *screech* for a falcon, for example). <br />
<br />
===== Approved Speaking Exotic Forms =====<br />
* Azer <br />
* Balor <br />
* Death Slaad <br />
* Demonflesh Golem <br />
* Dragons (Wyrmlings to Ancient) <br />
* Faerie Dragon <br />
* Gargoyle <br />
* Giants (Fire or otherwise) <br />
* Harpy <br />
* Imp<br />
* Lupin <br />
* Medusa<br />
* Mephit <br />
* Mind Flayer (Illithid) <br />
* Minotaur <br />
* Manticore <br />
* Pixie<br />
* Rakshasa <br />
* Risen Lord <br />
* Tlincalli <br />
* Troll <br />
* Vampire <br />
<br />
==== Equipment & Spellcasting ====<br />
''Spellcasting that requires speech requires a form that can speak.'' See above.<br />
<br />
Your weapons, armor and magic items become part of your form. <br />
<br />
You cannot use projectile weapons when in a form without arms and opposable thumbs. Using a projectile weapon is always visible, even if your model does not show it. You are not a quill-shooting porcupine (which is a myth anyway). <br />
<br />
Weapons used in non-humanoid forms are not visible, but any elemental damage effects are. This does not mean that you can be identified as a changeling, but it is odd. It would be perfectly reasonable to assume the friendly dog dripping acid from its jaws was carrying a disease or possessed and put the poor creature out of its misery. <br />
<br />
Changelings can pick things up in non-humanoid forms by absorbing them into their forms, however if a person can see you they can see you absorbing the items, regardless of the direction of the camera and how stealthy you think you are. Again, they cannot identify you as a changeling, but they may decide you are a threat. <br />
<br />
Scrolls, wands and magical staves may not be used in a form that cannot speak. If they are used, the item is visible. Potions, healing kits, traps and thieves tools cannot be used in a form without hands. Powers from other items including rods, any worn item, and weapons, may be activated at will in any form but are visible when being used.<br />
<br />
----<br />
[[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Centaur&diff=33345Centaur2010-02-11T00:41:55Z<p>Chas'nor: Protected "Centaur" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Fey Races:''' {{FeyRaces}} </center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Half-Elf]]<br />
<br />
'''Ability Score Adjustments:''' +1 Wis +1 Con -2 Dex<br />
<br />
'''Favored Class:''' [[Druid]]<br />
<br />
'''Feats:'''<br />
* [[NWN:Alertness|Alertness]]<br />
* [[NWN:Trackless Step|Trackless Step]]<br />
* [[NWN:Woodland Stride|Woodland Stride]]<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Natural armor bonus|Natural Armor Bonus]]<br />
<br />
'''Notes:'''<br><br />
* Centaurs get a static model. Regardless of what is chosen during character generation, all Centaur have the same appearance. All Centaurs use a male Centaur model (the human half appears elven, the horse half is in fact a deer model.)<br />
<br />
== Overview ==<br />
<br />
'''Centaurs''' were created by the god [[Skern]], who was born of the blood of [[O'Ma]] and [[Titania]] that fell from the sky during their horrific battles of the [[The Fairy War|Fairy War]]. They can be described as half-horse and half-[[Human|human]], with their lower bodies being those of strong horses, and upper bodies being robustly human. Because they are indirectly a joint creation of two deities that are enemies, centaurs adopt a neutral attidude in the fairy conflict, and prefer to pass their time in hedonistic pursuits and carefree celebrations of the natural world that is shared by all. This does not preclude them from also being a very noble race with a sense of pride and morality, however.<br />
<br />
== Personality ==<br />
<br />
Centaurs try to live carefree lives of joy and pleasure, always wating for a chance to satisfy their latest desire and passion. These can range from eating and drinking, to chasing new love interests, to celebrating the most recent holiday. (Nearly every day of the calendar for centaurs has some sort of holiday.) Behind this outward happiness lies a measure of confusion and sadness. Because they are neither an O'Ma nor a Titanian race, but rather a cross between the two, centaurs feel caught in the middle of the struggle between these two sides. They wrestle heavily with the views of their "grandmother", Titania, and their "grandfather", O'Ma. Some centaurs will try to adopt the views of one or the other deity, only to be snubbed or mistrusted by the deity's other followers, which can bring on depression for them. Sadness and confusion are rarely revealed to outsiders, or even one another, however. Centaurs make a point of being playful and happy, unless threatened. A few have accepted the reality of their existence and embraced in order to gain inner peace.<br />
<br />
== Physical Description ==<br />
<br />
Centaur bodies are a combination of horse and human. Their lower half is that of a finely chiseled and muscular horse, ranging all the normal colors of that species: brown, rusty red, black, white, speckled, and more. Their upper half is that of a human, possessing distinct and beautiful features and a robust physique. Males have humanoid torsos that are rigidly muscular with broad shoulders and angular facial features. Females have luxuriously curved humanoid halves with stocky frames and chests and with classically beautiful faces and eyes. Hair color for both sexes can range from darkest black to lightest blonde, and eye colors are usually green or brown, though blues are seen sometimes.<br />
<br />
Centaurs do not consider clothing to be necessary for purposes of modesty, but they will wear garments on their humanoid portions when traveling among other races. They are also fond of wearing naturally-made jewelry, constructed from shells, feathers, and other things found in nature. Sometimes they will also work decorations into the various pouches and satchels that they carry to hold their belongings or weapons.<br />
<br />
== Relations ==<br />
<br />
Centaurs desire to have good relations with both O'Ma and Titanian [[Fey|fairy races]], however more often than not when they attempt it, they get accused of taking one side or the other. This leaves them sad and dejected when they are put at odds with the local fairies. Some groups of centaurs have actively allied with one or the other group, but their loyalty is continuously questioned in such cases. For the most part, centaurs realize that pleasing both sides is nearly impossible, and they refuse to take a stand, desiring instead to pursue their own daily pleasures.<br />
<br />
[[Elf|Elves]] and centaurs tend to get along very well because they both share a love of nature, and curiously enough this is true of [[Gnome|gnomes]] and [[Halfling|halflings]] as well. [[Dwarf|Dwarves]] are usually seen as stubborn and confrontational, and centaurs find them annoying because of this. This is also true of most evil races, and many [[Human|humans]].<br />
<br />
== Alignment ==<br />
<br />
Centaurs are largely true neutral in alignment, refusing to distinguish at all between any form of morals or values as being right or wrong. They simply accept what is and what needs to be. If laws are necessary at the time, they will be tolerated, but only so long as they are useful. Some centaurs get caught up with the affairs of the world, and adopt a chaotic good approach, shunning laws, but desiring that good be done.<br />
<br />
== Centaur Lands ==<br />
<br />
Most centaurs can be found in the forests of [[T'Nanshi]], and some of the larger forests in the halfling lands of [[Ferrell]]. The halfling lands offer a place for the centaurs to live far away from most of the immediate and ugly battles of the fairy conflict, and they enjoy the neutral stance of the halflings on the matter. They have no country or lands of their own, and are nomadic in nature, wandering from glade to glade on a whim.<br />
<br />
== Religion ==<br />
<br />
Skern is the patron god of centaurs, and most of them worship him, though a good number of the centaurs in Ferrell have taken to worshipping [[Berryn]], the goddess of morning and spring. Berryn's ideals have changed the outlook of some centaurs and given them hope, as well as solidified their desire to be happy and free. Centaur beliefs do not revolve around worship, however. Deities are something of a side issue for all of them but those serving a church directly. They acknowledge the importance of deities, but only pray to them in times of perceived need.<br />
<br />
== Language ==<br />
<br />
Centaurs speak a form of sylvan that is barely considered its own language. It is so similar to sylvan, in fact, that most scholars consider it a dialect. The majority of them also speak common, but do so in a thickly accented fashion that substitutes many sylvan words for things they cannot immediately recall.<br />
<br />
== Names ==<br />
<br />
Centaurs are given names at birth. Traditionally, they are named after one of their parents or grandparents, and lots of names get recycled frequently. Often, when there are many centaurs in a herd that have the same name, some of them will adopt other names which are more descriptive. For example, "Vedreion" may become "Vedreion Star Eyes", which eventually may get shortened to "Star Eyes", or simply, "Star". One of their children may then receive the name Star, and the name propogation will change and expand in that way. Because of this phenomenon, last names are not common for centaurs, because they would be shortened and eventually chopped off.<br />
<br />
=== Male Names ===<br />
<br />
Aegis, Aledrion, Balantreion, Chandleron, Deneider, Dulondrios, Galapicos, Lithos, Kropites, Terites<br />
<br />
=== Female Names ===<br />
<br />
Aenia, Aerlona, Caltropia, Deonnia, Dalyth, Epona, Elande, Freidana, Lerasyne, Quianta<br />
<br />
== Adventurers ==<br />
<br />
Centaurs who adventure tend to be idealistic and desire to make a difference in the world, usually in reference to the fairy conflict. Some will adopt similar attitudes to the elves and remain neutral in the conflict, but wish to create better harmony between nature and the other races.<br />
<br />
==See Also==<br />
<br />
* [[Fey|Fey racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Fey Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Minotaur&diff=33344Minotaur2010-02-11T00:41:41Z<p>Chas'nor: Protected "Minotaur" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== Overview ==<br />
<br />
Minotaurs are a race of bovine humanoids who mainly live underground among the subterranean caverns and tunnels of the underdark, though some small settlements are known to exist in remote places in the north and east parts of Negaria. 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 who choose this route as an outlet for their brilliance.<br />
<br />
== Personality ==<br />
<br />
Above anything else, minotaurs value strength and prestige. In their society, tests of courage and might are constant and unrelenting, especially among the bull minotaurs who see them as necessary both for attracting females and gaining acceptance among peers. For the most part, prestige is gained on an individual level. Most minotaurs are too narrow-minded to see past their own accomplishments, and generally think little about their population as a whole and even less about how they could improve it. This trap of narrow-mindedness seems to keep the minotaurs contained within their own immediate local affairs. Thus, it is not from a lack of curiosity that minotaurs rarely venture far from their home cities, but rather from a lack of thought on matters of the wider world.<br />
<br />
For minotaurs, life is very straightforward, as are their attitudes. They aim to gain prestige among their immediate onlookers through acts of courage and strength, no matter what it takes. Prestige and strength gain them a high stature in the community, as well as access to female companionship, which is pleasureable and necessary for propogating their species. Things are black or white, never grey. Applying this principle to any other situation or dilemma will yield the minotaur reasoning behind it. To other races, this makes them seen stubborn, serious, and confrontational, but to minotaurs these qualities are admired rather than seen as offensive.<br />
<br />
== Physical Description ==<br />
<br />
Minotaurs are imposing figures, standing between 6 1/2 and 7 1/2 feet tall. Their heads are distinctly bovine in appearance, having deep-set brown or black eyes and a grayish yellow horn sprouting from each temple. Bull minotaurs have larger horns than female minotaurs, spanning between 1 and 2 feet, as opposed to female horns which only reach at most 1 foot. Their torsos are large, with broad shoulders and powerful muscles, and their arms are moderately human-like, ending in fully functional hands, complete with fingernails and fingerprints. Legs are also human-like, and strong, but they end in cloven hooves instead of feet. The entirety of their bodies are covered with fur, which is most commonly a rusty red color, but can often be brown, and occasionally black. Males have some extra hair on their heads that acts as a mane, and can be slightly darker than their body hair.<br />
<br />
For clothing, minotaurs favor homespun fabrics made from whatever sources are available near their homes. Simplicity is the key to their fashion, for they favor basic loin cloths and baldricks to hold their items, and they usually shy away from full sets of breaches or tunics.<br />
<br />
== Relations ==<br />
<br />
Surface races rarely encounter minotaurs. Largely, it is the subterranean races like the [[Human, Adomkuro|Adomkuro]] and [[Dwarf, Kharakuro|kharakuro]] that run across them. Interactions between these races can vary depending on who is in control. Minotaurs are able to increase their prestige among their kin by owning slaves, and lone Adomkuro and kharakuro make prime targets for these acquisitions. On the flip side, the Adomkuro and kharakuro prize minotaur slaves as beasts of burden, and will abduct lone stragglers as well. Powerful minotaurs who gain control over an underground area will often ally with groups of Adomkuro or kharakuro in an effort to increase their holdings.<br />
<br />
When minotaurs do make it to the surface, encounters in these strange lands are always disorienting and frightful for them, though they will not show it outwardly. Elves and fairies generally view them as dangerous creatures that cannot be trusted, while humans take a more curious attitude until someone gets hurt. Encounters on a large scale between minotaurs and surface races are extremely rare, however, and unpredictable.<br />
<br />
== Alignment ==<br />
<br />
Because of their selfish goals and attitudes, minotaurs tend towards neutral evil. They do not prize the virtues of law and society, but realize that there are times and places where they are necessary and will do what they must to succeed.<br />
<br />
== Minotaur Lands ==<br />
<br />
Minotaurs exist in small enclaves and pockets scattered around the underdark, as well as some of the jungles of [[Pg:Jechran|Jechran]], and north of that, where Jechran's vegetation turns to temprate forest. They lack the organization to form cohesive nations, but small bands and communities often have well established structures of rule and government, usually owing allegiance to a kind of minotaur warlord or chief.<br />
<br />
== Religion ==<br />
<br />
[[Paragus]] created minotaurs, and is regarded by them as the only deity worth worshipping. In religious views, minotaurs have a superior attitude towards their own race, and tend to belittle worshippers of the other gods as lacking strength and glory. According to minotaur philosophy, Paragus is the greatest minotaur there could ever be, and all minotaurs owe it to him to live up to his model.<br />
<br />
== Language ==<br />
<br />
Minotaurs speak their own tongue that does not seem to be related to any other languages on Avlis. Its syntax is direct and to the point, and contains few words for things that are not definite or precise. Some will pick up other subterranean languages or Jechrani, depending on where they live or travel.<br />
<br />
== Names ==<br />
<br />
Each minotaur has three names. Their first name is given at birth, and only used if the minotaur is considered worthy of it by way of his accomplishments in life. Their middle names are clan names and are used primarily to identify each other. Minotaurs try to tie in their prestige to great heroes or ancestors of the past by taking the first names of these forebearers as their clan names. A minotaur's third name is its location of birth or place of long-time residence. This is rarely used unless the minotaur finds itself among strange clans or other races, but in these cases it is also seen as a source of prestige, especially if famous ancestors lived in the same area long ago.<br />
<br />
=== Male Names ===<br />
<br />
Argas, Burundol, Cirius, Cyrian, Delomnas, Fosher, Genloneras, Karkillian, Meranus, Terius<br />
<br />
=== Female Names ===<br />
<br />
Agra, Boolia, Byleana, Ceri, Delest, Elanu, Grendalia, Hesturi, Sikana, Tekta<br />
<br />
== Adventurers ==<br />
<br />
Rarely do minotaurs venture far from their homeland, though a few specimens occasionally realize the futility of gaining prestige over such a small domain and they venture out to see what the world holds. These individuals are brave, courageous, and even wreckless in their desire to prove themselves and bring back fame to lord over their kin.<br />
<br />
Note that minotaurs are not a playable race on Avlis.<br />
<br />
[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Lupin&diff=33343Lupin2010-02-11T00:41:35Z<p>Chas'nor: Protected "Lupin" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== Overview ==<br />
<br />
'''Lupins''' are semi-nomadic wolf-headed humanoids that live in the forests of [[Jechran]]. Rarely seen in southern Avlis, these creatures are often mistaken for werewolves. This misunderstanding is quite ironic, considering the racial hatred lupins have for werewolves. The origins of lupins are unclear. Some say they were magically cursed by a powerful spellcaster to be half-man, half-wolf. Others say they are the descendants of true lycanthropes that can no longer change form.<br />
<br />
==Personality==<br />
<br />
Lupins are rather intense creatures, patient and implacable in reaching their goals. When meeting others for the first time, lupins are often quiet and reserved. When they feel comfortable and relaxed, lupins are very wild and free - fond of strong drink and well-seasoned meat.<br />
<br />
==Physical Description==<br />
<br />
Lupins have heads that resemble wolves or dogs and are covered from head to toe in fur. They generally stand from about 5 feet to a little over 6 feet tall and weigh between 125 and 250 pounds. Male lupins are generally taller and broader than females. Below the knee, lupin legs are bent backwards like a wolf's and end in paws with black claws. Lupins fur colors can range bright red and russet brown to a light amber, and from deep black to pure white, though most are shades of brown or grey. They have furred hands with an opposable thumb. The fingers and thumb all sport short black claws.<br />
<br />
Lupins generally live as long as [[Human|humans]], and are considered adults after taking a right of passage into adulthood at the age of 15.<br />
<br />
==Relations==<br />
<br />
Lupins generally get along with others well. Since they rarely have contact with other races, Lupins do not have many preconceived notions about creatures of other races. The exception to this is creatures that change shape. Lupins are distrustful of shapechangers, and hate werewolves with an inhuman passion. Lupins are generally more immediately respectful of those who appear to be warriors.<br />
<br />
==Alignment==<br />
<br />
Lupins are generally lawful, and they tend towards good. After passing their right of passage, lupins have chaotic tendencies that sometimes take them away from their pack to explore the world.<br />
<br />
==Lupin Lands==<br />
<br />
Being semi-nomadic, Lupins generally stake out a forest or the area of a larger forest as their home. This area is generally hundreds of acres in size, and the pack will roam these lands at will throughout the year.<br />
<br />
==Origins and Anscestry==<br />
<br />
It is rumored that lupins are the result of magical experiments by a long-dead wizard. This wizard had a passionate hatred for a pack of werewolf wizards that had invaded his forest home. The wizard, ever a fan of irony, created half-wolf, half-man humanoids and called them lupins. They were wolf men, capable of tracking and destroying the spellcasting werewolves. He made the lupins resistant to the werewolves' magic and then equipped them with weapons magically enchanted to fight werecreatures and drain mages of their power.<br />
<br />
It is said that the night he set his creations loose, the wizard was the victim of the irony he so loved. As his creatures went out into the forest to find their prey, the werewolves snuck into the wizard's tower and attack him in a great mage duel. Though warned by the sounds of the battle, the lupins were too late to save their master. After slaying the spellcasting cabal of lycanthropes, the surviving lupins vowed to go throughout the world hunting werewolves wherever they were found.<br />
<br />
Other stories tell of a group of werewolves who were living peacefully in the forest with human neighbors. Over time the two groups intermarried and had children. The resulting unions produced humanoid creatures with wolf-like appearances, but without the ability to change their forms. When many of these crossbreed children had matured to adulthood, the village of humans and werewolves was attacked by an evil wizard.<br />
<br />
This wizard was aided by evil werewolves who were jealous of the peaceful existence the people had found and sought to destroy their home. Though many townspeople were slain, the wizard and his cohorts found the crossbreed offspring of the town more than they could handle. Some natural ability of the children made even the wizard’s most powerful spells roll right off them like waves hitting a beach. The crossbreed offspring slew the mage easily and then dispatched his werewolf minions. The town lay in ruins. The survivors swore that they would never let another town be destroyed by evil werewolves. The crossbreeds called themselves lupins, and to this day hunt the evil lycanthropes wherever they find them.<br />
<br />
Since that day, lupin tribes have kept a strong oral tradition, passing down stories of victories against werewolves. Ancestry is tracked by the number of werewolves each family has killed. Lupins that get no kills gradually fade from the oral history of the tribe. The most venerated ancestor of a tribe is always the lupin that has the most werewolf kills. The living lupins constantly try to surpass the dead by hunting more werewolves than their predecessors.<br />
<br />
==Religion and Rituals==<br />
<br />
Lupins make sacrifices to [[Dru'El]] at the Summer Solstice for prosperity in the coming year, and offer up prayers to [[Pelar]] for good hunting. But for the most part Lupins are not very religious, placing more importance on family than the worship of gods. Many tribes even worship great ancestors, feeling that they can call on them in times of great need.<br />
<br />
At the age of 15, lupins take the right of passage. The young male or female lupin ventures out alone and hunts a dangerous creature. Many lupins simply go out and find a wolf or other natural predator to kill and return quickly with trophy in hand. Others may take months or even years to find the perfect prey. Of course returning with the head of a werewolf can accrue more honor than even the horn of a great dragon.<br />
<br />
==Languages==<br />
<br />
Lupins do not have their own language and so speak Common or [[Nanshilae|Elven]]. Lupins consider being compared to animals of any kind to be highly insulting. Insinuating werewolf ancestry is deadly insult, as is using the term "bitch" to refer to a female lupin.<br />
<br />
==Names==<br />
<br />
Lupin names are usually short and sharp. Common male names are: Gar, Burk, Dor, Tahg, Morhk, Narg and Farn. Common female names are: Suk, Lun, Fare, Hin, Pep and Kest. Pack names are taken from the natural world of the forest, but never related to animals. Common clan names are: Swiftriver, Mossytree, Brightstar, Coldwind, Ragingfire and SilveryMoon. Some lupins upon entering the wider world beyond their pack may take on new, more common names. Very few lupins will ever change their clan name.<br />
<br />
==Adventurers== <br />
<br />
Lupin adventurers may be young on their right of passage, or young adults who have just completed their right of passage and are ready to see the wider world. They may be grizzled patriarchs who have left their pack on their final hunt, or a disgruntled adult who has decided to try it in the world outside the forest. They may be ostracized from the pack because they prefer solitude to the family atmosphere of a pack, or the sole survivor of some tragedy that wiped out their family.<br />
<br />
''Note: As of this writing these are NPC only races and will not be a playable custom race, though they are a shifter form option for Avlis.''<br />
<br />
[http://www.avlis.org/viewtopic.php?t=43908 Source]<br />
<br />
[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Half-Orc&diff=33342Half-Orc2010-02-11T00:41:26Z<p>Chas'nor: Protected "Half-Orc" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}}</center><br><br />
<br />
<center>'''Hybrid Races:''' {{HybridRaces}}</center><br />
----<br />
<br />
{| align=right<br />
|-<br />
|[[Image:Halforc_male.jpg|thumb|136px|Half-Orc male]]<br />
||[[Image:Halforc_female.jpg|thumb|115px|Half-Orc female]]<br />
|}<br />
<br />
__TOC__<br />
<br />
== PC Statistics ==<br />
<br />
'''Ability Score Adjustments:''' +2 Str -2 Int -2 Cha<br />
<br />
'''Favored Class:''' [[Barbarian]]<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Darkvision|Darkvision]]<br />
<br />
== Overview ==<br />
<br />
Born of a union between a [[Human|human]] and an [[Orc|orc]], half-orcs are considered inferior by their orcish kin, and regarded by them to have diminished mental cunning and quickness. By their human folk, they are seen as products of a distasteful union, which may or may not have been borne out of violence or guile. Balancing these disadvantages, half-orcs strive to become accepted in one or both of their kindred societies, and often fail miserably and become hopelessly depressed or violently angry.<br />
<br />
== Personality ==<br />
<br />
The main personality traits exhibited by a half-orc are dependent on which society they were raised in. When raised around orcs, they are looked down upon, resulting in poor self-confidence and a sense of inferiority, especially compared to other orcs. When raised among humans, they are feared because of their larger size and superior strength, and will either become bullies or act as "gentle giants" who want nothing more than to fit in with other humans.<br />
<br />
== Physical Description ==<br />
<br />
Half-orcs stand between 6 and 6 1/2 feet tall, and have thick facial features and a stocky frame. In some specimens, the brow is very pronounced, as with orcs. Others have a very prominent jaw, complete with jutting tusks from the lower jaw that are smaller than a full-blooded orc's tusks. Skin color is usually dark, tending more towards the orcish coloring, while eye color can range the entire normal human palette of browns, blues, and greens. Hair color dark, and very course, tending more towards an orcish hair texture.<br />
<br />
Half-orcs will dress as taught by the society that raised them.<br />
<br />
== Relations ==<br />
<br />
Orcs consider half-orcs to be inferior both mentally and physically because their blood is diluted and weak. Humans view them as freaks born from a distasteful union, and many fear them because of their large size and frightening features. Half-orcs who embrace their orcish side have a hard time becoming accepted in that society, but if they are manipulative and cunning enough, it is possible for them to fit in. Those who try to embrace their human half find difficulty in being trusted and liked. If unable to fit in with either side, half-orcs can become despondent and dejected, which can lead them to violent lives of crime or abject wandering.<br />
<br />
== Alignment ==<br />
<br />
Half-orc alignments can vary widely depending on which race raised them. Those that are raised by orcs tend towards lawful evil alignment if they embrace the ways of orcish society. On the other hand, the alignment of half-orcs who were raised by humans depends strongly on which human society they came from, and how well they fit in there.<br />
<br />
== Half-Orc Lands ==<br />
<br />
Half-orcs have no nations or lands that they control. They are found in the presence of orcish or human societies most often, though half-orcs who have been ousted by both societies can often be found in places where other ruffians and rabble congregate.<br />
<br />
== Religion ==<br />
<br />
[[Valok]] is a popular god for half-orcs raised by orcs, however half-orcs raised by humans will often adopt whatever god their human brethren hold sacred. A few half-orcs are so distraught with their inability to fit in with either humans or orcs that they shun religion altogether.<br />
<br />
== Language ==<br />
<br />
Half-orcs are able to speak the language of the society that raised them. Those that were raised by orcs can speak both orcish and the common tongue. If they make a habit of traveling, half-orcs may sometimes pick up other languages.<br />
<br />
== Names ==<br />
<br />
Half-orcs are named by the race that raised them. If they were raised by humans and are claimed by their families, they may have a human last name that signifies some sort of stature or lack of it.<br />
Adventurers: In their quest to be accepted, half-orcs will often travel far and wide to find a way to fit in. They are known to be very resourceful, sometimes even surpassing the resourcefulness of full-blooded orcs and humans, though neither race will admit such a thing.<br />
<br />
[[Category:Hybrid Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Half-Elf&diff=33341Half-Elf2010-02-11T00:41:08Z<p>Chas'nor: Protected "Half-Elf" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}}</center><br><br />
<br />
<center>'''Hybrid Races:''' {{HybridRaces}}</center><br><br />
----<br />
{| align=right<br />
|-<br />
|[[Image:Halfelf_male.jpg|thumb|110px|Half-Elf male]]<br />
||[[Image:Halfelf_female.jpg|thumb|110px|Half-Elf female]]<br />
|}<br />
__TOC__<br />
== PC Statistics ==<br />
<br />
'''Favored Class:''' Any<br />
<br />
'''Feats and Special Abilities:'''<br><br />
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]<br><br />
* [[NWN:Immunity to Sleep|Sleeplessness]]<br><br />
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]<br><br />
* [[NWN:Partial Skill Affinity (Listen)|Partial Skill Affinity: Listen]]<br><br />
* [[NWN:Partial Skill Affinity (Search)|Partial Skill Affinity: Search]]<br><br />
* [[NWN:Partial Skill Affinity (Spot)|Partial Skill Affinity: Spot]]<br><br />
* [[NWN:Low-light Vision|Lowlight Vision]]<br><br />
<br />
== Overview ==<br />
<br />
[[Half-Elf|Half-elves]] are born of a union between a human and an elf. On Avlis, there are a number of different elven subraces:<br />
* [[Elf, Avlissian|Dru'Elian high elves]]<br />
* [[Elf, Ghost|Ghost elves]]<br />
* [[Elf, Drangonari|Drangonari elves]]<br />
* [[Elf,Sereg|Sereg'wethrin]]<br />
<br />
== Origins ==<br />
<br />
All of the above mentioned forms of elf are able to foster hybrid offspring with humans, however combinations with anything other than Dru'Elian high elves are exceedingly rare, and almost never occur. [[Elf, Ghost|Ghost elven]] females are too delicate to bear young or even survive copulation with humans. Thus, half-elves that are part ghost elf invariably have a ghost elven father and a human mother. Because of the male ghost elven outlook on life, this is unlikely to occur. For [[Elf, Drangonari|Drangonari]] elves, the combination is rare because such offspring are born with what the drangonari see as severe disabilities, such as truncated wings and no breath weapon or ability to cast darkness, and they are not usually allowed to live. For Sereg'wethrin, births have been known to occur through acts of pillage on human women during raids. However, these offspring are seen as inferior by the Sereg'wethrin and a threat to their fragile race. They are always immediately hunted down and killed by the Sereg'wethrin when word is received of their births. They relentlessly pursue this mission until it is completed, even if it takes decades to achieve.<br />
<br />
== Physical Description ==<br />
<br />
=== Common Avlissian ===<br />
<br />
A half-elf's appearance varies greatly depending on which kind of elven subrace their parent belongs to. Typical Avlissian half-elves have slightly rounded almond shape eyes, ranging in color from dark brown or black to a light blue or steely grey. Skin color is usually inherited from their human parent in these cases, as well as the ability to grow facial hair, which is unheard of in all elven races. Though their facial features are not as chiseled as a full elf?s, they appear more defined than those of a human face. Half-elves are also a little taller than normal elves, but shorter than average humans. Males regularly attain 5 ? feet by adulthood, and females easily reach 5 feet.<br />
<br />
=== Ghost Elf ===<br />
<br />
When fathered by a [[Elf, Ghost|Ghost elf]], these beings inherit a goldish-green color to their skin, and blonde hair. Their skin does not glow or give off light like a full-blooded ghost elf, however. Eye colors in these cases are almost always inherited from the human mother.<br />
<br />
=== Drangonari Elf ===<br />
<br />
Combinations with [[Elf, Drangonari|Drangonari]] elves are a sad and pitiful mix. If bred with a drangonari that possesses wings, the child will have them too, but they will be stunted and non-functional. Their skin is composed of rough patches resembling scales, and colors range from a pale sickly green to brown. About half of these offspring have slit-shaped pupils, and they usually inherit eye color from their elven parent.<br />
<br />
=== Sereg'wethrin ===<br />
<br />
[[Elf,Sereg|Sereg'wethrin]] half-elves are rarely ever witnessed, but it is thought that their skin is a dull gray, and hair and eyes are black. Aside from this, they largely resemble half-elven Avlissian elves.<br />
<br />
== Relations ==<br />
<br />
To varying extents, all half-elves are outcasts from their human and elven societies. For the most common type of half-elves, those that have an Avlissian or ghost elven parent, acceptance into the elven communities as an equal participant is hard-won because of their human-like features and shortened lifespan. A half-elf may have the exact same love of nature as their elven kin, but because they only live for at most three to four centuries, the elves will never believe that they can know nature as they do. Sereg'wethrin half-breeds rarely live past toddler age because they are hunted down and killed by the full-blooded Sereg'wethrin. Drangonari half-breeds are seen as disgusting aberrations by their full-blooded kin, and are often ousted from the community at a young age. Usually they are asked nicely at first, and more forcefully if the warning needs to be repeated.<br />
<br />
For their human kin, accepting them is hard because of the opposite reasons; The half-elf's lifespan far exceeds the humans. Growing up in a human society is hard for them because they see their human friends and loved-ones getting old and dying over periods of time that seem short to the half-elf.<br />
Half-elves that are part drangonari or Sereg'wethrin have the added strain of their races' violent tendancies taking their toll.<br />
<br />
Most non-human and non-elven races barely make a distinction between a half-elf and an elf or human. Those races that have poor relations with the elves will often extend those relations to half-elves, and this includes humans in many cases. Races that have good relations with the elves, such as the fairies, will generally be kind towards the hybrids. Fairy-elf and fairy-human hybrids are often especially sympathetic towards half-elves, for they share a common theme.<br />
<br />
== Alignment ==<br />
<br />
In general, there is no average alignment for half-elves. They come from so many different backgrounds and have such varying life experiences that they run the whole range of law and chaos and good and evil. Those that are raised around elves often tend towards goodness. On the other hand, half-elves that have experienced extreme negativity from one of their parent races may feel the need to strike out in a way that would lean them towards evil or chaos.<br />
<br />
== Half-elf Lands ==<br />
<br />
There is no singular country ruled by these beings. Many of them exist among humans in [[M'Chek]] and the [[Kurathene|Kurathene Empire]]. Half-elves may also congregate in large cities, whatever the dominant race may be, if any. Places such as the Seven Cities often house many half-elves because of the cosmopolitan nature of urban life. There are also a large number of half-elven individuals in the nation of [[Pg:Jechran|Jechran]], where their racial differences are not stressed as much. A fairy hybrid haven known as Elysia lies near the nation of [[T'Nanshi]], and this fortress has also been known as a haven for elven hybrids as well.<br />
<br />
== Religion ==<br />
<br />
The most likely religion for a half-elf is the one it was raised with. If they were raised among humans, there can be many possibilities, for humans are varied in their religious tastes. They worship major gods such as [[Mikon]] and [[Valok]], but also many of the minor ones. Those individuals that were raised among the Avlissian or ghost elves will often lean towards [[Dru'El]].<br />
<br />
== Language ==<br />
<br />
Half-elves raised around humans will use the common tongue as their main language. Many speak [[Nanshilae|Nanshi Elven]] as well, especially those who lived near elves for great lengths of time, and it is not too uncommon for some half-elves to know some of the fairy or woodland languages.<br />
<br />
== Names ==<br />
<br />
Half-elves will have human or elven names depending on where they were living when they were born. This is true of both first and last names. For both humans and elves, the last name signifies a family and can carry some degree of prestige which can also be carried by the half-elf in some cases.<br />
<br />
'''Male Names:''' Alaran, Earar, Kohav, Maher, Lonovan, Larold, Saman, Tinan, Zeke<br />
<br />
'''Female Names:''' Amelia, Delia, Gene, Melina, Nansha, Samara, Talyooma, Toova, Yeledela'dru'el, Yoofeh<br />
<br />
'''Last Names:''' Arkald, Fenton, Ju?Eir, Sunstreamer, Trellewin<br />
<br />
== Adventurers ==<br />
<br />
Half-elves are often tormented by inner fears and chaos that lead them to the roads of adventure. Many wish to run away from life and civilization, becoming rangers in the wilds, or druids. Some go the other way and try to lose themselves in city life by joining the underground societies there and learning the ways of the rogues. Many possible adventures await these folk, though some do not seek it out.<br />
<br />
==See Also==<br />
<br />
* [[Elf|Elven racial group]]<br />
<br />
[[Category:Hybrid Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Halfling&diff=33340Halfling2010-02-11T00:40:56Z<p>Chas'nor: Protected "Halfling" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}}</center><br><br />
----<br />
{| align=right<br />
|-<br />
|[[Image:Halfling_male.jpg|thumb|70px|Halfling male]]<br />
||[[Image:Halfling_female.jpg|thumb|90px|Halfling female]]<br />
|}<br />
__TOC__<br />
== PC Statistics ==<br />
<br />
'''Ability Score Adjustments:''' +2 [[NWN:Dexterity|Dex]] -2 [[NWN:Strength|Str]]<br />
<br />
'''Favored Class:''' [[Rogue]]<br />
<br />
'''Special Abilities and Feats:'''<br><br />
* [[NWN:Small Stature|Small Stature]]<br><br />
* [[NWN:Skill Affinity: Move Silently|Skill Affinity: Move Silently]]<br><br />
* [[NWN:Skill Affinity: Listen|Skill Affinity: Listen]]<br><br />
* [[NWN:Lucky|Lucky]]<br><br />
* [[NWN:Fearless|Fearless]]<br><br />
* [[NWN:Good Aim|Good Aim]]<br><br />
<br />
== Overview ==<br />
<br />
Perhaps the most easy-going of the Avlissian races, halflings are creatures of comfort who play it safe and attempt to avoid the conflicts of the wider world. Being the creation of [[Berryn]], the goddess of morning and spring, halflings make the most of these two times by using them to express their calm comfortable serenity and pleasure at being alive. However, enemies who wish to exploit this race should beware, because, as the expression goes, when halflings are cornered "they are a raging storm of teeth and fists".<br />
<br />
== Personality ==<br />
<br />
One particular proverb suits the majority of halflings: "If you do not bother me, I will not bother you. If you bother me, I will avoid you until I cannot." Generally, halflings crave comfort and tranquility. Listening to the wind moving over the rolling hills of their beautiful homeland is their greatest thrill in the day-time, and at night they love curling up by the fire in their mound-homes with a good pipe of mellowsmoke weed. Working for a living is a simple necessity that requires minimum input just to keep their simple lives going. Halflings will plow and farm whatever they need and then retire early in the afternoon to sit in the sun before heading inside for the night. In the spring and summer months, they have wonderful cookouts and parties with their neighbors where they talk about the latest town gossip, another thing they love almost as much as the rolling hills of [[Ferrell]].<br />
<br />
At some point between their teens and thirties, halflings experience the desire to see life outside their home range. Intensity of the desire varies, and could be satisfied with something as simple as spending time with relatives on the other side of the country, or it could warrant a trip around the continent. Invariably, when the wanderlust has passed, the halfling desires some comfort and will usually return to their favorite place. In most cases, that place is their homeland of Ferrell, but halflings are well-known to live in other areas where they have found some sort of comfort and acceptance, or in some cases, areas where they are not able to leave whatever ties they have established. Halflings who willingly wander for their entire lives are not understood by some of their more conservative kin. These adventurous types seem to have ideals based more on making the world a better place for all by serving a cause, or achieving personal gain.<br />
<br />
It is a regarded fact that halfling tempers are slow, but once activated they can be extremely dangerous. Because of their size, halflings understand their limitations in combat or physical confrontations, and they tend to be slightly more devious in their approaches to things when concerned. For smarter specimens, the consequences that their enemies meet can be devastatingly destructive and cunning.<br />
<br />
== Physical Description ==<br />
<br />
Both male and female halflings stand between three and four feet tall, with females averaging shorter heights. Depending on their family traits, male halflings can have either very stocky or very lean frames, and it is unusual to find one with a balanced physique between these two characteristics. Their skin tone is usually fair, though they get a considerable tan when they spend time outside. The sunlight can sometimes also give their hair a lighter sheen, highlighting their thick locks of brown, black, red, or blonde with a contrasting color. Females tend to wear their hair long and down around their shoulders, while males, who often have curly or frizzy hair, will keep it above the shoulder. Halflings have either brown, blue, or green eyes, with some specimens having yellow. These are regarded as lucky, and their eyes are taken as a sign of favor from the goddess Berryn.<br />
<br />
Halflings rarely wear shoes, and have no trouble at all going everywhere barefooted. The tops of their feet have hair that is as thick as that on their heads, and usually is the same color. The skin on the bottom of halflings' feet is extremely tough and rugged and able to withstand minor sharp trauma and large changes in temperature. Essentially, a halfling's outfit will end at the shoes.<br />
Above the ankles, halflings like to dress in fine homespun garments made for comfort. A few have a taste for gaudy and unique fashions, but most are content to dress in earth tones and wear serviceable clothing that enables them to do their work and also rest and relax. Tunics and breaches are standard fare, but many halflings also value keen belt buckles and wrist cuffs for formal occasions.<br />
<br />
== Relations ==<br />
<br />
As a people, halflings desire to stay neutral in any conflict, in order that they do not incur threats from nearby enemies. They will rarely take part in the wider politics of the world, as a nation or people. Individually, some halflings will see injustice and wish to offer help to other races, such as the [[Fey|fairies]] or [[Elf|elves]], whom they regard as having a passable understanding of nature and comfort. [[Human|Humans]] sometimes make halflings uneasy, because the human personality often strikes the halfling as being intense and unpredictable. If given a chance, however, halflings can warm up to them and even consider them friends and allies.<br />
<br />
Most creatures have no ill opinion of halflings because they do not see them as any sort of threat. This makes it easy for self-serving halflings to take others by surprise, because the victim usually does not see it coming. Even [[Orc|orcs]] and [[Shaahesk|shaahesk]] have a neutral attitude towards these creatures, mainly because they are too small to either be a formidable enemy or productive slave labor, in their perceptions. Creatures who know what halflings are almost always also know that halflings will not impose ill will on anyone else unless they are threatened first, and few have had reason to make these threats.<br />
<br />
== Alignment ==<br />
<br />
Halflings tend towards neutral good. Their ideal is serving the greater good of society so that all may achieve tranquility and ease. In their beliefs, everyone should take the time to sit down, breathe, and enjoy the scenery, and anything they can do to facilitate that for another individual is done happily. They tend to also be compassionate and caring, though some individuals are known to find their society's complacency to be irritable. These will develop ambitions that serve the individual more than the greater good, and they can tend towards true neutral, or even evil.<br />
<br />
== Halfling Lands ==<br />
<br />
Halflings occupy a beautiful land of rolling hills and country pastures called Ferrell. The nation is very small and politically neutral in most respects. Mound homes with round circular doors and finely manicured lawns and gardens dot the rolling countryside there, and tiny village communities are all closely interrelated. The biggest village community, [[Kitanya|Kitanya Hill]], is regarded by the halflings as a "city", though to most it is little more than a large hamlet. Government and law activities, which are limited, take place there, and it is regarded as a holy site where the halfling race was originally created.<br />
<br />
== Religion ==<br />
<br />
To different extents, all halflings acknowledge Berryn, their creator, and the goddess of morning and spring. Some worship her as their only divine guide and will serve as faithful priests and priestesses. Berryn's beliefs focus around the enjoyment of life and nature. Morning and beginnings are also sacred to these creatures, who oddly resist change. When looked at more carefully, however, it is seen that they resist changes that are out of the normal progression of time and the seasons.<br />
Some halflings will opt to worship other gods. [[Dre'Ana]] is popular among female halflings who wish to wander the continent. [[O'Ma]] and [[Gorethar]] are also common alternatives.<br />
<br />
== Language ==<br />
<br />
Halfling language is loosely related to dwarven and gnomish, but the languages have diverged too far to be mutually understood. In actuality, halflings rarely use their own tongue, even among their own kind, for they seem to prefer the common tongue that is spoken by merchants and trade caravans that occasionally wander across their homeland.<br />
<br />
== Names ==<br />
<br />
Halflings take pride in their last names because the names designate family and region of where they live in Ferrell, yet only halflings really know how to decipher the names in this manner. Some say that the halflings just have every possible halfling family name memorized in their heads. First names are given at birth and tend to repeat from father to son, or skip a generation. For households with multiple children, it is common to start naming the kids after aunts and uncles. New names only seem to come into the mix when heroic deeds are performed by someone the halflings admire, though this is a rarity.<br />
<br />
=== Male Names ===<br />
<br />
Ando, Briery, Ceriadoc, Damo, Fendrick, Huril, Jackodon, Milo, Pergeran, Quinto<br />
<br />
=== Female Names ===<br />
<br />
Allie, Annie, Belana, Dina, Ferlina, Galandra, Hester, Jamia, Keirana, Shayna<br />
<br />
=== Family Names ===<br />
<br />
Harlan, Greenthumb, Meygle, Nantoon, Teriak<br />
<br />
== Adventurers ==<br />
<br />
To an extent, there is a duality in halfling society that consists of individuals who wish to remain at home or wander in areas close by, and individuals who wish to know more than their small lands can teach them. These two groups fail to see eye to eye on the matter of leaving family behind to satisfy an urge. This can create some turmoil I the lives of wandering halflings, but nevertheless, many overcome it and find ways to make an impact in the larger universe.<br />
<br />
[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Dwarf,_Stone&diff=33339Dwarf, Stone2010-02-11T00:40:33Z<p>Chas'nor: Protected "Dwarf, Stone" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Hybrid Races:''' {{HybridRaces}}</center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Gnome]]<br />
<br />
'''Ability Score Adjustments:''' -1 Str -1 Cha +2 Con<br />
<br />
'''Feats:'''<br><br />
* [[NWN:Darkvision|Darkvision]]<br><br />
* [[NWN:Skill Affinity: Listen|Skill Affinity: Listen]]<br><br />
* [[NWN:Skill Affinity: Concentration|Skill Affinity: Concentration]]<br><br />
* [[NWN:Defensive Training vs. Giants|Defensive Training vs. Giants]]<br><br />
* [[NWN:Offensive Training vs. Goblinoids|Offensive Training vs. Goblinoids]]<br><br />
* [[NWN:Hardiness vs. Illusions|Hardiness vs. Illusions]]<br><br />
* [[NWN:Hardiness vs. Poisons|Hardiness vs. Poisons]]<br><br />
<br />
'''Favored Class:''' [[Fighter]]<br />
<br />
'''Notes:'''<br><br />
*Stone Dwarves use the Gnome model as used in character creation<br />
<br />
== Overview ==<br />
<br />
Stone dwarves are born of the rare union between a [[Gnome|gnome]] and a [[Dwarf|dwarf]]. They have a combination of dwarven and gnomish attributes in both physique and personality. Due to the nature of their birth, they possess many of the best qualities of both parents, and some of the worst. Because they are so uncommon, many do not even realize they exist, and those that are unfamiliar with them often mistake them as being somewhat undernourished dubgaldokin.<br />
<br />
== Personality ==<br />
<br />
To the untrained eye, stone dwarves seem much like hyper [[Dwarf, Dubgaldokin|dubgaldokin]]. Though they are stubborn and set in their ways, they are often inquisitive and curious, and in the habit of pushing their luck as far as it will go. To some this is an asset, and many believe this makes them grand companions at parties and festivals, especially when there is gambling involved. To others, this trait is annoying and overbearing. Because there are not many of them, stone dwarves are used to associating with non-stone dwarves, be they dubgaldokin, or non-dwarven all together. In some specimens, their ancestry seems to give them a shrewd blend of caution and willingness to take risks that makes for very successful results in business dealings. For individuals not interested in mercantile crafts, they are known to make fair crafters, scholars, and sages, especially in the areas of glassblowing, alchemy, and history.<br />
<br />
== Physical Description ==<br />
<br />
Though stone dwarves are a hybrid between dwarves and gnomes, they look mostly dwarven as fair as hair and skin color go, except that the females never grow facial hair. They are also taller and skinnier than most Deglos dwarves, more often reaching 4 1/2 or even 5 feet. Their tall and skinny build makes them resemble their dwarven cousins from Galdos. Hence, the name "stone dwarf" is given to them, as a reference to the xenophobic nature of the [[Dwarf, Galdokin|Galdossian dwarves]] who tend to remain within their own underground nation of stone. Stone dwarf eye color is usually light brown or blue, though violets and grays are often seen.<br />
<br />
Stone dwarves dress and wear their hair in whatever styles are popular around them, depending on where they live.<br />
<br />
== Relations ==<br />
<br />
Stone dwarves are generally regarded as being more amicable than galdokin or dubgaldokin, but less amicable than gnomes. They often retain some suspicion of other races from their dwarven parent, though the degree of the suspicion will vary. Creatures such as [[Goblin|goblins]], [[Giant-Kin|giants]], and [[Shaahesk|shaahesk]] are intensely disliked. [[Human|Humans]] and [[Orc|orcs]] are mistrusted because of their occasional tendencies to double cross dwarves. Nevertheless, the stone dwarves are known to make loyal friends and trusted allies to companions who get to know them.<br />
<br />
== Alignment == <br />
<br />
Stone dwarves tend to stay between the poles of good and evil when they can. They are very pragmatic and will judge a situation from many different angles before deciding whether to help themselves or others. On the spectrum of law and chaos, they tend to favor the freedom associated with personal individualism, and are thus more often chaotic.<br />
<br />
== Stone Dwarf Lands ==<br />
<br />
The majority of stone dwarves live in Deglos, where they are born. They have no countries or cities of their own, because they are too uncommon and scattered. Because of their comparatively open nature, they can be found living above ground as well as below.<br />
<br />
== Religion ==<br />
<br />
Most stone dwarves pay homage to the ways of [[Fegall]], which involve the pursuits of excellence and mastery in craftsmanship and science. If the need for other deities to fill in the blank portions of their lives arises, they will not hesitate to worship whom or what is required.<br />
<br />
== Languages ==<br />
<br />
Stone dwarves can all speak the dubgaldokin version of [[Dwergan|dwarven]], as well as [[Ganoom|gnomish]]. They are also well-versed in the Common tongue, and some of the giant-kin and goblinoid languages. It is also not uncommon for them to know orcish if they are involved in trade routes.<br />
<br />
Also see the other [[Dwarven Languages|dwarven languages]].<br />
<br />
== Names ==<br />
<br />
Stone dwarf names can be either dwarven or gnomish, or a peculiar mix between the two. Their last name is a family name, but whether it is a gnomish or dwarven family name depends on their father's race. Dwarven surnames are often derived from clan names or manual labor occupations. Gnomish surnames are often derived from scholarly or scientific pursuits.<br />
<br />
=== Male Names ===<br />
<br />
Bealwin, Bobbin, Brock, Durken, Harth, Ilnor, Kurk, Lanakin, Terwin, Varan<br />
<br />
=== Female Names ===<br />
<br />
Analyn, Bedra, Haley, Jasmin, Kianta, Lana, Lucana, Merryweather, Sala, Sunshine<br />
<br />
=== Last Names ===<br />
<br />
Alconer, Boulderstump, Farrier, Magee, Stormkiller<br />
<br />
== Adventurers == <br />
<br />
Stone dwarf adventurers may be orphans seeking their roots, or wiley merchants involved in trade. Many are also crafters that wound up in the wrong place at the wrong time. Because of their inability to fit in exactly with either gnomes or dwarves, it is often acceptable for them to be wanderers in their respective societies.<br />
<br />
== See Also ==<br />
[[Dwarf|Dwarven Racial Group]]<br />
<br />
----<br />
<br />
<br />
[[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Hybrid Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Dwarf,_Kharakuro&diff=33338Dwarf, Kharakuro2010-02-11T00:39:55Z<p>Chas'nor: Protected "Dwarf, Kharakuro" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}}</center><br><br />
<br />
<center>'''Dwarven Races:''' {{DwarvenRaces}}</center><br />
----<br />
<br />
== Overview ==<br />
<br />
Once members of the Blockdelver clan, these dwarves were [[Dwarf, Galdokin|galdokin]] charged by the god [[The_Nine_Major_Gods#Mikon|Mikon]] to guard a terrible evil deep below the ground. Unfortunately, over time they became seduced by the very thing they were meant to protect, and wound up serving it willingly. The kharakuro, or "demon dwarves" as they are sometimes erroneously called, are the mysterious outcasts of the dwarven race, discarded deep into the depths of rock below their kin and forgotten by all but the most savvy scholars.<br />
<br />
== Personality ==<br />
<br />
No other type of dwarf is as serious-minded as the kharakuro. If their depth and seriousness is taken by others to be callousness, stubbornness, or even downright nastiness, then so be it. The kharakuro are not known to care what other races think of them. From the earliest days of their existence, these dwarves have understood their expendability and their purpose in a greater cause. Over the years that cause has changed for them, warping and corrupting itself, however, it is still in their minds nonetheless. Seeing themselves and each other as expendable has given them new insights into fear, and enabled them to conquer it for the most part. The language of fear has been surpassed by the language of might makes right. Kharakuro understand force, or reasonable threats of force.<br />
<br />
Unlike other dwarves, the kharakuro do not form close trusting relationships among their own kind. Their societies are loosely clan and family-based, but these groups are more for reproduction and safety in numbers. Members within the groups are constantly jockeying for power, because they know that the lower ranking members are always the first to be sacrificed in a clash. The entire life of an individual kharakuro revolves around this lifelong game, and doing what is necessary to excel at it.<br />
<br />
== Physical Description ==<br />
<br />
Kharakuro heights are between 3 1/2 and 4 1/2 feet. Their skin tones range from dark browns to black, with occasional tinges of red and violet. Specific colors will vary by region and family, as well as breeding. Hair color is almost always black or brown, with occasional violets. Eyes tend to be deep black, with some exhibiting gold or yellowish colors. Male kharakuro usually grow their beards to mid-chest length, and females can have some facial hair on their cheeks, though not always.<br />
Kharakuro dress in dark colors, favoring skull and bone motifs as well as scaly fashions.<br />
<br />
== Relations ==<br />
<br />
The kharakuro are not well-liked by any race on the surface that knows about them. Their other dwarven kin see them as traitors who fell victim to a sick and twisted entity, and only their god-given task stops their dwarven kin from attempting to wipe them out completely. Among the other races of the [[underdark]], the Adomkuro are their closest allies. Though there is no love lost between them, the kharakuro understand that the Adomkuro are charged with the same duty as they are, and this makes them tolerable. Relations between the two races are strictly business and military whenever possible, though they have been known to work together for other causes from time to time.<br />
<br />
== Alignment ==<br />
<br />
Just about every kharakuro subscribes to the tenets of advancing himself or herself beyond all others, no matter what the cost. The method by which they do this varies, though the grip of law on kharakuro society is tenuous at best. Some laws exist, and are outwardly followed, but on an individual basis they often mean nothing to the society's members. This means that kharakuro tend towards evil alignments colored by chaos or neutrality.<br />
<br />
== Kharakuro Lands ==<br />
<br />
Soon after they were given their duty to guard a great evil demon lord in the underdark, the kharakuro settled deep below the surface where the demon was being cornered by the gods. A small settlement around the demon eventually turned into a major city, and once war broke out between the demon lord's lieutenants, many splinter groups of kharakuro broke off to serve them in their respective lairs, which also became cities. Since then, countless demon lords and countless cities have risen and fallen, and some powerful kharakuro lords even managed to carve out small holdings of their own in the underdark, which turned into de facto city states. Today, the kharakuro are scattered all throughout the deep underdark in these small to large sized settlements.<br />
<br />
== Religion ==<br />
<br />
Invariably, kharakuro worship one of the many demon entities of the underdark. The first such entity that seduced them to the ways of evil was [[Kimonictinus]], whom many still serve today. These entities are powerful enough to grant kharakuro clerics their own spells, and act as miniature godlings. The surface gods are almost unheard of to the kharakuro.<br />
<br />
== Language ==<br />
<br />
The kharakuro speak a very corrupt form of dwarven, which derives about 35% of its words from the Tanar'ri language of the Abyss, and another 15% of its words from Abyssal language, which is the common tongue of that plane. They also are able to converse in undercommon, and Adomkuro (a corrupt form of Common), and some know bits and pieces of the [[Dwergan|galdokin]] language.<br />
<br />
Also see the other [[Dwarven Languages|Dwarven languages]].<br />
<br />
== Names ==<br />
<br />
Last names signify clan and family names. It is understood that all kharakuro are derived from the Blockdelver clan, and some still hold the name. Through the years, however, certain clans of these dwarves became "endeared" to various Ta'Nari and took the demons? names as clan names to signify their allegiance, often using the "dub" prefix to signify "of" or "from" though not always. The dub prefix is often found attached to a shortened version of the demon's name. First names often can also have demonic connotations.<br />
<br />
=== Male Names ===<br />
<br />
Bal, Con, Dark, Fofur, Glabra, Kuro, Needler, Stracterus, Villor, Wraithkin<br />
<br />
=== Female Names ===<br />
<br />
Balia, Demona, Dia, Gusa, Kuraina, Kuposta, Leer, Sensu, Sultra, Treachery<br />
<br />
=== Clan Names ===<br />
<br />
Blockdelver, dub Alifan, dub Kimon, dub Sharis, Gastronitan<br />
<br />
== Adventurers ==<br />
<br />
Kharakuro can be found adventuring in the underdark for various reasons running from trade to the desire for power and conquest. Rarely are they observed above ground, because they have sensitivity to light and do not see well in the daytime.<br />
<br />
<br />
Note that kharakuro are not a playable race on Avlis.<br />
<br />
== See Also ==<br />
[[Dwarf|Dwarven Racial Group]]<br />
<br />
[[Category:Dwarven Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Gnome&diff=33337Gnome2010-02-11T00:39:46Z<p>Chas'nor: Protected "Gnome" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}}</center><br><br />
<br />
<center>'''Dwarven Races:''' {{DwarvenRaces}}</center><br />
----<br />
{| align=right<br />
|-<br />
|[[Image:Gnome_male.jpg|thumb|100px|Gnome male]]<br />
||[[Image:Gnome_female.jpg|thumb|62px|Gnome female]]<br />
|}<br />
<br />
__TOC__<br />
<br />
== PC Statistics ==<br />
<br />
'''Ability Score Adjustments:''' +2 Con -2 Str<br />
<br />
'''Favored Class:''' [[Wizard]] <br><br />
'''Lifespan:''' Up to 400 years. <br><br />
'''Special Abilities and Feats:'''<br />
* [[NWN:Small stature|Small stature]]<br />
* [[NWN:Hardiness vs. Illusions|Hardiness vs. Illusions]]<br />
* [[NWN:Battle Training vs. Reptilians|Offensive Training vs. Reptilians]]<br />
* [[NWN:Battle Training vs. Goblins|Offensive Training vs. Goblinoids]]<br />
* [[NWN:Battle Training vs. Giants|Defensive Training vs. Giants]]<br />
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]<br />
* [[NWN:Skill Affinity (Concentration)|Skill Affinity: Concentration]]<br><br />
* [[Spell Focus: Illusion]]<br />
* [[NWN:Low-light Vision|Lowlight Vision]]<br />
<br />
<br />
<br />
== Overview ==<br />
<br />
The diminutive race of gnomes is thought to be an offshoot of the [[Dwarf|dwarven]] race that traces its roots back to a few centuries after the [[The_Great_War|Great War]]. A dwarven hero by the name of [[Fegall]], who fought many battles in the Great War and was reputed to be an innovative crafter, gained the admiration of thousands of galdokin followers who sought to emulate him and learn from him. Over time, this adulation caused Fegall to ascend to godhood, and a few centuries after that, the isolation of Fegall's followers caused them to exhibit differences from their now distant galdokin cousins. The races became so different in appearance, outlook, and attitudes towards craftsmanship, in fact, that they came to be called gnomes.<br />
<br />
== Personality ==<br />
<br />
Unlike their distant dwarven cousins, gnomes are cheery and curious. They are so curious, in fact, that many have died for this quality in unfortunate and sometimes ironic accidents. Nevertheless, even though they possess many differences from dwarves, they stem from the same original stock and therefore have much in common. Gnomes prize hard work, though not for the good it can do for society or their fellow peoples. Rather, they prize work in a manner that borders on obsession born out of curiosity and unfocussed ambition. Gnomish craftsmanship goes above and beyond the traditional areas of dwarven work. They are known to take part in all the conventional crafts that dwarves engage in, but they also consider the term "crafting" to cover a much more broad spectrum of activities. Scientific pursuits, as well as technology, and even magic are all considered crafts. There are also many other unconventional trades that gnomes study which are considered to be under none of the above-mentioned things. Examples can include sock weaving, hair grooming, book illumination, and even bug collecting. Where dwarves partake of crafting in order to create the perfect item, gnomes see crafting as something that is to be researched and extended to create new and wonderful items.<br />
<br />
Generally, gnomes are fun-loving and compassionate, both among their own kind and others. Their helpful qualities will only extend as far as their interests, however. Once a gnome becomes bored or uninterested in a subject or event, he or she will move on, and leave those involved behind if they do not come along. This gives non-gnomes the impression that they are unfocussed, flighty, and a little airy.<br />
<br />
== Physical Description ==<br />
<br />
Gnomes are three feet tall on average, regardless of gender. Their eye color can range from deep blue to violet, with hues of green also possible. Gnomish hair color is generally brown or light blonde, and it is not uncommon for gnomes to have white hair. With age, their hair can become gray, though it is difficult to tell whether the color is natural or a product of longevity. Compared to dwarves, gnome hair is softer and less course in texture, and this is especially true of their beards and mustaches, which can grow long and curly. Gnome skin tones are dark compared to dwarves. They seem to have a tan complexion even though they mostly live below ground. In some specimens, the tan color has a grayish tinge to it, which can be dependent on how much dwarven blood has been mixed with their ancestry.<br />
<br />
In terms of physique and build, gnomes tend to be lean, even skinny. They possess finely toned musculature, and thin shoulders. The effect of these characteristics on their voices is thought to be the cause for their more nasal, higher-pitched, and almost squeaky voices.<br />
<br />
Gnomes dress according to their stations in life. Most of them are involved in crafting or research in one form or another, and they will don the appropriate gear for their occupation. Those who work the core trades such as smithing, carpentry, and masonry will dress in thick leather aprons and breaches containing various pockets and hangers for their tools. Gnomes involved in academic trades tend to favor robes with bright or gaudy colors. Each profession also has its own peculiarity of dress which often seems out of place when the gnome is away from its job, but can make uncanny sense when they are in their element.<br />
<br />
== Relations ==<br />
<br />
Though they cannot completely understand the serious and almost grumpy attitudes of their dwarven brethren, the gnomes regard them as distant cousins and count them as their greatest allies and friends. This is more true of the dubgaldokin than any other type. Aside from that, gnomes will get along with any race or creature that allows them their space to work and pursue their journey to become the ultimate crafter. They do not take kindly to large-scale interference to their work brought about by disturbances from underground minions, or invasions from the outside.<br />
<br />
On the surface, gnomes are generally a mystery because they are not seen with any regularity. [[Human|Humans]] enjoy making up funny stories about them, which may or may not have basis in truth. These stories usually stem from the gnomish tendancy to request odd parts and objects for components used in their research. Those who encounter gnomes on the surface will often corroborate the human stories, more for fun than anything else. They seem to be a favorite outlet for jokes and humor among many surface races. [[Elf|Elves]] are more stoic when it comes to gnomes, seeing them as an equal inhabitant of the continent on which they live, and taking more than a little pleasure at the fact that the gnomes do not seem to favor living in their forests at all.<br />
<br />
== Alignment ==<br />
<br />
Gnomes do not usually stop to consider at all whether an action is selfish or selfless. They are strongly neutral in that regard, because moral matters are of little concern to them. In terms of their views on law and order, gnomes will either completely distrust anything to do with laws, preferring to simply do what's necessary in the moment, or they will accept the fact that some laws are necessary but those laws should not interfere with them. This makes them chaotic to netural. Gnomish ambition for anything other than crafting is virtually non-existent. Thus, they rarely go out of their way to hurt others, but they are still known to stubbornly do what they please.<br />
<br />
== Gnome Lands ==<br />
<br />
The nation of [[Deglos]] is run primarily by gnomes and it is the major center of their population. This is a fairly decentralized country that is run as a conglomerate of crafting guilds that loosely control the affairs of their own members. Dubgaldokin also make their home in this underground nation, and they often fill out the ranks of the military and the core crafting guilds.<br />
<br />
Some settlements in Deglos exist above ground, especially near the borders of other nations. These are often small outposts that the gnomes and dwarves use for trading purposes to supply materials for those crafts that are not sustainable in their underground homes.<br />
<br />
== Religion ==<br />
<br />
Almost all gnomes venerate the god Fegall, who was said to be the father of the renaissance in crafting that sparked the creation of the gnomish race. For the most part, their religion consists of trying to emulate Fegall, by either extending the knowledge of their craft as far as possible, or learning as many crafts as they can.<br />
<br />
Like most gnomish endeavors, Fegall's worship is not organized. A few gnomes act as his priests, but even these gnomes will do it in the name of a single craft or group of crafts. In general, gnomes worship Fegall by working at their trades.<br />
<br />
== Language ==<br />
<br />
Gnomes speak [[Ganoom|their own language]], which is directly related to [[Dwergan|dwarven]]. The two tongues are close enough to get a basic understanding of what is being said when one speaks dwarven and the other speaks gnomish. The common tongue is also well-known in gnomish society, especially among gnomes who trade with surface dwellers or those that live among them.<br />
<br />
Also see the other [[Dwarven Languages|dwarven languages]].<br />
<br />
== Names ==<br />
<br />
Gnomes are given their first names at birth, and they use these throughout their everyday lives. Last names are often descriptions of what trade the gnome works. Gnome families can be large, but they tend not to think of themselves as clans, and gnomes within the same family can have different last names, even fathers and sons. This is especially common if the two gnomes are involved in different occupations.<br />
<br />
=== Male Names ===<br />
<br />
Bobyn, Bockworth, Bondle, Deedle, Deider, Grendle, Harold, Jakwin, Seymour, Soodo<br />
<br />
=== Female Names ===<br />
<br />
Barma, Belinda, Charmara, Delna, Eena, Elendela, Frida, Glenda, Leerna, Mirna, Sally<br />
<br />
=== Last Names ===<br />
<br />
Anvilworth, Bookbinder, Illusio, Lintwaddler, Smithiness<br />
<br />
=== Guilds ===<br />
<br />
Armorers, Basketweavers, Blowgunners, Carpenters, Contraptioners, Illusioners, Miners, Portallers, Sockmakers, Swordsmiths<br />
<br />
== Adventurers ==<br />
<br />
Many gnomes will take part in the search for components needed for their crafts that are not found within Deglos. In some of the more obscure guilds, strange components can be acquired. One widely-held account even tells of gnomes from a strange guild seeking underpants. On journeys like these, the gnome will encounter many strange and unfamiliar settings that will lead to many side-tracks, which the gnome will happily partake of without hesitation or realization of their lack of focus.<br />
<br />
[[Category:Dwarven Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Dwarf,_Galdokin&diff=33336Dwarf, Galdokin2010-02-11T00:39:41Z<p>Chas'nor: Protected "Dwarf, Galdokin" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}}</center><br><br />
<br />
<center>'''Dwarven Races:''' {{DwarvenRaces}}</center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Ability Score Adjustments:''' +2 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]<br />
<br />
'''Favored Class:''' [[Fighter]]<br />
<br />
'''Bonus Feats and Special Abilities:'''<br />
* [[NWN:Stonecunning|Stonecunning]]<br />
* [[NWN:Darkvision|Darkvision]]<br />
* [[NWN:Hardiness vs. Poisons|Hardiness vs. Poisons]]<br />
* [[NWN:Hardiness vs. Spells|Hardiness vs. Spells]]<br />
* [[NWN:Battle Training vs. Orcs|Training vs. Orcs]]<br />
* [[NWN:Battle Training vs. Goblinoids|Offensive Training vs. Goblinoids]]<br />
* [[NWN:Battle Training vs. Giants|Defensive Training vs. Giants]]<br />
* [[NWN:Skill Affinity: Lore|Skill Affinity: Lore]]<br />
<br />
== Overview ==<br />
<br />
Early in the planet's history, dwarves were set to roam the hills and mountains of Avlis. Through the years, they found their affinity for craftsmanship and set out to live close to their raw materials below ground. The oldest brand of dwarves are the galdokin, tracing their line back to the very first family of dwarves created by [[Gorethar]] himself, the Gald family.<br />
<br />
== Personality ==<br />
<br />
To outsiders, galdokin seem gruff, grumpy, and pessimistic. In some cases, they are regarded as downright prejudice. However, among members of their own kind they are more open and caring. Though they are always serious when it comes to matters of working and making a living, the galdokin have a jovial sense of humor and enjoy their leisure immensely. When they are not working, they can often be found enjoying a good pint of dwarf spirits in a tavern, or spending quality time with their families. They also have a very refined appreciation for craftsmanship of all kinds, and innately love the look of gold and jewels, both for their monetary value and their artistic value. Among all the subspecies of Avlissian dwarves, the galdokin are the least likely to venture above ground, and the least appreciative of the benefits of living there.<br />
<br />
== Physical Description ==<br />
<br />
Galdokin heights range between 4 and 4 1/2 feet, with the largest specimens rarely reaching 5 feet tall. Their skin tones range from ruddy browns to a medium gray, almost like the color of stone. Specific colors will vary by region and family, as well as breeding. Members of noble blood are often more likely to have grayish coloring. Hair color ranges from black to gray, and in rare cases, white. Galdokin eye color is invariably black or brown. Male galdokin are very proud of their beards, which they groom according to different styles depending on region and time period. Females can have some facial hair on their cheeks, though not always.<br />
<br />
Both male and female galdokin tend to dress in very dark drab colors that match their hair and skin tones and are also useful for blending in with the rocky caverns in which they live.<br />
<br />
== Relations ==<br />
<br />
Galdokin do not get along with any race to any great degree. Their tolerance of other races varies, ranging from grudging acceptance, as in the case of the [[Dwarf, Dubgaldokin|dubgaldokin]], to outright calls for blood, as in the case of the [[Giant-Kin|giant-kin]] and [[Goblinoid|goblinoids]]. Their gripes with other races boil down to three main areas: inability to work hard, rejection of the philosophies of law and order, and physical attributes. By other races, the galdokin are thought to be very xenophobic, to the point of being dangerous, however the galdokin rarely go out of their way to force their beliefs on others, so long as they are not attacked.<br />
<br />
== Alignment ==<br />
<br />
On average, galdokin are lawful and goodly. There are of course exceptions to this, with the most common one being specimens that adhere more to the ways of law than anything else and are thus neutral with regard to good and evil.<br />
<br />
== Galdokin Lands ==<br />
<br />
The vast majority of galdokin live in their home nation of [[Galdos]], an underground complex of grand halls and fortresses built beneath the central mountain range of Negaria. This nation was once twice the size as it is today, but the southern half of it peacefully seceded after the conclusion of [[The Great War|the Great War]] to become the nation of Deglos. Few galdokin are found in Deglos today, and few adventure beyond the confines of their mountain kingdom.<br />
<br />
== Religion ==<br />
<br />
Galdokin almost exclusively follow Gorethar, their creator. Though it is common for most folk on Avlis to worship a main philosophical god and to supplement their worship with other gods according to need, the galdokin are the least likely to do this. The vast majority are faithful only to Gorethar. A small subset follows a visiting god named Clangeddin, who was reputed to be Gorethar's tutor upon reaching godhood. In Galdos, the worshippers of Clangeddin and Gorethar respect each other and exist together peacefully, but other gods are less likely to be tolerated there.<br />
<br />
== Language ==<br />
<br />
[[Dwergan|Dwarven]] is the main language spoken by dwarves of all kinds. The galdokin version is said to be the purest form, derived directly from words taught to them by Gorethar and [[Clangeddin Silverbeard|Clangeddin]]. Galdokin and other types of dwarves are generally able to understand one another, though they bitterly complain of accents between themselves. Common and Undercommon are also commonly learned, and enemy languages, such as goblin and giant-kin are often known.<br />
<br />
Also see the other [[Dwarven Languages|dwarven languages]].<br />
<br />
== Names ==<br />
<br />
A galdokin's last name signifies their clan name. They are very proud of it and will often introduce themselves using it exclusively. First names are given at birth and are often recycled from ancestors or great heroes of the past. Nevertheless, no matter how many times the names are recycled, the galdokin have no trouble determining their genealogy and positions in their clans.<br />
<br />
=== Male Names ===<br />
<br />
Adhin, Hargas, Harthgrepa, Kharak, Lagnar, Rald, Teran, Thalin, Thorgrim, Tinzuc<br />
<br />
=== Female Names ===<br />
<br />
Amber, Diamond, Hanni, Lilla, Odella, Opal, Tagnara, Threlli, Triphella, Varda<br />
<br />
=== Clan Names ===<br />
<br />
Gald, Ironfist, Steelhead, Stormhammer, Thund<br />
<br />
== Adventurers ==<br />
<br />
Wandering galdokin are often outcasts from their society because being away from their clan and home is against their cultural values. They may begin their adventuring life on quests to clear their name, or to seek revenge for a wrong committed. Through their whole existence, however, they may be shunned by their own kind for their path.<br />
<br />
== See Also ==<br />
[[Dwarf|Dwarven Racial Group]]<br />
<br />
[[Category:Dwarven Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Dwarf,_Dubgaldokin&diff=33335Dwarf, Dubgaldokin2010-02-11T00:39:32Z<p>Chas'nor: Protected "Dwarf, Dubgaldokin" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}}</center><br><br />
<br />
<center>'''Dwarven Races:''' {{DwarvenRaces}}</center><br />
----<br />
{| align=right<br />
|-<br />
|[[Image:Dwarf_male.jpg|thumb|124px|Dwarf male]]<br />
||[[Image:Dwarf_female.jpg|thumb|130px|Dwarf female]]<br />
|}<br />
__TOC__<br />
== PC Statistics ==<br />
<br />
'''Ability Score Adjustments:''' +2 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]<br />
<br />
'''Favored Class:''' [[Fighter]]<br />
<br />
'''Bonus Feats and Special Abilities:'''<br />
* [[NWN:Stonecunning|Stonecunning]]<br />
* [[NWN:Darkvision|Darkvision]]<br />
* [[NWN:Hardiness vs. Poisons|Hardiness vs. Poisons]]<br />
* [[NWN:Hardiness vs. Spells|Hardiness vs. Spells]]<br />
* [[NWN:Battle Training vs. Orcs|Training vs. Orcs]]<br />
* [[NWN:Battle Training vs. Goblinoids|Offensive Training vs. Goblinoids]]<br />
* [[NWN:Battle Training vs. Giants|Defensive Training vs. Giants]]<br />
* [[NWN:Skill Affinity: Lore|Skill Affinity: Lore]]<br />
<br />
== Overview ==<br />
<br />
The term '''dubgaldokin'' is an ancient wording for the phrase 'from the galdokin'. This is because their kind are derived directly from the ancestral pool of dwarves created by [[Gorethar]] and living in the nation of [[Galdos]]. This is the most well-known type of dwarf on Avlis, for they may be encountered almost anywhere either below or above ground.<br />
<br />
== Personality ==<br />
<br />
Though they are seen as slightly less caustic than their [[Dwarf, Galdokin|galdokin]] cousins, because of their greater knowledge of the surface world, the dubgaldokin are still slow to open up to strangers and distrustful of non-dwarves at first. They can still have a fair amount of stubbornness, rude demeanor, and a pessimistic outlook, as most dwarves are perceived to have. However, the dubgaldokin appreciate good food and drink more than most. In a party atmosphere, they are known to be fun and are able to 'let down their beards' and be loose. Dubgaldokin possess a very strong work ethic, and a love of crafting and fine wares. In addition to this, they are generally able to understand matters that deal with the aesthetic beauty of nature and unrefined things for the most part. Among all the types of dwarves on Avlis, the dubgaldokin are the most likely to travel or even live above ground. When asking a non-dwarf to describe dwarves, most often they will talk about a dubgaldokin.<br />
<br />
== Physical Description ==<br />
<br />
Dubgaldokin heights are between 3 1/2 and 4 1/2 feet, with the largest specimens occasionally reaching 5 feet tall. Their skin tones range from dark browns to a fair off-white. Specific colors will vary by region and family, as well as breeding. Hair color can be red, blonde, or brown, and sometimes black. Eye colors tend to be light shades of brown or blue. All male dubgaldokin are very proud of their beards, which they groom according to different styles depending on region and time period. Females can have some facial hair on their cheeks, though not always.<br />
<br />
Both male and female dubgaldokin dress in earth tones and make their clothing often from the skins of surface animals.<br />
<br />
== Relations ==<br />
<br />
Dubgaldokin are more racially tolerant than other kinds of dwarves. They can be found living in and among other races quite often, especially with gnomes. However, finding them living in predominantly [[Orc|orcish]], goblinoid, or [[Shaahesk|shaahesk]] societies is exceedingly rare. They have a much more liberal outlook on life than their galdokin cousins, though not as liberal as races like [[Elf|elves]] or [[Human|humans]]. Even though they are tolerant, dubgaldokin are still critical of other races, often because they do not live up to the dwarven ideals of hard work and appreciation for crafting.<br />
<br />
== Alignment == <br />
<br />
There is generally no predominant alignment for dubgaldokin, though many of them tend to feel that laws governing things outside of work can be cumbersome, thus making them of a chaotic persuasion. Large numbers of them simply do not care to think about matters dealing with good and evil, and prefer to tend to their own small realm of life, whatever it may be. This is a somewhat neutral philosophy.<br />
<br />
== Dubgaldokin Lands ==<br />
<br />
The nation of [[Deglos]] is the home of the dubgaldokin. The tribes and clans that comprised the southern portion of Galdos seceded to form this nation just after the end of the Great War. The nation of Deglos is shared with the [[Gnome|gnomes]], who came to power alongside them there. Expatriates from Deglos can be found practically anywhere, because of the large amount of trade that goes on between this country and the rest of the world. Particularly, there are many dubgaldokin living in the [[The Seven Cities|Seven Cities]] and parts of [[T'Nanshi]].<br />
<br />
== Religion ==<br />
<br />
Dubgaldokin are just as likely to worship Gorethar or [[Fegall]] as any other god. They are also likely to supplement their worship with other gods for other things as needed. When it comes to faith, they recognize their creator, but often are at odds with him on some of his principles, which directs them to look at other ways of thinking.<br />
<br />
== Languages ==<br />
<br />
[[Dwergan|Dwarven]] is the main language spoken by dwarves of all kinds. The dubgaldokin form borrows heavily from [[Ganoom|gnomish]], which is another language derived from dwarven. Dubgaldokin and other types of dwarves are generally able to understand one another, though they bitterly complain of accents between themselves. Common and Undercommon are also commonly learned, and enemy languages, such as goblin and giant-kin are often known. Nearly every dubgaldokin also knows gnomish because of their proximity to them when growing up.<br />
<br />
== Names == <br />
<br />
A galdokin's last name signifies their family name. Originally these were clan names, but over time professions became more important than clans in dubgaldokin society, and names based on professions arose. First names are given at birth and are often recycled from ancestors or great craftsmen of the past.<br />
<br />
=== Male Names ===<br />
<br />
Adhin, Hargas, Harthgrepa, Kharak, Lagnar, Rald, Teran, Thalin, Thorgrim, Tinzuc<br />
<br />
=== Female Names ===<br />
<br />
Amber, Diamond, Hanni, Lilla, Odella, Opal, Tagnara, Threlli, Triphella, Varda<br />
<br />
=== Family Names ===<br />
<br />
Forgefire, Cooper, Limecrusher, Rivetdriver, Smithy<br />
<br />
== Adventurers ==<br />
<br />
Dubgaldokin adventurers may start their path as trade caravan riders, or merchants seeking to peddle their wares. In some instances, they are searching for something that was lost, or trying to make right some wrong. The path of the adventurer is not completely shunned in dubgaldokin society, though they often will say there are better things to do.<br />
<br />
== See Also ==<br />
[[Dwarf|Dwarven Racial Group]]<br />
<br />
[[Category:Dwarven Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Dracon&diff=33334Dracon2010-02-11T00:39:14Z<p>Chas'nor: Protected "Dracon" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<center>'''Races:''' {{Races}} </center><br><br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== Overview ==<br />
The original version of these creatures is described in the 2nd Edition Advanced Dungeons & Dragons Complete Spacefarer's Handbook. They are a centaroid race, meaning they walk on four legs like a horse or elephant, and they have an upright humanoid torso with two arms and a head from the waist up. The dracon are a curious race when viewed by their fellow Avlissians. To the untrained eye, they look largely the same. They may come in different colors, but the differences in their features are hard to discern. Oddly enough, they have the same trouble when looking at non-dracon. They have a tough time distinguishing between [[Gnome|gnomes]] and [[Halfling|halflings]], and [[Elf|elves]] and [[Human|humans]]. To their eyes, the world is a plane of Order, punctuated by staccatoes of Chaos that are to be dealt with harshly. Details that they deem important are scrutinized very closely, but information that is deemed irrelevant is glossed over with barely a glance.<br />
<br />
On Avlis, the dracon are the guardians of law and order, and the embodiment of loyalty, duty, and justice. Their strict ways and almost hivelike society are very peculiar to outsiders who often find themselves annoyed or offended by these peculiar draconic creatures, yet the dracon are unflagging in their convictions whether they are friend or foe. Unlike their spacefaring brethren among the stars, the dracon are very at home on Avlis, and they have integrated themselves into the dance of history as one of the nine major races there.<br />
<br />
== Personality ==<br />
<br />
Draconic personalities are very hard for humanoids to gauge. To most races, the dracon seem stoic, calm, and devoid of passion. However, this is completely due to the fact that draconic facial expression and mannerisms are not easily decipherable by those of different species. Among themselves, the dracon have a very complex system of gestures and expressions to convey meaning and emotion. These movements can be so subtle at times that they go unnoticed by others.<br />
<br />
The fact of draconic personality and psychology is that it is rich with variation and diversity. Younger members of the society have a healthy respect and may even idolize older members for their accomplishments and wisdom, making them inclined to dote over their elders at times. Having climbed the layers of succession within the community, the older members graciously receive this adoration and greatly value the teaching of the younger generations in turn. The goal of most dracon is to fit within the framework of their society and serve its order. Their personal passions dictate where and how they give this service. In fact, dracon are very passionate about their jobs, to the point of being obsessive. Soldiers wish to be the best they can be: obedient, strong, and effective. Those that work on the homefront as crafters or builders approach their jobs with equal gusto, wishing to be the best at their trades.<br />
<br />
== Physical Description ==<br />
<br />
Dracon are centauroid creatures with an elephant-like body with short stocky legs ending in stubby feet and toenails below the waist, and a reptilian, almost dragon-like head, arms, and torso above the waist. The skin of their elephantine body is extremely rough, ranging in colors from different shades of grey to dark brown. The scales on their reptilian half are usually dark brown or green, and large compared to other reptilian races like the [[Shaahesk|shaahesk]]. Their heads are like those of miniature dragons, with slit pupils and yellow or red eyes. Male dracon have horns that are unique to the individual, almost like a fingerprint, although to non-dracon they all look the same.<br />
<br />
Dracon have an impressive height due to their body form, reaching as much as 8 feet. This gives them an ominous look to the passerby, which can draw much attention from folks that are not used to them.<br />
Dracon will decorate their bodies with various trinkets, sashes, and badges of rank that depend on their profession. All dracon professions have ranks. They will also wear armor if involved in a combat-oriented task, however, dracon are not known to wear clothes for purposes of modesty.<br />
<br />
== Relations ==<br />
<br />
The dracon psyche is grounded deeply within the community. Little thought of individual gain and power takes place among them, and their society reflects these principles. A typical dracon family consists of as many as one hundred individuals all living within a large dwelling and working towards a common task within the system of order that has grown up within their society. The older members of the household are of higher rank, and they direct the actions of the group, while the younger members perform much of the work and learn from their elders.<br />
<br />
This structure hierarchically expands to encompass all draconic cities, regions, and nations. Those races and nations that are orderly and do not interfere in the dracon's affairs are seen as neutral bystanders, while those that are chaotic and interfere with the goals of the community are enemies to be neutralized. For the humans of northwestern Negaria, this is seen as a prime alliance, and the dracon are happy to oblige. Seeing everything from the standpoint of order and chaos, the dracon do not hold morals or ethics to be important if they do not get the job done, so they are often found allying with humans of many differing motives and goals.<br />
<br />
Non-human races in the western region of Negaria often fear the dracon for their precision and orderliness. Those of the eastern lands tend to leave them be, and some, like the shaahesk, are greatful that they do not come near.<br />
<br />
== Alignment ==<br />
<br />
Dracon are the epitomy of lawfulness and the order associated with it, as well as neutrality, for they refuse to distinguish between good and evil.<br />
<br />
== Dracon Lands ==<br />
<br />
Two major areas are home to substantial populations of dracon. They are the [[Kurathene|Kurathene Empire]] and the draconic nation of [[Toran Shaarda]]. While the dracon are the sole governers of Toran Shaarda, they share the rule of the Kurathene Empire with the humans by playing a supporting role and acting as organizers and trainers of the militaries there, as well as shock troops in many cases. It is uncommon to spot dracon outside of these areas, though organized contingents are known to travel all over Negaria for purposes of trade and communication.<br />
<br />
== Religion ==<br />
<br />
Dracon are staunch followers of the lawful neutral god [[Toran]]. Those that do not follow Toran's ways to the letter are often followers of Toran's son, [[Senath]], the god of strategy. Rarely will dracon branch out their worship to other gods, and in many cases in the lands of Toran Shaarda, they barely know that other gods exist.<br />
<br />
== Language ==<br />
<br />
The dracon speak a very guttural language of their own, which is very difficult for non-native (or non-reptillian) speakers. In addition to guttural sounds, it contains chirps and clicks that signify various grammatical constructions that do not exist in most humanoid languages. It is often said that elementary draconic grammar is harder than some of the worst magical texts. Luckily, most dracon learn common as a second language for various purposes.<br />
<br />
== Names ==<br />
<br />
Dracon usually have three names. Their first name is their given name, and their last name is that of their family unit. First names are not distinguished by sex, and either males or females can have any given first name. They almost always contain apostrophes, which signal a guttural pause. Middle names signify the dracon's rank within their family unit and are known to change throughout life. They often have meanings like "son", "daughter", "parent", "grandparent", or "venerable". These meanings are usually more generational than literal. For example a dracon with "parent" as a middle name will often be roughly in the middle of the age range in the family unit.<br />
<br />
Last names signify unit, and are immediately recognizeable by all dracon as to how high in the racial hierarchy the name is.<br />
<br />
=== Male and Female Names === <br />
<br />
Chin'gua, Dae'lek, El'tu'rek, Jul'yi, Kal'ur'ek, Kar'li, Lem'bal'na, Nu'lin, Sel'ri'on, Zith'lo<br />
<br />
=== Middle Names === <br />
<br />
Val'ik (son), Val'ak (daughter), Mak'Val'pa (parent), Sal'Mak'bak (grandparent), Kurl'sal'bak (venerable)<br />
<br />
=== Unit Names ===<br />
<br />
Brun'du'sak, Dayr'du'lan, Kal'du'lan, Neer'du'rek, Zif'du'no<br />
<br />
== Adventurers ==<br />
<br />
Dracon loathe being away from their own kind, and will often only undertake such folly when ordered to do so by a higher-ranking official or unit member. In the rare cases when this happens, there is often a mission involved of great importance to the family unit that the dracon belongs to. The task may consist of delivering a message, or finding another lost member who may bear some important information.<br />
<br />
<br />
Note that due to Neverwinter Nights game engine limitations, Dracons are not a playable race yet.<br />
<br />
==See Also==<br />
<br />
[[Nine_Major_Races#Lawful_Neutral:_Dracon|The Nine Major Races: Dracon]]<br />
<br />
[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Elf,Sereg&diff=33333Elf,Sereg2010-02-11T00:39:01Z<p>Chas'nor: Protected "Elf,Sereg" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}}</center><br><br />
<br />
<center>'''Elven Races:''' {{ElvenRaces}}</center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
<br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Elf]]<br />
<br />
'''ECL:''' 1<br />
<br />
'''Ability Score Modifiers:''' +6 Dex, -2 Wis, -4 Cha<br />
<br />
'''Feats:'''<br />
* [[NWN:Darkvision|Darkvision]]<br />
* [[NWN:Favored Enemy|Favoured Enemy (Humans)]]<br />
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]<br />
* [[NWN:Immunity to Sleep|Sleeplessness]]<br />
* [[NWN:Keen Sense|Keen Senses]]<br />
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]<br />
* [[NWN:Skill Affinity (Search)|Skill Affinity: Search]]<br />
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]<br />
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]<br />
<br />
'''Favored Class:''' [[Wizard]] <br />
<br />
'''Notes:'''<br />
* Sereg'wethrin can only be created in the [[Underdark]] server<br />
* All Sereg'wethrin have black skin and hair through the character creation process<br />
* Sereg'wethrin can take the [[Arcane Archer]] class<br />
* All Sereg'wethrin '''MUST''' be male, it is not possible to create a female Sereg'wethrin and playing a female Sereg'wethrin is considered '''[[Rules:Specific_Rules:Cheesing|cheesing]]'''.<br><br><br />
<br />
== Overview ==<br />
<br />
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|Orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|Drangonari]] word for "assassin", i.e. Sereg'wethrin. The different specializations within this force were also given Drangonari designations during this time period.<br />
<br />
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all Orc mages. Without a purpose, the Sereg'wethrin force was relegated to training and minor operations with limited scope.<br />
<br />
Initially, the Sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the Sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the Sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:<br />
<br />
* Camouflage: The Sereg'wethrin skin and hair is permanently dark... almost black.<br />
* Stealth: They received enhanced hiding and stealth abilities.<br />
* Speed: Sereg'wethrin have an un-natural quickness.<br />
<br />
A price for this experimentation and enhancement was also paid. The mind of a Sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.<br />
<br />
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the Sereg'wethrin would cease to be an organized military force.<br><br><br />
<br />
==Personality==<br />
<br />
Most Sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, Sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.<br />
<br />
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The Sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the Sereg'wethrin force. But at this point, it was too late.<br />
<br />
The Sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all Sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian Elves.<br />
<br />
The Sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of Sereg'wethrin interests, and overriding hatred for humankind.<br><br><br />
<br />
==== Sereg'wethrin Superconditioning ====<br />
<br />
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the Sereg'wethrin who fought in that war were superconditioned. When the Sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all Sereg'wethrin coming of age right now are '''NOT''' superconditioned.<br />
<br />
About half of all Sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.<br />
<br />
Superconditioning does not seem to cause the Sereg'wethrin to hate [[Human, Adomkuro|adomkuro]].<br><br><br />
<br />
==Physical Description==<br />
<br />
Sereg'wethrin look much like Avlissian Elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.<br />
<br />
Almost all Sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.<br />
<br />
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric.<br><br><br />
<br />
==Relations==<br />
<br />
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.<br />
<br />
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the Sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.<br />
<br />
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.<br><br><br />
<br />
==Alignment==<br />
<br />
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.<br><br><br />
<br />
==Sereg'wethrin Lands==<br />
<br />
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of Sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.<br><br><br />
<br />
== Religion ==<br />
<br />
Sereg'wethrin are amoral and worship their own existance rather than any external deity.<br />
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.<br><br><br />
<br />
== Language ==<br />
<br />
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means "Assassin", Cuar="Archer", Shaalth="Captain".<br><br><br />
<br />
== Names ==<br />
<br />
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those Sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.<br><br><br />
<br />
==== Male Names ====<br />
<br />
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero<br><br><br />
<br />
== Adventurers == <br />
<br />
Sereg'wethrin are trained to stay with their cell unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a Sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their cell and destroyed.<br><br><br />
<br />
== Combat ==<br />
<br />
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.<br><br><br />
<br />
== Reproduction and The Nwal'maer ==<br />
<br />
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing women and young male Elves. The women were imprisoned in a breeding sector of the primary Underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.<br />
<br />
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a "superhuman" body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for "The Tortured Ones".<br />
<br />
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.<br><br><br />
<br />
==IC information for new Underdark Sereg'wethrin PCs==<br />
<br />
<font color=red><br />
'''Note: This information can only be common knowledge to Sereg'wethrin or other PCs native to the Underdark.'''<br />
</font><br />
<br />
<br />
A lot of young Sereg'wethrin have taken up residence in and near the city of [[Verloghokbol]].<br />
<br />
<br />
'''Factions'''<br />
<br />
Sereg'wethrin identify themselves as belonging to one of the three factions.<br><br><br />
* Akh'Velahr: This faction is about physical power and military discipline. They are the soldiers and the shock troops.<br><br><br />
* Akh'Wethril: This faction is about Stealth and Covert Ops. They are the original faction dating back from the Black Ops days. Members of this faction usually have a elevated view of their own importance with regard to members of other factions. Their arrogance, however, is matched by their deadly abilities and skill. They are not all talk.<br><br><br />
* Akh'Faer: This faction is about magic, and Arcane arts. They are extremely deadly, especially the upper ranks.<br><br><br />
Factions are more role based than defined by class ranks.<br><br><br />
''(Based on the [http://avlis.org/viewtopic.php?f=229&t=30592&start=0 Background Info: Sereg'wethrin Culture thread] from the [http://avlis.org/viewforum.php?f=229 Sereg'wethrin Coordination Thread] (see below).)''<br><br><br />
<br />
'''Torori'Nevalor''' <br />
<br />
Young Sereg'wethrin PCs deployed to Verloghokbol usually find themselves on Torori'Nevalor Cell's hunting ground. The cell's HQ is located in the Temple District of Verloghokbol, one step away from the bridge leading into the marketplace. Close to the surface, the cell of Torori'Nevalor is High Command's eyes and ears. The cell provides further training and support to the cell's recruits; rogue, unassigned Sereg'wethrin might be hunted down, being enlisted and pardoned on an exception basis only. A new Sereg'wethrin showing up in the town is not required to be part of Torori'Nevalor, however it is quite likely that he would have to either belong to "a" cell or work towards Torori'Nevalor recruit rank.<br><br><br />
''(Based on the [http://avlis.org/viewtopic.php?f=229&t=100223 OOC: Sereg'wethrin in general and cells in particular] thread.)''<br><br><br />
<br />
'''Sereg'wethrin Hand Signals.'''<br />
<br />
The Sereg'wethrin sometimes communicate with gestures, hand-signals expressing simple military commands. The Sereg'wethrin are a black-ops unit operating by stealth, the hand-signals being a way to convey commands to a unit silently.<br><br><br />
Due to their high racial Dex bonus, the Verloghokbol-based Sereg'wethrin managed to convert the basic signals into a more complex sign language, where a given gesture represents a given command; at times entire words are being lettered. The base language for Sereg'wethrin sign language is Drangonari. The sign language is never taught to the non-Sereg'wethrin, who are not able to understand it merely by accompanying a Sereg'wethrin communicating that way as well. Moreover, any character with a Dex bonus less than 6 would not be able to even make all the signs.<br><br><br />
''(Based on the [http://avlis.org/viewtopic.php?f=229&t=109208 OOC: Cell signals] thread.)''<br><br><br />
<br />
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Torori_Neva_Outfit.png<br />
<br />
(A Torori'Nevalor Akh'Wethril'Ethir)<br><br><br />
<br />
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/faer2.png<br />
<br />
(A Torori'Nevalor Akh'Faer'Istarym)<br><br><br />
<br />
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Velahrym.png<br />
<br />
(A Torori'Nevalor Akh'Velahr'Velahrym)<br />
<br />
==See Also==<br />
<br />
* [[Custom_Races|Custom Race System]]<br />
* [[Elf|Elven racial group]]<br />
* [http://www.avlis.org/viewtopic.php?t=26946&highlight= Sereg'wethrin info thread]<br />
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]<br />
* [http://www.avlis.org/viewtopic.php?t=73350 Player derived information on Sereg (not 100% accurate)]<br />
* [http://avlis.org/ucp.php?i=167 Sereg'wethrin coordination thread, a private discussion group and Sereg IC board.]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Elven Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Elf,_Ghost&diff=33332Elf, Ghost2010-02-11T00:38:52Z<p>Chas'nor: Protected "Elf, Ghost" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{Racial Groups}} </center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Elven Races:''' {{ElvenRaces}} </center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Elf]]<br />
<br />
'''Ability Score Adjustments:''' -2 Str +4 Dex -2 Con<br />
<br />
'''Favored Class:''' [[Wizard]]<br />
<br />
'''Feats:'''<br />
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Immunity to Sleep|Sleeplessness]]<br />
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]<br />
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]<br />
* [[NWN:Skill Affinity (Search)|Skill Affinity: Search]]<br />
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]<br />
* [[NWN:Keen Sense|Keen Senses]]<br />
* [[NWN:Low-light Vision|Lowlight Vision]]<br />
* Emits faint green light (penalty to hide skill)<br />
<br />
'''Notes:'''<br><br />
* Ghost Elves appear as selected in character creation, but glow green. This has a negative impact on the hide skill.<br><br />
* Ghost Elves can become [[Arcane Archer|Arcane Archers]] per avlis_main1_6 hak.<br />
<br />
== Overview ==<br />
<br />
Ghost elves are the more delicate and genial creation of [[Dru'El]]. Like their [[Avlissian Elf|Avlissian elven]] cousins, they have lengthy lifespans and spend much of their time in contemplation and perfection of nature's beauty. Though they are more accepting of non-elven races than some of their kin, these beauties are rarely seen outside of their home nation of [[T'Nanshi]], for they can think of little reason to leave the peaceful security of their birthplace. Ghost elves live among the Avlissian elves in peace, and often make small communities of their own within the elven nation of T'Nanshi.<br />
<br />
== Personality ==<br />
<br />
Ghost elves have a very delicate manner to go with their exquisitely elegant frame. It is said that they are the more creative of Dru'El's two elven races, because many ghost elves pursue art and beauty as fulltime endeavors. Over their long centuries of life they learn much and perfect their artistic skills to a level unattainable by the shorter-lived races of humans and dwarves. Unbearably calm in most cases, ghost elves are at peace with the world and themselves. Even when conflict arises they provide no resistance to the fact that it has knocked on their door. They simply deal with it in whatever way is appropriate, either by changing the situation or leaving. All the while they seem to know that all things are part of nature's test to get one to know oneself. Ghost elves revel in that test and see it as part of the neverending dance of nature, between predator and prey, sun and moon, good and evil.<br />
<br />
Ghost elves are extremely fragile, with females being much more fragile than the males. This adds much to their beauty, and humans especially are wildly attracted to ghost elves. Inerestingly enough, female ghost elves are also wildly attracted to human males. They are consistently curious to know a human male, and to revel in his physical splendor. This however proves extremely dangerous to them because of their frailty, and when they give in to their curiosity and their desire, they almost always die from injury in the heat of passion. Too often, their life long craving for this love is their last. Obviously enough, male ghost elves are a little wary when human males come into their city, but they tend to silently keep watch over the humans, lest an elf lady give themselves to the visitor only to be destroyed.<br />
<br />
== Physical Description ==<br />
<br />
With an exotically alluring appearance, ghost elves are unlike any other race in Negaria. Almond-shaped eyes of bright yellow, with some specimens having light green tinges adorn their faces, and their gleaming soft golden hair is most often worn at shoulder length and longer. They stand as tall as their cousins, with males reaching 5 feet in rare cases, and females rarely exceeding 4 1/2 feet tall. Their frame is sensuously shapely and incredibly thin and light. Aside from these attributes, the most enthralling thing about ghost elves is that their skin glows with a bright golden light. When they are in this state, they appear almost transparent, non-corporeal, and immensely beautiful. A ghost elf will glow in this fashion one hour for every hour spent in the sun. When in direct sunlight, they still appear to glow because they are merely reflecting some of the light that strikes them. This does not hurt the eyes of a normal humanoid, but it does make for a rather dashing appearance.<br />
<br />
Female ghost elves are often too frail and delicate to withstand the rigours of adventure out in the wilds, though they are often coveted for their beauty and grace. Only male ghost elves are physically strong enough to bear the strain of combat and survive. Due to their legendary delicacy, female ghost elves never engage in combat or other physically straining activities against non-ghost elves if they wish go on living. Male ghost elves are weaker than their cousins, though still often make their way out in search of activity.<br />
<br />
Ghost elves prefer light wispy clothing, sometimes made of see-through fabrics that are opaque in all the right places. Some of the greatest seamstresses in the world are ghost elven women who have spent millennia perfecting the art of the perfect clothing.<br />
<br />
== Relations ==<br />
<br />
Ghost elves are the least xenophobic of all the elven races, due to their refined concepts of acceptance and non-resistance to life. They largely come into contact with and establish populations along with their Avlissian elven brethren. The relations between these two groups are fairly harmonistic, but some circles of Avlissian elves view the ghost elves as being too lofty and detached to make real inroads into government and the protection of their society. This can sometimes lead to the views that they are second-class citizens, but rarely does conflict start from this because the ghost elves do not take offense at the insinuation. For the few ghost elven males and females that had governmental aspirations, the Avlissian elves have received them well and not hindered their political progress in most cases.<br />
<br />
Humans seem to be favored by ghost elven females, though the males have other opinions based on their past experiences with war and politics. Other races are generally viewed with a neutral attitude until they give the ghost elves reason to act in one direction or the other. Most often, this race is concerned with promoting its own internal goodness and harmony with nature, and rarely encroaches on other races to force them to do the same. However, they are staunch defenders of their cares if they need to be.<br />
<br />
== Alignment ==<br />
<br />
Ghost elves are usually staunchly good and chaotic. They are even more purely chaotic than their Avlissian elven cousins, believing that government is completely unnecessary in a society that polices itself on an individual level. Knowledge of their own heart is their main concern, as they see it being the road to helping others and making the world a more harmonious place to live.<br />
<br />
== Ghost Elf Lands ==<br />
<br />
The vast majority of ghost elves live within the borders of T'Nanshi. In the technical sense, they are an equal part of the national entity there, however in practice they do not concern themselves very often with the government's affairs. There are two basic kinds of ghost elven settlements: those that exist in isolation, and those that are integrated with Dru'Elian high elf settlements. Isolated settlements of ghost elves are located throughout T'Nanshi. They rarely send representatives to the government and are largely ignored to allow them to live in peace. Integrated settlements are more likely to contain ghost elves that wish to be more active in society, and to participate in the local affairs of state. These places are also likely to contain ghost elven merchants who peddle the wares made by their kin in the isolated settlements.<br />
<br />
== Religion ==<br />
<br />
Ghost elves primarily worship Dru'El, their creator. They also have their own belief system that leans towards animism, the belief that all things in nature have souls and are conscious beings. Since they are so concerned with nature, they will often also give homage to other nature gods depending on necessity.<br />
<br />
== Language ==<br />
<br />
Ghost elves have their own flowing dialect of [[Nanshilae|elven]], which seems to glow as much as they do, and most of them can speak the common tongue. Elven dialects from ghost elves and Avlissian elves are mutually intelligible, and mainly differ with accent.<br />
<br />
== Names ==<br />
<br />
Though last names signify families, the ghost elves put little stock in family hierarchy and nobility. Some noble families have existed in the past, but they were largely written off by their ghost elven kin as being too involved in the affairs of the unnatural world. First names are often derived from elven words for seasons and other natural phenomena.<br />
<br />
=== Male Names ===<br />
<br />
Avinetzeth, Avinzonyan, Avivinder, Hirefyadover, Kaytzamin, Kaytzmegen, Piri'stovanen, Shelegen'hiref, Stovalen, Stoyeyin<br />
<br />
=== Female Names ===<br />
<br />
Aviviyana, Beratha'kaytza, Hirefya, Kaytzehoova, Kohaviviya, Kohavastova, Labarefya, Maim'aviviya, Stovakaya, Yoofestova<br />
<br />
=== Family Names ===<br />
<br />
Reth, Kohav, Levan'roo, Sher'shelega, Zamenaena<br />
<br />
== Adventurers ==<br />
<br />
All ghost elf adventurers are male because of the inability of their females to withstand the rigors of travel and combat. It is not often that a male ghost elf is persuaded to leave his home, but when he does, it may be due to a severe problem or threat to nature, or his home settlement. Some ghost elven males also make their living as traveling merchants, though many adventurers wind up as rangers or druids because of their love of the natural world.<br />
<br />
==See Also==<br />
<br />
* [[Elf|Elven racial group]]<br />
* [[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Elven Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Elf,_Drangonari&diff=33331Elf, Drangonari2010-02-11T00:38:45Z<p>Chas'nor: Protected "Elf, Drangonari" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Elven Races:''' {{ElvenRaces}} </center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Base Race:''' [[Elf]]<br />
<br />
'''Ability Score Adjustments:''' +1 [[NWN:Intelligence|Int]] -3 [[NWN:Charisma|Cha]]<br />
<br />
'''Favored Class:''' [[Wizard]]<br />
<br />
'''Feats:'''<br />
* [[NWN:Alertness|Alertness]]<br />
* [[NWN:Low-light Vision|Lowlight Vision]]<br />
<br />
'''Special Abilities:'''<br />
* [[Drangonari Fire Breath|Drangonari Fire Breath Weapon]] 1/day<br />
* [[Magic:Acid Fog|Acid Fog]] 1/day<br />
<br />
'''Notes:'''<br />
* Drangonari always have black hair and green skin regardless of the colors chosen in character generation.<br />
* Drangonari can become [[Arcane Archer|Arcane Archers]] per avlis_main1_6 hak.<br />
<br />
== Overview ==<br />
<br />
The '''Drangonari Elves''' are a cruel reptilian race allegedy created by [[Angadar]] soon after his ascension to godhood.<br />
<br />
== Physical Description ==<br />
<br />
Drangonari Elves appear mostly elven in form, except they have scales much like a lizard in colors ranging from the darkest green to a bluish color. Their hair is always black, and their eyes contain slit pupils and range in color from gold to dark brown, with the occasional violets and greys. Also, they can spit fire.<br />
<br />
== History ==<br />
<br />
According to legend, the drangonari were created according to Angadar's intentions. Rumor has it that in his mortal days, an [[Elf, Avariel|avariel]] female once tried to assassinate Angadar, and nearly succeeded. This individual was a close friend of his then wife, Demetria, and Angadar was outraged by the betrayal. His anger lashed out against the avariel woman, consuming her, but it did not stop there. Angadar vowed revenge on the avariel race itself. This revenge was embodied in his race. When first created, the drangonari very much resembled a twisted form of avariel, complete with reptillian demon-like wings. The newly created race settled on the east coast of the main continent and began to build the multilayered city of [[Grantir]] in present-day [[Drotid]].<br />
<br />
Shortly after the time of the rescue of Angadar's daughter Jade from the Nine Hells (see [[Timeline|timeline]]), a war occurred between Grantir and the nearby avariel city of [[Toostan-of-the-Clouds|Toostan]]. In that tumultuous battle, the dragons of good and evil sided with the avariel and drangonari respectively, and the skies were filled with them. In the end the city of Toostan was razed, and all avariel were thought to be extinct from Avlis. The drangonari did not suffer nearly as much loss as they did, though they did not remain unchanged either. Through some means unknown to this day, all but the oldest and most noble drangonari lost their wings. Some say it was an avariel spell thrown at them as a last ditch effort to make a stand. Others suspect it was punishment from the god [[Mikon]] for destroying a race. Many, will just not broach the subject at all. Whatever the cause, it is extremely uncommon to see a drangonari elf with wings in this age.<br />
<br />
== Relations ==<br />
<br />
Drangonari Elves have an inborn hatred for the Avariel Elves. Also, they dislike [[Shaahesk]], because their city Grantir is almost constantly under attack by Shaahesk armies.<br />
<br />
== Alignment ==<br />
<br />
Drangonari are often lawful, though there are of course exceptions.<br />
<br />
== Drangonari Lands ==<br />
<br />
The home city of the Drangonari is Grantir, as noted. As a race, the drangonari are at home in virtually any environment. Within the city of Grantir itself, there is a layer in the trees, on the ground, and below the ground as well. A drangonari can thrive just as easily below ground as they could in a treetop metropolis. This makes them extremely versatile and adaptable. Adding to their dangerous air, is their strong ability for organization and discipline.<br />
<br />
== Religion ==<br />
<br />
Grantir is run largely as a theocratic triumvirate, loosely speaking. Angadar is the supreme head of the city and below him are his two demigod assistants [[Stephanus]] and [[Bobil]]. The mortal followers of these three gods form the government of the city, and they generally run the Church of Angadar itself, as well as guide the direction of the race as a whole.<br />
<br />
== Language ==<br />
<br />
The Drangonari elves speak Drangonari, and that is the same language as Faerun Elvish, which is similiar to Quenya, one of the elven languages created by Tolkien.<br />
<br />
They speak this because their creator Angadar is an elf from Faerun, and taught his creations his language.<br />
<br />
'''Weird Fact'''<br />
<br />
The name [[Elf,Sereg|Sereg'wethrin]], of the dark skinned and haired elves who were once a Nanshi special forces unit, is Drangonari, not [[Nanshilae]]. All different kinds of Sereg also have Drangonari names: For example, Nwal'maer means Tortured One.<br />
<br />
=== Resources ===<br />
<br />
*[http://members.aol.com/_ht_a/Semberholme/ElvenDictionary.zip Wordlist]<br />
*[http://members.aol.com/_ht_a/Semberholme/espruar.htm Font]<br />
*[http://members.aol.com/_ht_a/Semberholme/pronounce.htm Pronunciation]<br />
<br />
== Adventurers ==<br />
<br />
Drangonari adventurers often favor wizardry, and talents for sorcery are not uncommon either.<br />
<br />
==See Also==<br />
<br />
*[[Elf|Elven racial group]]<br />
*[[Custom_Races|Custom Race System]]<br />
<br />
[[Category:Language]]<br />
[[Category:Custom Races]]<br />
[[Category:Elven Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Elf,_Avariel&diff=33330Elf, Avariel2010-02-11T00:38:38Z<p>Chas'nor: Protected "Elf, Avariel" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Elven Races:''' {{ElvenRaces}}</center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
== PC Statistics ==<br />
[[Image:Avariel_at_the_Port_Hole.jpg|thumb|Avariel at the Port Hole, Ferrell]] <br />
'''Base Race:''' [[Elf]]<br />
<br />
'''Ability Score Adjustments:''' +2 Dex -2 Con<br />
<br />
'''Favored Class:''' [[Wizard]]<br />
<br />
'''Feats:'''<br />
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Immunity to Sleep|Sleeplessness]]<br />
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]<br />
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]<br />
* [[NWN:Skill Affinity (Search)|Skill Affinity: Search]]<br />
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]<br />
* [[NWN:Keen Sense|Keen Senses]]<br />
* [[NWN:Low-light Vision|Lowlight Vision]]<br />
<br />
== History and Overview ==<br />
<br />
The '''Avariel''' were almost completely wiped out by the [[Elf, Drangonari|Drangonari]] during a war that destroyed their former home of [[Toostan-of-the-Clouds]], between 200 to 225 years ago (adding in current time).Rumor has it that in his mortal days, an Avariel female once tried to assasinate Angadar, and nearly suceeded. (This woman was a close friend of Angadar's wife at the time, Demetria). Angadar was outraged, and lashed out at the Avariel woman, his anger consuming her-- but his anger did not stop there. Angadar created the drangonari race in revenge, as a twisted mockery of the Avariel. The drangonari built the multilayered city of [[Grantir]] in Drotid. This was too near the Avariel city of Toostan-of-the-Clouds, and a war ensued. In that tulmultuous battle, the dragons of good and evil sided with the Avariel and the Drangonari respectively, and the skies were filled with them. In the end, the city of the Avariel was razed, and all Avariel were thought to be extinct, however....<br />
<br />
A small population led by Queen Adathi retreated into the mountains, and hid themselves away in small isolated villages, struggling to survive, with the largest collection of them living in a succession of small treetop villages in [[Galdos]] and [[Deglos]]. Because some survived, [[Angadar]] took further measures. The Avariel were the subject of a terrible double curse, one that sapped their strength, making it extremely difficult to fly, and flying long distances were out of the question. The curse also rendered the Avariel infertile, and so the population kept dwindling after the war. (Most Avariel realize the tie between the drangonari, Angadar, and the curse’s origins coming from Angadar). The Avariel tried everything they could to lift the curse, but to no avail. Finally, Queen Adathi realized that if something drastic wasn't done, the Avariel would disappear forever. She heard of a new God, one of Healing, and hoped that that diety would be able to help the Avariel. So she traveled south herself, with two companions, in secret, to [[Zvidureth]], to speak to the [[Guild:Healers of Cha'reth|Healers of Cha'reth]] to appeal to them for help. <br />
<br />
Adathi told the Healers about the curses and that they needed outside help to remove them, as everything they (the Avariel) had tried failed. The Healers agreed to try to remove the curse, and do everything they could to save the race. Because of the dire threat to the race, they agreed to keep the information secret. <br />
<br />
High priestess [[PCs:Eldraea|Eldraea]], Michel, [[PCs:Vandor, Rika|Rika Vandor]], Divinia Cecil, and Ere'n'dhl were the Healers that at various stages helping to solve this dilemma to heal the Avariel, though Eldraea and Rika were the two at the end that made a sacrifice that undid the final part of the dual curse. Part of the price for the Avariel was the loss of the ability of fly—this put them on par with the drangonari who also lost this ability. Though the curse was considerably more involved, the specific details are only known to Queen Adathi, her advisors, and the Healers, and certain others who were involved. In homage to [[Cha'reth]], who made the lifting of the curse possible, many of the Avariel, including the Queen, began worshipping Cha’reth, and although there are other deities worshipped or paid respect to among the Avariel, Cha’reth is their primary god. It would be a safe bet to say no Avariel worship Angadar. <br />
<br />
After the curses were lifted, Avariel started being seen in Visimontium. Some time later, the Avariel started getting pregnant, and bearing children again. Queen Adathi herself gave birth to twin girls. This was a cause for great celebration among the Avariel. After this event, Avariel started traveling the lands of Negaria again, especially southern Avlis. While Avariel are still fairly rare, they are being seen in greater numbers as time goes on.<br />
<br />
== Other Notes ==<br />
<br />
Avariel are mechanically identical to [[Elf, Avlissian|Avlissian High Elves]], except for the (now nonfunctional) wings. No Avariel can fly (nor can any Drangonari), though all Avariel have wings. The wings do not convey any benefits or cause any restrictions.<br />
<br />
== Physical Description ==<br />
[[Image:SixAvariel.jpg|thumb|Avariel in the Wilds just outside of Elysia Elf Gate]]<br />
[[Elf, Avlissian|Avlissian Elves]] (directly form the players guide) Generally akin to a high elf in 2nd Edition AD&D terms. Their skin tones range from milky white to a mild tan, although there are sometimes grayish or bluish undertones visible in rare individuals. Their hair can range from a deep black or blackish green, to a bright blonde or red, much like the human hair colors. The almond shaped eyes of these elves can cover the entire human range of blues, greens, and browns, but violet is also seen. All other statistics for physical stature and size, as well as game play, are identical to high elves. <br />
<br />
See also SOURCE: [[Rules:Specific_Rules:Cheesing#Elves|elven skin colouring]].<br />
<br />
<br />
== See Also ==<br />
*[[Elf|Elven racial group]]<br />
*[[Custom_Races|Custom Race System]]<br />
*[http://www.avlis.org/viewtopic.php?t=65559 Avariel discussion on Avlis forums]<br />
*[http://www.avlis.org/viewtopic.php?t=65559&highlight=avariel Additional information on the Avariel]<br />
<br />
[[Category:Custom Races]]<br />
[[Category:Elven Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Elf,_Avlissian&diff=33329Elf, Avlissian2010-02-11T00:38:26Z<p>Chas'nor: Protected "Elf, Avlissian" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<br />
<center>'''Races:''' {{Races}}</center><br><br />
<br />
<center>'''Elven Races:''' {{ElvenRaces}}</center><br><br />
----<br />
{| align=right<br />
|-<br />
|[[Image:Elf_male.jpg|thumb|110px|Elf male]]<br />
||[[Image:Elf_female.jpg|thumb|88px|Elf female]]<br />
|}<br />
__TOC__<br />
== PC Statistics ==<br />
<br />
'''Ability Score Adjustments:''' +2 Dex -2 Con<br />
<br />
'''Feats:'''<br />
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Immunity to Sleep|Sleeplessness]]<br />
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]<br />
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]<br />
* [[NWN:Skill Affinity (Search)|Skill Affinity: Search]]<br />
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]<br />
* [[NWN:Keen Sense|Keen Senses]]<br />
* [[NWN:Low-light Vision|Lowlight Vision]]<br />
<br />
'''Favored Class:''' [[Wizard]]<br />
<br />
== Overview ==<br />
<br />
Also called "'''Dru'Elian high elves'''", these are the most numerous of the elven races on the planet. Concepts on elves that are perceived by other races originate largely from this breed. The Dru'Elian high elves are an elegant race of long-lived patient creatures who spend their days in contemplation of nature's beauty and the philosophies of life. Because of their unique gift of longevity, Dru'Elian high elves have a more global and temporal view of the world, not centered on individual civilizations and laws, but on the bigger picture in time. They use their unique insights to shape what they see as the larger history and future of Avlis, which is invisible to races that do not share their near immortality.<br />
<br />
== Personality ==<br />
<br />
Avlissian elves are calm and serene on average, though beneath the placid exterior usually lies a fiery passion for nature and fairness. Many members of the race prefer to spend their long lives in simple existence, tending fields or hunting to produce food so they can feed their families and no more. Others pursue philosophy, art, and politics as a means of understanding the larger harmony of the universe. What they all have in common is their love for peace and freedom, and their staunch convictions to defend those principles from anything they see as a threat. Some races may think that this translates into a desire for conquest, but in reality it is quite the opposite for these elves. They honestly prefer to be left alone to let the days drift by in peaceful living, and only moved to action when forced to do so.<br />
<br />
== Physical Description ==<br />
<br />
Dru'Elian elf skin can range from dark tan complexions to fair, sometimes having a bluish tint to it. Their facial features are very chiseled- looking compared to humans, dwarves, and other races, and they rarely ever reach heights above five feet tall. They have almond shaped, almost squinty eyes, and high cheek bones with very regal, but short noses. Their bodies are slender-looking, but the male elves are always toned and muscular, and the female elves are always shapely and fit. Hair colors run all the way from dark browns and blacks, to light blondes and reds. Very rarely, a green tint will appear from some far-removed fairy blood.<br />
<br />
Preferred clothing is usually of fine leathers or textiles dyed with earth tone colors for daily use, and bright colors for ceremonial and recreational use. Most Avlissian elves dress modestly in tunics and breaches with few other accoutrements.<br />
<br />
See also: [[Rules:Specific_Rules:Cheesing#Elves|elven skin colouring]].<br />
<br />
== Relations ==<br />
<br />
Though they get along well with their distant cousins, the [[Elf, Ghost|ghost elves]], Avlissian elves are most comfortable when living purely among their own kind. They understand that some degree of trade is necessary, and they make allowances for it, but they often try to stop non-elven populations from taking root in their cities permanently. This is especially true of [[Human|humans]] from [[M'Chek]], who have constantly battled them for lands in [[T'Nanshi]]. Though the elves do not hate these humans, they are fully prepared to defend against them by any means necessary. For elves that live in cities outside of T'Nanshi, the sentiments are a little different because they realize they are in foreign lands, and are more likely to be open and tolerant. [[Dwarf, Dubgaldokin|Dwarves]] and elves generally accept one another in a curt manner, giving the impression of some kind of mutual non-molestation pact. Most elves are generally fond of [[Gnome|gnomes]], however, for the amusement that they get from them.<br />
<br />
It is not known exactly what Dru'Elian high elves think of the [[Elf, Sereg'Wethrin|sereg'wethrin]] and [[Elf, Drangonari|drangonari]], two other races of elf on Avlis. They tend to give very slanted or non-direct answers when asked about the "sereg", and generally seem cold towards drangonari, but open hostilities between them have not been found.<br />
<br />
== Alignment ==<br />
<br />
"When the heart is known, the path is clear." Dru'Elian high elves tend towards goodness and chaos. They understand that some laws are necessary, but become quite agitated when the laws go too far, to the point of rebelling against them.<br />
<br />
== Avlissian Elf Lands ==<br />
<br />
T'Nanshi is the land ruled by the elves and is thought to be the ancestral are where they were created. Its capital is the city of [[Le'Or T'Nanshi]], a city in the trees. Most elves reside in this nation, either in the forests or in small settlements, though some can be found in the [[pg:The Seven Cities|Seven Cities]] in positions of power. Many others are found wandering or making meager livings in other cities around Negaria.<br />
<br />
== Religion ==<br />
<br />
All Avlissian elves know that [[Dru'El]] created them, and most pay him homage as their main god. It is also common, however, for elves to worship [[Pelar]], [[Dra'Nar]], [[Dre'Ana]], and even [[Berryn]]. Many adopt one of these deities as their main. Religious freedom and tolerance is a staple of elven society, so this poses no conflict.<br />
<br />
== Language ==<br />
<br />
[[Nanshilae|Elven language]] is said to be derived directly from the spirit language spoken by the first inhabitants of Avlis. Though it has changed much since then, and a couple dialects have emerged, the elves are very proud of this fact. Aside from speaking elven, nearly all elves can speak the common tongue, and a good amount of them also know sylvan, the language common to all sentient woodland creatures.<br />
<br />
== Names ==<br />
<br />
An elf's first name is its given name, and its last name signifies its family. Dru'Elian high elves are very aware of their lineage and family, and its place with respect to the greater elven society. Though family status only plays major roles in the armed services and government, the elves have an informal familial hierarchy. Noble families are those that have positions in government, or the army, or have been descended from past heroes in either place. Nobility can be permanent or it can be fleeting, depending on the actions of the family. Heroic deeds make the noble status more or less permanent, whilst government officials who serve out their terms with no mentionable accomplishments often return to anonymity.<br />
<br />
=== Male Names ===<br />
<br />
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero'dru'el<br />
<br />
=== Female Names ===<br />
<br />
Ailinara, Delenari, Levana, Naia, Nansha, Nir'hirefya, Talyooma, Toova, Yeledela'dru'el, Yoofeh<br />
<br />
=== Family Names ===<br />
<br />
Ju'Eir, Niltaurwen, Rinthon, Sunmar, Verwinovel<br />
<br />
== Adventurers ==<br />
<br />
Dru'Elian high elf adventurers can begin their careers with a small quest to save a sacred natural formation or grove, if given good enough reason to part from their contemplative lives. Many Avlissian elves are rangers or warriors by trade, and leave their home as part of a military operation. It is possible for some elves that they are so drawn to nature that they seek to know more and wind up following the path of the druid.<br />
<br />
==See Also==<br />
<br />
* [[Elf|Elven racial group]]<br />
<br />
[[Category:Elven Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Category:Elven_Races&diff=33328Category:Elven Races2010-02-11T00:38:08Z<p>Chas'nor: Protected "Category:Elven Races" [edit=sysop:move=sysop] [cascading]</p>
<hr />
<div>[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Category:Human_Races&diff=33327Category:Human Races2010-02-11T00:37:49Z<p>Chas'nor: Protected "Category:Human Races" [edit=sysop:move=sysop] [cascading]</p>
<hr />
<div>[[Category:Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Human,_Tyeduan&diff=33326Human, Tyeduan2010-02-11T00:37:33Z<p>Chas'nor: Protected "Human, Tyeduan" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<center>'''Races:''' {{Races}}</center><br><br />
<center>'''Human Races:''' {{HumanRaces}}</center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Favored Class:''' Any<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Quick to Master|Quick to Master]]<br />
* [[NWN:Skilled|Skilled]]<br />
<br />
== Overview ==<br />
<br />
Not all [[Human|humans]] live under the feudalistic or parliamentary institutions of the great nations. A good number of them belong to tight-knit family and tribal groups that occupy the countryside, roaming around Avlis' diverse terrain in migratory fashion. The sheer number of tribes and groups that roam the lands are even more diversified than the lands themselves. However, the myriad of units and mobile nations can be grouped into three general categories: Romini, Jechrani, and Tyeduans.<br />
<br />
'''Tyeduans''' live in the frozen tundra in the northern part of the continent of Negaria. A hearty folk, these humans live hand to mouth. They waste nothing, and are always at work making a living among the frozen wastes, in conditions which would kill most lesser beings. Their culture contains great myths and legends that tell of the early history of the ancient spirits that once roamed the world and also of the mysterious servants of [[Mikon]], the Mikonators, who are said to have been the forebearers of the Tyeduan gods, and some say, the Tyeduans themselves.<br />
<br />
== Personality ==<br />
<br />
All three tribal peoples have basic personality traits that belie their rural upbringing and codes. Superstition is a mainstay of their cultures, and all of them have rich oral traditions dealing with daily life events and how a person meets and participates in life's joy and pain. This proximity with the primal forces of existence gives them an inner peace and happiness, even at the same time that it toughens them to the elements and the cruelty that life can sometimes pose.<br />
<br />
The mystical Tyeduans also live in a hostile environment, though the pressures exterted on their people have created more male-dominated atmospheres. At best, some Tyeduan tribes have equal rights for both genders, and no female-dominated tribes exist, though many hold their priestesses in high regard. It could be said that the cold has frozen the Tyeduan sense of humor and liveliness to a core, but this is not the case. These folk thrive on humor and storytelling, and have rich traditions in each. All of their oral traditions serve the dual purpose of providing pleasure and teaching about life in the tundra at the same time, so it can be passed on from generation to generation. No other group of humans can be said to have struck such a successful balance between work and play. When the going gets tough, the Tyeduans can be extremely serious and forthright, and even hostile, but when times are gentle, they can be passionate and caring.<br />
<br />
== Physical Description ==<br />
<br />
For tribal humans, physical features are largely dependent on region. Tyeduan males are the tallest of the lot, often reaching 6 1/2 and sometimes 7 feet. Their females can sometimes reach 6 feet also.<br />
Skin and eye color also vary with region. The Tyeduans, who are northern dwellers, have lighter skin and eyes compared to their southern relatives.<br />
<br />
Tyeduans have been rumored to interbreed with the divine servants of Mikon early on in their existence, giving them lighter coloring. Civilized humans of the Kurathene who exhibit this light coloring are also thought to have interbred with the Tyeduans.<br />
<br />
Variations in dress are too numerous to describe here. Not only do they vary with major tribal category, but they also vary with individual tribes. Northern folk tend to wear more thick animal skins for warmth.<br />
<br />
== Relations ==<br />
<br />
Nearly all human tribes are viewed with suspicion by their more civilized counterparts. The feeling is mutual, for tribal societies tend to be very superstitious and slow to trust an outsider. For the most part, tribal humans do not concern themselves much with non-human affairs. Tribes will often war amongst themselves, or with neighboring groups of nationalized humans over land rights and natural resources, but rarely do they get involved with the affairs of the wider world.<br />
<br />
Aside from fighting one another, Tyeduan tribes will sometimes skirmish with [[Kurathene]] nobles in the northern parts of the Empire. They view the peoples of the empire as traitors to nature and to the spirit gods.<br />
<br />
== Alignment ==<br />
<br />
Tribal humans have no particular majority when it comes to following morals or ethics. Their philosophies on law and chaos as well as good and evil vary by tribe and by individual. Among all the races, they deviate from their creator's alignment the most often.<br />
<br />
== Tyeduan Lands ==<br />
<br />
After creation by Mikon, tribal humans collected in the areas all over the continent of Negaria. Those who went northward formed the Romini tribes, that eventually became the Kurathene Empire and the clans of Tyedu.<br />
<br />
Tyedu is only marginally aware that it exists as a nation. The tribes within the area recognize a common ancestry, and to some extent, they communicate about larger matters affecting the areas where they live, but they barely hold any cohesive national ideal like the other nations of Negaria do.<br />
<br />
== Religion ==<br />
<br />
Tyeduans have very unique religions compared to other races on Negaria. Their religion is based on "spirit gods", which legend holds are the offspring of refugee nature spirits and the divine guardians, or Mikonators, sent by Mikon to guard the fleeing spirits that were attempting to avoid the wrath of the evil Negerai. These spirit gods were discovered by early bands of humans roaming the north lands and the Tyeduans came to venerate them, and adopted them as their own deities. There are many of these deities that cover all walks of life and areas of nature.<br />
<br />
== Language ==<br />
<br />
The language formally known as the Common Tongue was given to the first humans when Mikon created them. Since then, the language has remained largely unchanged, and it has been adopted as the universal language of Negaria by all races. Nevertheless, dialects of this language exist. Tyeduans speak a version called "Northman", or "Spirit-kin".<br />
<br />
== Names ==<br />
<br />
Most tribal humans have a common tradition of being able to change one's name during their lifetime due to some great (or infamous) deed that they committed. Tyeduan tribes often take first names after animals, natural phenomena, or actions. Romini often take first names that are popular in the area where they live, and Jechrani can take either human or elven names. For all tribal humans, their last name either depicts who their father was (or mother, in the case of Jechrani), and they often have a clan designation after that.<br />
<br />
=== Male Names ===<br />
<br />
Moves Like Wind, Running Bear, Soaring Eagle<br />
<br />
=== Female Names === <br />
<br />
Blizzard Breeze, Snowfox, Tearing Crow<br />
<br />
=== Clan Names ===<br />
<br />
Clan Yeti-lo The Snowbear Clan, The Rumbling Mountain Clan<br />
<br />
== Adventurers ==<br />
<br />
Tribal humans value their home lives tremendously. After coming of age, they will rarely wander away from the tribe they are dutifully bound to protect and serve. However, many tribes have tests that require young tribal members to take long journeys of self-discovery by themselves. These can often lead to many new and interesting experiences. Other causes for leaving may include playing on their strong sense of duty and collectivism.<br />
<br />
==See Also==<br />
<br />
* [[Human|Human racial group]]<br />
<br />
[[Category:Human Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Human,_Romini&diff=33325Human, Romini2010-02-11T00:37:27Z<p>Chas'nor: Protected "Human, Romini" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<center>'''Races:''' {{Races}}</center><br><br />
<center>'''Human Races:''' {{HumanRaces}}</center><br />
----<br />
<br />
== PC Statistics ==<br />
<br />
'''Favored Class:''' Any<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Quick to Master|Quick to Master]]<br />
* [[NWN:Skilled|Skilled]]<br />
<br />
== Overview ==<br />
<br />
Not all [[Human|humans]] live under the feudalistic or parliamentary institutions of the great nations. A good number of them belong to tight-knit family and tribal groups that occupy the countryside, roaming around Avlis' diverse terrain in migratory fashion. The sheer number of tribes and groups that roam the lands are even more diversified than the lands themselves. However, the myriad of units and mobile nations can be grouped into three general categories: Romini, [[Human, Jechrani|Jechrani]], and [[Human, Tyeduan|Tyeduans]].<br />
<br />
Owing allegance to no nation or people, the '''Romini''' are the oldest and supposed favorite mortal creation of the god [[Mikon]]. The first humans to appear on Avlis were the ancestors of the Romini, created directly by Mikon. When created, Mikon commanded them to spread over the planet and bring balance to the world. They were told to be free, yet fair, and to call no one place their home, but rather many places.<br />
<br />
== Personality ==<br />
<br />
All three tribal peoples have basic personality traits that belie their rural upbringing and codes. Superstition is a mainstay of their cultures, and all of them have rich oral traditions dealing with daily life events and how a person meets and participates in life's joy and pain. This proximity with the primal forces of existence gives them an inner peace and happiness, even at the same time that it toughens them to the elements and the cruelty that life can sometimes pose.<br />
<br />
[[Mikon]]'s greatest gift to the Romini was the freedom to choose their life paths on an individual basis. He did not restrict them to the ways of good or evil, nor law or chaos. He simply told them to be. He told them that they must do what the moment requires and not to worry about past or future, but rather to exist as needed for the immediate time period. Much to Mikon's pride, his creation took his words to heart and did exactly as he bade them. The Romini spread throughout Avlis and adopted whatever personalities suited their cause. In addition to possessing the inner joy that nomad people often have, the Romini are crafty and cunning. No matter what their philosophy in life, they refuse to be oppressed and will strike back at oppression with eerie effectiveness, grace, and subversiveness.<br />
<br />
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aid them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini born in [[Tyedu]] who meets a Romini from [[M'Chek]] will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If one is Romini, they are part of the overall Romini identity... one of them. If one is not, they are georgio, the most commonly used term for a non-Romini. ''(See [[Human, Romini#Language|Language]], below)''.<br />
<br />
== Physical Description ==<br />
<br />
For tribal humans, physical features are largely dependent on region. Romini tend to occupy the middle ranges between 5 1/2 and 6 1/2 feet for males, and 5 to 5 1/2 feet for females.<br />
<br />
Skin and eye color also vary with region. The Romini tend to have olive, even black, complexions and brown eyes.<br />
<br />
It is said that Romini stock is the purest form of tribal human that has undergone the least amount of interbreeding, and possesse the features closest to what Mikon created.<br />
<br />
Variations in dress are too numerous to describe here. Not only do they vary with major tribal category, but they also vary with individual tribes. Romini folk often make clothing out of homespun material.<br />
<br />
== Relations ==<br />
<br />
Nearly all human tribes are viewed with suspicion by their more civilized counterparts. The feeling is mutual, for tribal societies tend to be very superstitious and slow to trust an outsider. For the most part, tribal humans do not concern themselves much with non-human affairs. Tribes will often war amongst themselves, or with neighboring groups of nationalized humans over land rights and natural resources, but rarely do they get involved with the affairs of the wider world.<br />
<br />
The Romini as a people are on tolerable terms with all races and nations, though on a societal level they are seen as thieves and troublemakers whenever they roll into town. City-folk often have stories about being cheated or kidnapped by the Romini.<br />
<br />
== Alignment ==<br />
<br />
Tribal humans have no particular majority when it comes to following morals or ethics. Their philosophies on law and chaos as well as good and evil vary by tribe and by individual. Among all the races, they deviate from their creator's alignment the most often.<br />
<br />
== Romini Lands ==<br />
<br />
After creation by Mikon, tribal humans collected in the areas all over the continent of Negaria. Some went northward and formed the Romini tribes that eventually became the [[Kurathene|Kurathene Empire]] and the clans of Tyedu. The largest and most populous group stayed in the area of M'Chek, which was supposedly the site of Mikon's prison when he was kept by the [[Negerai]] during the early days of creation.<br />
<br />
The Romini are true wanderers, not settling anywhere for very long, and ranging very widely up and down the continent throughout their lifetimes.<br />
<br />
== Religion ==<br />
<br />
The Romini people have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in [[Mikona]], nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.<br />
<br />
== Language ==<br />
''Main article: [[Romini language]]''<br />
<br />
The language formally known as the Common Tongue was given to the first humans when Mikon created them. Since then, the language has remained largely unchanged, and it has been adopted as the universal language of Negaria by all races. Nevertheless, dialects of this language exist. Romini speak a dialect called "Flare." This language has become a way for all Romini to be able to converse with one another, and to keep their unique culture alive.<br />
<br />
== Names ==<br />
<br />
Most tribal humans have a common tradition of being able to change one's name during their lifetime due to some great (or infamous) deed that they committed. Romini often take first names that are popular in the area where they live. Their last name depicts who their father was, and they may have a clan designation after that.<br />
<br />
=== Male Names ===<br />
<br />
Dimitri, Nicholai, Pieter <br />
<br />
=== Female Names === <br />
<br />
Demetria, Josalina, Vera <br />
<br />
=== Clan Names ===<br />
<br />
Johnsking, Trenson, Rikonovich, Lowara, Aurari, Usari, Sinti, Kaldervich, Nawari, Domari<br />
<br />
== Adventurers ==<br />
<br />
Tribal humans value their home lives tremendously. After coming of age, they will rarely wander away from the tribe they are dutifully bound to protect and serve. However, many tribes have tests that require young tribal members to take long journeys of self-discovery by themselves. These can often lead to many new and interesting experiences. Other causes for leaving may include playing on their strong sense of duty and collectivism.<br />
<br />
== History and Culture ==<br />
<br />
'''The Romini''' are the oldest and supposed favorite mortal creation of the god Mikon, owing allegance to no nation or people. They have a great love of Mikon and his ideals of balance and choice. They are not the lawful adherents to faith like the humans found living in Mikona, nor are they zealots of balance in its aspects of give and take. Romini live by the flow of the water in the rivers, and the smell of the air in the breeze. They do what is needed, when it is needed, and never any other time.<br />
<br />
When it is time to wander, a Romini will go. When it is time to settle, a Romini will stay. But they form no attachments to what they do. If a camp is needed they will camp. Some of those camps can become semi-permanent places of settlement, although the inhabitants that live there are seldom the same from one year to the next. Romini are fond of moving around the world and experiencing their freedom. They can be found in every nation making their camps, some temporary, some not.<br />
<br />
No nation in the world will refuse the Romini entry either. They never participate in the affairs of the nations. They only exist to exist, and thus are considered harmless by their hosts. They do not partake of wars or national struggles, even if it concerns their patron god Mikon. They choose not to.<br />
<br />
Romini will make their living any way they can. Some are accomplished craftsmen who sell their wares. Others are singers or entertainers, and some even make their livings at others' expense. Romini can range the whole gamut of the spectrum between pleasant and downright nasty. Nations will not refuse them, but individuals will often be wary of them for their diversity in world views on making a living.<br />
<br />
Although they are often berated for being loyal to no one, Romini are actually intensely loyal to each other. A Romini will not kill or harm another Romini unless it is totally necessary, and even then they will seriously consider not doing it. Whenever a Romini finds another of their kind in trouble, they will always find the best way to aide them when possible. Though they are diverse and scattered throughout the world, they have a tremendous sense of their own unity and culture. Even a Romini from Tyedu who meets a Romini from M'Chek will converse as if they were brothers who have known each other their whole lives. It is this closeness that has allowed them to survive as a people and not become so scattered that they are forgotten. If you are Romini, you are Romini... one of them. If you are not, you are georgio, the term for a non-romini.<br />
<br />
Because the Romini don't make their own cities, they do not have any use for governments. All of their society is one big extended family. The father is the head of the immediate family, and his brothers are the uncles and their children are cousins, etc. If a number of related families wind up travelling togethor a lot, a single man will often be chosen as the leader of the troop, sometimes it may even be a wise old woman. Whomever it is, the leader will make the decisions on where the group goes, though no one is obligated to follow. They are free to decide for themselves. However, the group often does as the leader asks.<br />
<br />
If a leader comes into control of a particularly large group of extended family, they will sometimes be dubbed as a Romini King. Kings are really just older men who are recognized by a lot of families as being pretty good at deciding where to go and how to run daily affairs. At any time, there are tens of Romini Kings on the continent, each presiding over an independent large group of travelling or camped Romini. The title is more of an affectionate designation given by the members of the bunch as a sign of respect and trust. It is not passed down through heredity or any other means. It can only be earned by wise deeds.<br />
<br />
As mentioned, smaller groups of Romini do not need these types of elders because the father of the bunch is enough to run everything. The size of the band is what determines how it is run.<br />
<br />
== Traditions ==<br />
<br />
Romini refer to non-Romini as "georgio". It is a somewhat derogatory term, depending on how you put it in context. In any context, it is generally not incredibly nice.<br />
<br />
Never greet another Romini before washing in the morning.<br />
<br />
Women are Marhime (unclean) from the waist down except to their husband or intended husband. This is in part to prevent rapes, in part to prevent adultery. A woman can scare away evil spirits by waving one of her skirts in the air. She can also touch a male she is extremely displeased by with them. This way they are Marhime and NO male can talk to them until they have been cleansed by the Krisatora (a gathering of 'judges' from different gypsy tribes).<br />
<br />
Note: The Krisatora is not called specifically for this purpose, it is called to settle disagreements<br />
between the Romini in general.<br />
<br />
A child is only Romini if the father is.<br />
<br />
There is a bride price and marriage occurs between age 12-16.<br />
<br />
Physical appearance is least important in selecting a bride. The prospective brides are judged on their merits, such as health, stamina, strength, dispositions, manners, and domestic skills. The character of the girl's family, as well as their prestige in the community, is also taken into account.<br />
<br />
There are many superstitious omens of death, the most common of which is the cry of the owl at night.<br />
<br />
There must be no danger of a lingering hidden envy or secret resentment on the part of those who are about to begin a journey to the world of the dead.<br />
<br />
The dying Romini must never be left alone. This is not only out of compassion for his condition, but also for fear of possible anger.<br />
<br />
He or she must not die in his or her habitual place.<br />
<br />
When death finally comes, the lamentation increases. From that time until the burial, certain traditional customs are observed. Above all, there is total absorption in the mourning, with no distractions or activities. There is no washing or shaving or combing of the hair. No food is prepared. Only the drinking of coffee, brandy, or other liquors is permitted. Mirrors might be covered and vessels containing water emptied.<br />
<br />
Some tribes may plug the nostrils of the deceased with beeswax or pearls to prevent evil spirits from entering the body.<br />
<br />
An important step is the gathering together of those things that will be useful to the deceased during the journey from life to be placed in the coffin. These can include almost anything, such as clothing, tools, eating utensils, jewelry, and money.<br />
<br />
The color worn by mourners at Romini funerals, until recent times, has traditionally been white or red.<br />
<br />
The Romini believe that the soul of the dead might be reincarnated in another man or animal.<br />
<br />
The posessions of the deceased may be sold, buried or burned but never kept.<br />
<br />
There are fortune tellers, spirit healers (advising) and people able to bestow curses.<br />
<br />
Good luck charms, amulets, and talismans are common and carried to prevent misfortune or illness. Some carry bread in their pockets.<br />
<br />
== Sayings ==<br />
<br />
It is easier to milk a cow that stands still.<br />
<br />
Bury me standing. I've been on my knees all my life.<br />
<br />
With the ears, and not with the eyes. (Often said when looking for a wife)<br />
<br />
Beauty cannot be eaten with a spoon. ''Divan na pe xaljo peska jehk koutak.''<br />
<br />
One madman makes many madmen and many madmen makes madness.<br />
<br />
There are lies more beleivable than the truth.<br />
<br />
This song was offered as a gift to worthy men.<br />
<br />
In the village without dogs the farmers walk without sticks.<br />
<br />
The law is a rule to a fool, but a guide to the wise.<br />
<br />
A bird does not sing because it has an answer - it sings because it has a song. ''Jehk desteredre pe kerel na gilyavel omiral pe isnan jehk dook - pe gilyavel omiral pe isnan jehk gili.''<br />
<br />
Of course one has to go out on a limb - after all, that is where the fruit is.<br />
<br />
A life with love will have some thorns, but a life without love will have no roses. ''Jehk zuvindi peska jubisarel peisido kanro niste, per jehk zuvindi na peska jubisarel peisido na rusjija.''<br />
<br />
A thousand roads mean a thousand new ways to follow the wind. ''Jekh milya drom, jehk milya dromoi nevi denedìnav o braval.''<br />
<br />
A man is not where he lives, but where he loves.<br />
<br />
== See Also ==<br />
<br />
* [[Human|Human Racial Group]]<br />
* [[Romini language]]<br />
* [http://www.avlis.org/viewtopic.php?t=13120 Source article]<br />
<br />
[[Category:Human Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Human,_Jechrani&diff=33324Human, Jechrani2010-02-11T00:37:19Z<p>Chas'nor: Protected "Human, Jechrani" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<center>'''Races:''' {{Races}}</center><br><br />
<center>'''Human Races:''' {{HumanRaces}}</center><br />
----<br />
<div align="justify"><br />
== PC Statistics ==<br />
<br />
'''Favored Class:''' Any<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Quick to Master|Quick to Master]]<br />
* [[NWN:Skilled|Skilled]]<br />
<br />
== Overview ==<br />
<br />
Not all [[Human|humans]] live under the feudalistic or parliamentary institutions of the great nations. A good number of them belong to tight-knit family and tribal groups that occupy the countryside, roaming around Avlis' diverse terrain in migratory fashion. The sheer number of tribes and groups that roam the lands are even more diversified than the lands themselves. However, the myriad of units and mobile nations can be grouped into three general categories: Romini, Jechrani, and Tyeduans.<br />
<br />
The '''Jechrani''' are a pecularity. Being a female-dominated society, these warrior tribes reside mostly in the jungles and forests east of the mountains of [[Galdos]] and [[Deglos]]. Their society was created under the pressures of the early events of [[The Great War|the Great War]], and they have remained strong and independent ever since then.<br />
<br />
== Personality ==<br />
<br />
All three tribal peoples have basic personality traits that belie their rural upbringing and codes. Superstition is a mainstay of their cultures, and all of them have rich oral traditions dealing with daily life events and how a person meets and participates in life's joy and pain. This proximity with the primal forces of existence gives them an inner peace and happiness, even at the same time that it toughens them to the elements and the cruelty that life can sometimes pose.<br />
<br />
Tribes in the land of [[Jechran]] are less migratory than the Romini. Women rule all manners of state in this land, and all Jechrani have a deeply ingrained sense of hierarchy, as well as loyalty. The bonds shared by the women of Jechran are said to transcend sisterhood, and even parenthood, for these strong bonds are necessary for their survival. To outsiders, Jechrani women are ferocious and overbearing, and more than a little condescending towards males of all races. The men are said to be timid and weak-willed, though advocates will often claim that this is only because they were raised as such. This body of tribes lives in hostile jungle and forrest environments, and their personalities reflect the seriousness of their situation. Jechrani place survival above everything, even personal relationships, and are known to be extremely focused and deadly precise.<br />
<br />
== Physical Description ==<br />
<br />
For tribal humans, physical features are largely dependent on region. Jechrani are the shortest, with both males and females only reaching about 5 feet tall. <br />
<br />
Skin and eye color also vary with region. Jechrani often have bronze complexions with green eyes, but fair-skinned specimens and specimens with brown eyes are also common.<br />
<br />
Jechrani have large amounts of elven blood in their lines compared to the others, and the bronze coloring is thought to come from strains of ghost elven blood that originated a couple thousand years prior.<br />
<br />
Variations in dress are too numerous to describe here. Not only do they vary with major tribal category, but they also vary with individual tribes. Northern folk tend to wear more thick animal skins for warmth. Romini folk often make clothing out of homespun material, and Jechrani are known to wear both types, with some clothing even made out of leaves and bark also.<br />
<br />
== Relations ==<br />
<br />
Nearly all human tribes are viewed with suspicion by their more civilized counterparts. The feeling is mutual, for tribal societies tend to be very superstitious and slow to trust an outsider. For the most part, tribal humans do not concern themselves much with non-human affairs. Tribes will often war amongst themselves, or with neighboring groups of nationalized humans over land rights and natural resources, but rarely do they get involved with the affairs of the wider world.<br />
<br />
Jechrani humans have excellent relations with [[Elf|elves]] in the area. Many Jechrani tribes include elven men and women as members, and some even have equal numbers of humans and elves in the same tribe, along with the half-elves that are produced from these situations. [[Shaahesk]] are the sworn enemies of the Jechrani, and the two races are always competing for resources in the area. The shaahesk see the Jechrani themselves as a resource for slavery.<br />
<br />
== Alignment ==<br />
<br />
Tribal humans have no particular majority when it comes to following morals or ethics. Their philosophies on law and chaos as well as good and evil vary by tribe and by individual. Among all the races, they deviate from their creator's alignment the most often.<br />
<br />
== Jechrani Lands ==<br />
<br />
After creation by Mikon, tribal humans collected in the areas all over the continent of Negaria. Some went east eventually became the warrior maidens of Jechran.<br />
<br />
Jechrani are only marginally aware that they exist as nations. The tribes within this areas recognize a common ancestry, and to some extent, they communicate about larger matters affecting the areas where they live, but they barely hold any cohesive national ideal like the other nations of Negaria do.<br />
<br />
== Religion ==<br />
<br />
The tribes of Jechran mainly worship [[Dre'Ana]] and [[Yeraiah]] to varying extents. Some worship one goddess more than the other, and others worship both equally. In some tribes, there is friction between the worshipers of the two goddesses, and in other cases war has broken out between tribes that exclusively worship Yeraiah or Dre'Ana.<br />
<br />
== Language ==<br />
<br />
The language formally known as the Common Tongue was given to the first humans when Mikon created them. Since then, the language has remained largely unchanged, and it has been adopted as the universal language of Negaria by all races. Nevertheless, dialects of this language exist. The most different tribal dialect is "Jechranilae", and, as the name implies, it is spoken by the Jechrani. The language contains many bastardized elven words mixed in. While the dialect is intelligible to other Common speakers, it is hard to understand.<br />
<br />
== Names ==<br />
<br />
Most tribal humans have a common tradition of being able to change one's name during their lifetime due to some great (or infamous) deed that they committed. Their last name depicts who their mother was, and they often have a clan designation after that.<br />
<br />
=== Male Names ===<br />
<br />
Ben, Dalar, Reo<br />
<br />
=== Female Names === <br />
<br />
Analana, Lliana, Riva <br />
<br />
=== Clan Names ===<br />
<br />
Fawnbow, Lieulia, Spikearrow<br />
<br />
== Adventurers ==<br />
<br />
Tribal humans value their home lives tremendously. After coming of age, they will rarely wander away from the tribe they are dutifully bound to protect and serve. However, many tribes have tests that require young tribal members to take long journeys of self-discovery by themselves. These can often lead to many new and interesting experiences. Other causes for leaving may include playing on their strong sense of duty and collectivism.<br />
<br />
==See Also==<br />
<br />
* [[Human|Human racial group]]<br />
<br />
[[Category:Human Races]]<br />
</div></div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Human,_Civilized&diff=33323Human, Civilized2010-02-11T00:37:03Z<p>Chas'nor: Protected "Human, Civilized" [edit=sysop:move=sysop]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}}</center><br><br />
<center>'''Races:''' {{Races}}</center><br><br />
<center>'''Human Races:''' {{HumanRaces}}</center><br />
----<br />
<br />
{| align=right<br />
|-<br />
|[[Image:Human_male.jpg|thumb|132px|Human male]]<br />
||[[Image:Human_female.jpg|thumb|108px|Human female]]<br />
|}<br />
<br />
__TOC__<br />
<br />
== PC Statistics ==<br />
<br />
'''Favored Class:''' Any<br />
<br />
'''Special Abilities:'''<br />
* [[NWN:Quick to Master|Quick to Master]]<br />
* [[NWN:Skilled|Skilled]]<br />
<br />
== Overview ==<br />
<br />
By far, '''civilized humans''' make up the largest contingent of [[Mikon]]'s creations on Avlis. The term "civilized" is a general one used to describe a number of different groups of human civilizations that have commonalities in organization and structure. Namely, they tend to live either in cities or farmland, and are stationary all year round. They also have a refined form of government consisting of a caste system and a financial hierarchy.<br />
<br />
The two largest groups of civilized humans exist in the nation of [[M'Chek]] and the <br />
[[Kurathene|Kurathene Empire]]. Other groups exist around the continent, with the next largest group living in the [[The Seven Cities|Seven Cities]], but most of these groups draw some connection with their roots in either M'Chek or the Kurathene.<br />
<br />
== Personality ==<br />
<br />
Civilized humans have a multitude of personalities, but most of them conform to some societal norms depending on where they live. Humans from the [[Kurathene]] Empire are used to living in a feudal society with a very defined system of nobility, merchants, and common folk. Nobles from this society may tend towards arrogance and take a condescending attitude towards those of lesser station. In general, the merchant class and common folk will interact with someone based on need, though some are slow to warm up to outsiders. In M'Chek, the system of government is slightly more democratic, at least within the capitol city of Mikona, and the humans there have less stringent views on the caste system and nobility, even though they still exist there. Nobles of M'Chek are proud folk who feel they earned their station, but they are very patriotic towards all citizenry of the nation, not just the ones who pledge loyalty to them. Citizens from the lowest to the highest stations in life have a communal sense of nationality and patriotism there, as opposed to citizens of the Kurathene who tend to be very focused on their local fief lord.<br />
<br />
Regardless of station, humans tend towards curiosity and passion, with a strong senses of justice, power, and sometimes greed. How they use these gifts determine their final personalities.<br />
<br />
== Physical Description ==<br />
<br />
Humans from the Kurathene Empire tend to have fair skin and light eyes, especially among nobles. Those of lower station tend to work outside more often and thus have a darker complexion. Dark hair and dark eyes are uncommon in the Kurathene Empire, though they are very common in people from M'Chek. In the southern parts of Negaria where M'Chek is located, a tanned complexion is very common because of the warmer weather down there. Both groups of humans are of equal height, ranging from 5 feet tall for short females to almost 7 feet tall in large male specimens.<br />
<br />
Style of dress among the noble factions of the Kurathene and M'Chek vary widely and change from season to season, almost as if it was a sport. M'Chekian nobles tend to dress in garish colors with flamboyant styles. Kurathene nobles tend more towards formal clothing, with pressed linen surcoats and tunics. Peasant garb varies little between the two areas, though blues and whites are more common among the peasants and surfs in the Kurathene than in M'Chek, where earth tones are preferred.<br />
<br />
== Relations ==<br />
<br />
Throughout history, civilized humans have done well to keep out of most major worldly conflicts and trouble, though they have fought numerous isolated wars among themselves and with nearby nations over the years. Humans from M'Chek have extremely poor relations with their [[Elf|elven]] neighbors to the north, which often makes for harder human-elf relations around the entire continent until it is realized that humans outside of the M'Chek-T'Nanshi conflict have no quarrel with the elves. Kurathene relations vary by fief. Many of them fight one another, and some of the fiefs towards the southern empire have good relations with the [[Orc|orcs]] in [[Brekon (nation)|Brekon]] to the south.<br />
<br />
On average, humans tend towards prejudice towards non-humans, but are capable of warming up to strangers if given reason to trust them, and they are capable of great acts of kindness and generosity towards their friends.<br />
<br />
== Alignment ==<br />
<br />
Though a neutral god created them, humans in civilized nations vary widely in beliefs towards goodness, evil, law, and chaos. Specimens of any combination of these principles can be found.<br />
<br />
== Human Lands ==<br />
<br />
There are two major human nations: M'Chek and the Kurathene Empire. A strong contingent of humans also exists within the Seven Cities.<br />
<br />
== Religion ==<br />
<br />
Humans can be found to pray to any number of gods, running the entire spectrum of philosophies and areas of control. Religion varies strongly by family, and by sub-populations that can be as small as a city block or a group of houses. Much of the Kurathene Empire's lords follow [[Toran]] and [[Senath]], and officially, Mikon is the patron of M'Chek, though this nation is known for its extreme tolerance of religions.<br />
<br />
== Language ==<br />
<br />
Because humans have spread so far around the continent, their tongue has become the universal language of Avlis, or the Common tongue. This is the language spoken by all humans, though dialects and accents do exist among the different populations. Humans are also able to learn languages of other nearby races.<br />
<br />
== Names ==<br />
<br />
First names are given names that are used in daily life. Last names signify family names, and can often determine whether a human is of noble birth or is a commoner.<br />
<br />
=== Male Names ===<br />
<br />
Brok, Cedrick, Dario, Edan, Gunter, Hal, Keiron, Perri, Rand, Terin<br />
<br />
=== Female Names ===<br />
<br />
Alaria, Anna, Brianna, Delia, Grace, Fara, Haley, Julianna, Mara, Sala<br />
<br />
=== Last Names ===<br />
<br />
Arvanos, Fenmare, Medec, Shoemaker, Stitz<br />
<br />
== Adventurers ==<br />
<br />
Around their late teens, many humans are overtaken with the urge to know the wider world. In societies where such behavior is appropriate, they may venture out with a merchant caravan and become business-savvy. Other times, they may run away and live off the land, becoming familiar with the ways of [[Ranger|rangers]]. Some will seek their fortunes as mercenaries or military folk, and others will attend school for education in the ways of magic. Whatever their passion, humans are often sidetracked, and these incidents can lead to many adventures.<br />
<br />
==See Also==<br />
<br />
* [[Human|Human racial group]]<br />
<br />
[[Category:Human Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Reptilian&diff=33322Reptilian2010-02-11T00:36:51Z<p>Chas'nor: Protected "Reptilian" [edit=sysop:move=sysop]</p>
<hr />
<div>The '''reptilian''' humanoid races of Avlis were created at the [[Time of the Dawning]] by [[Aarilax]], with guidance from [[Blibdoolpoolp]]. They are collectively called "scalykind". Their primary home during all ages has been the nation of [[Drotid]]. <br />
<br />
==Reptilian Races==<br />
<br />
* [[Kobold]]<br />
* [[Sahuagin]]<br />
* [[Shaahesk]]<br />
* [[Troglodyte]]<br />
<br />
==See Also==<br />
<br />
* [[Nine_Major_Races#Neutral_Evil:_Lizard_Men.2C_Sahuagin|The Nine Major Races: Lizard Men and Sahuagin]]<br />
<br />
[[Category:Reptilian Races| Reptilian]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Lycanthrope&diff=33321Lycanthrope2010-02-11T00:36:44Z<p>Chas'nor: Protected "Lycanthrope" [edit=sysop:move=sysop]</p>
<hr />
<div>'''Lycanthropes''' are commonly referred to as "were-" animals. They are limited [[Shifter|shapeshifters]], typically having animal, humanoid, and hybrid forms. There are "True" [[List_of_Lycanthropes|lycanthropes]] and "Afflicted" lycanthropes.<br />
<br />
''True lycanthropes'' are born with the ability to convert between forms. They can do this at will and are not dependent on any triggering factors.<br />
<br />
''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. For them, it is a curse. These lycanthropes most often do not have full control over their form changes, and can be forced to change sometimes through triggers.<br />
<br />
All lycanthropes are governed by the demigod [[Xenon]]. <br />
<br />
In terms of mechanics, any evil player character (PC) may become a lycanthrope (Afflicted lycanthrope) without the need to worry about losing their alignment upon becoming a True lycanthrope. Contrary to how things were in the past, LE, NE, and CE may now all become True lycanthropes (so long as they worship Xenon).<br />
<br />
<br />
'''''See also:'''''<br />
* The official and final [[List_of_Lycanthropes|list of all Lycanthrope creatures]] available to PCs on Avlis<br />
* In-Game [[Emote Text Type#Basic Commands|commands]] applicable to Lycanthrope PCs<br />
<br />
<br />
[[Category:Lycanthrope Races| Lycanthrope]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Human&diff=33320Human2010-02-11T00:36:36Z<p>Chas'nor: Protected "Human" [edit=sysop:move=sysop]</p>
<hr />
<div>The first '''humans''' to appear on Avlis were the ancestors of the Romini, created directly by [[Mikon]]. When created, Mikon commanded them to spread over the planet and bring balance to the world. They were told to be free, yet fair, and to call no one place their home, but rather many places.<br />
<br />
Mikon's greatest gift to his creation was the freedom to choose their life path. He did not restrict them to the ways of good or evil, nor law or chaos. He simply told them to be. He told them that they must do what the moment requires and not to worry about past or future, but rather to exist as needed for the immediate time period. Much to Mikon's pride, his creation took his words to heart and did exactly as he bade. Human beings spread all througout Avlis, differentiating into various cultures.<br />
<br />
Some humans collected in the areas known today as [[the Kurathene Empire]] and [[The Seven Cities]], or even as far north as snowy [[Tyedu]]. Some went to the other side of the continent and eventually became the warrior maidens of [[Jechran]]. The largest and most populous group stayed in the area of [[M'Chek]] which was supposedly the site of Mikon's prison when he was kept by the [[Negerai]] during the early days of creation. These various groups of humans developed widely different cultures ranging from the female dominated people of Jechran, to the imperialistic Kurathenes, to the pseudo-feudal M'Chekians, to the pseudo-democratic inhabitants of The Seven Cities.<br />
<br />
Humans may interbreed to produce fertile hybrids with many other sentient races.<br />
<br />
==Human Races==<br />
<br />
* [[Human, Civilized|Civilized humans]]<br />
* Tribal humans<br />
:* [[Human, Jechrani|Jechrani]]<br />
:* [[Human, Romini|Romini]]<br />
:* [[Human, Tyeduan|Tyeduan]]<br />
* [[Human, Adomkuro|Adomkuro]]<br />
<br />
==See Also==<br />
<br />
* [[Nine_Major_Races#True_Neutral.2A:_Humans|The Nine Major Races: Humans]]<br />
<br />
[[Category:Human Races| Human]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Goblinoid&diff=33319Goblinoid2010-02-11T00:36:28Z<p>Chas'nor: Protected "Goblinoid" [edit=sysop:move=sysop]</p>
<hr />
<div>'''Goblinoids''' come in several different sizes of race on Avlis. Although smaller than the [[Giant-Kin]], they are also creations of [[Maleki]].<br />
<br />
== Goblinoid Races==<br />
<br />
* [[Wikipedia:Bugbear (Dungeons & Dragons)|Bugbear]]<br />
* [[Goblin]]<br />
* [[Wikipedia:Hobgoblin (Dungeons & Dragons)|Hobgoblin]]<br />
<br />
[[Category:Goblinoid Races| Goblinoid]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Giant-Kin&diff=33318Giant-Kin2010-02-11T00:36:20Z<p>Chas'nor: Protected "Giant-Kin" [edit=sysop:move=sysop]</p>
<hr />
<div>'''Giant-kin''' were created by [[Maleki]] at the [[Time of the Dawning]], with the help of a foreign god named [[Wikipedia:Grolantor|Grolantor]].<br />
<br />
==Giant-Kin Races==<br />
<br />
* [[Wikipedia:Ettin (Dungeons & Dragons)|Ettin]]<br />
* [[Giant, Fire|Fire giant]]<br />
* [[Giant, Frost|Frost giant]] <br />
* [[Giant, Hill|Hill giant]]<br />
* [[Half-Ogre|Half-ogre]]<br />
* [[Ogre]]<br />
* [[Wikipedia:Troll (Dungeons & Dragons)|Troll]]<br />
<br />
==See Also==<br />
<br />
* [[Nine_Major_Races#Chaotic_Evil:_Ogres.2C_Giants.2C_Giant-kin|The Nine Major Races: Giant-Kin]]<br />
<br />
[[Category:Giant-Kin Races| Giant-Kin]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Fey&diff=33317Fey2010-02-11T00:36:03Z<p>Chas'nor: Undo revision 30152 by ChiorGetol (Talk)</p>
<hr />
<div>==Fairies==<br />
<br />
The '''fey''', or fairy, races of Avlis have the highest number of variations and diversity of all the races on the planet. This is mainly do to the generous creative power of the first god to set fairies into the world, [[O'Ma]], but it is also largely due to a second patron goddess of fairies, [[Titania]]. The interactions between O'Ma and Titania have been responsible for shaping most of Avlissian history. O'Ma was one of the original nine major gods who decided to take on the fairy races as his on personal creations. He drew his basic knowledge from Titania, who was the queen of fairies from other realms. Though it pleased Titania to have the attention and the homage, what O'Ma did next did not sit well with her. He changed the design of some of her creations so that they can be a self-contained race made up of both males and females capable of reproducing more fairy offspring. Some of the original Titanian fairy types came in only female varieties, and required the help of a human or elven male to reproduce with them. O'Ma got around this limitation by making all of his creations come in both male and female. Seeing male nymphs, dryads, and humanoid-fairy hybrids made Titania's blood boil, and that eventually set the two races to war.<br />
<br />
==O'Ma Fairies==<br />
<br />
Another adaptation given to O'Ma fairies is their ability to exist in many different kinds of environment. All fairies love nature, and the majority of them are wilderness dwellers, with many water dwellers also in that number. In addition to this, and not commonly found in Titania's fairy races, is the ability for urban varieties O'Ma fairies to exist in bustling cities. This ability not only sets them apart from their Titanian kin, but it also allows O'Ma's races to interact with the other major races of Avlis on a more equal basis. It also gives them a more global outlook that takes the other creatures in the world into account.<br />
<br />
==Hybrids==<br />
<br />
Because all varieties of O'Ma fairy come in both male and female, they do not need other humanoids to breed with, and cases when they breed with them anyway, hybrids are born. The most common types of hybrids are half-nymphs, half-dryads, half-nixies, and half-sylphs. Most commonly, humans and elves are the other parent, and other types of interbreeding are virtually unheard of. Generally hybrids take some major characteristics from their fairy parent, though their humanoid parentage can affect certain aspects of their appearance as well as their lifespans. As a rule, hybrid lifespans are halfway between the lifespans of their two parent races.<br />
<br />
Many hybrids lead difficult lives because their humanoid parent race is often superstitious or jealous of them, and their fairy race, though usually tolerant of their heritage, is unable to accommodate them physically. Hybrid fairies often run into hurdles when trying to integrate into the society of their fairy parent because they are not always able to perform the same everyday physical feats as well, i.e. flying, breathing water, etc. In many cases, the poor soul voluntarily leaves their fairy society because of this, only to be rejected in some way by their other race. In some places, like the city of Elysia, large numbers of hybrids have gathered to live a common life and have been found to do well there for the most part.<br />
<br />
==Titanian Faries==<br />
<br />
When he first reached godhood on Avlis, O'Ma sought to create a race of his own, yet he was undecided on how to proceed. He considered many different qualities that he treasured, but was unable to find or conceive of a race that fit his ideal. In his quest for answers, the newly created god found a strange pocket plane. There he met the gods who ruled it. They were many, and they had names like Skerrit, and Oberon, and a highly pampered and beautiful queen named Titania who ruled benignly over the land.<br />
<br />
Immediately, O'Ma was charmed by this female's beauty, and found also that she possessed a certain degree of wisdom. At times he was unimpressed with other qualities she had, such as haughtiness, and a penchant for being stubborn and tempremental. However, he was able to look past these, for she had created not only one, but many different races which O'Ma had never seen before. They were the fairies, also known as the sidhe (pronounced shee). The frolicking variants of sidhe all had a sense of independence and freedom that he loved. They understood the need for ceremonial order, so long as it did not go too far, but beyond that there was no need for them to make laws that no one was breaking anyway.<br />
<br />
All of the races looked up to and respected Titania, but did not fawn on her as if she held their lives in the balance. She was generally benevolent to all her subjects, and they paid her due worship accordingly. O'Ma liked this and decided after a long journey through this fairy land that he would also make a series of races like theirs, but with a modification. Some of Titania's races were born only female, and required a human or elven male to reproduce. O'Ma did not want any of his species to depend on other races to breed, so he created all of his fairies with both genders. He happily thanked Titania for her inspiration and went back to Avlis to administer his new charge.<br />
<br />
Little did O'Ma realize that he had offended the Fairy Queen greatly. She saw the modification of her races as a blight on a purity that she spent millennia creating. To undermine that purity was to endanger the very fabric of her races and upset the intricate balance between them that only she understood. She needed to do the right thing and attempt to correct the problem. One thing O'Ma did not realize is that Titania only controlled half of the fairy population of her land. Her charges were the Seelie court and its subjects. The Unseelie court did not obey her, or anyone, but she saw a use for them now. Taking her seelie brethren and making a deal with the unseelie members to aid her in return for umolested reign in a new land, Titania opened a secret portal from her plane to Avlis, and dropped off batches of both seelie and unseelie fairies to begin populating the world. Later, much to Titania's surprise, O'Ma granted her power in Avlis as part of his gratitude for inspiring him. He did not know of her treachery at the time.<br />
<br />
==Seelie versus Unseelie==<br />
<br />
Fairies that were brought to Avlis by Titania come in two varieties: seelie and unseelie. These names do not necessarily designate races. There are some races that are only seelie or unseelie, however, this is the exception rather than the norm. Most Titanian fairy races come in both seelie and unseelie varieties, though there are sure differences between them.<br />
<br />
The only determinant of whether a fairy belongs to the seelie or unseelie group is its birthday. Seelie fairies are all born in the spring and summertime. Unseelie fairies are all born in the fall and winter. Because fairies are so in tune with nature, the cycle of the seasons at the time of their birth affects them greatly for their entire natural lives. The main effect is in the ideals that they hold. Seelie fairies are concerned for the well-being of others, and they tend not to be selfish. Though they are emotional and spirited, they do not let their hearts rule them in times of great turmoil. They have the capacity to be diplomatic and make compromises. Unseelie fairies tend to be the opposite. Greed and desire are their strongest traits. In some, this can manifest very sensually and productively, but in others it can be very destructive. Unseelie fairies tend to see non-fairies as prey rather than forces that they wish to coexist with. They love mortal beings most when they are garnished with the perfect sauce, rather than the perfect sense.<br />
<br />
On Avlis, both seelie and unseelie fairies roam, and are cut off from their home plane. This nominally leaves Titania in charge of both groups here. The unseelie obey her as part of a deal, but mainly also because they have no recourse without their more powerful deific allies around. The two groups of fairies are able to work together when needed, but generally avoid one another if they can. Seelie fey do not like the brutal and cruel dogma of the unseelie, and the unseelie find the seelie fey to be annoyingly pure. Most seelie fey follow the ways of goodness or neutrality, whereas unseelie are almost always evil. As a rule on their home plane, neither group makes offensive moves against the other, for they mainly concentrate their efforts on outsiders who visit. It is thought that this same ideal extends to the lands of Avlis, as decreed by Titania their queen.<br />
<br />
==Fey Races==<br />
<br />
* [[Brownie]]<br />
* [[Centaur]]<br />
* [[Fairy, O'Ma|Common O'Ma fairy]]<br />
* [[Dryad]]<br />
* [[Half-Dryad|Half-dryad]]<br />
* [[Half-Nixie|Half-nixie]]<br />
* [[Half-Nymph|Half-nymph]]<br />
* [[Half-Sylph|Half-sylph]]<br />
* [[Nixie]]<br />
* [[Nymph]]<br />
* [[Pixie]]<br />
* [[Satyr]]<br />
* [[Sprite]]<br />
* [[Sylph]]<br />
* [[Fairy, Titanian|Titanian fairy]]<br />
<br />
==See Also==<br />
<br />
* [[Nine_Major_Races#Neutral_Good:_The_Fey|The Nine Major Races: Fey]]<br />
* [http://www.avlis.org/viewtopic.php?t=44933 Source]<br />
<br />
[[Category:Fey Races| Fey]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Fey&diff=33316Fey2010-02-11T00:35:36Z<p>Chas'nor: Protected "Fey" [edit=sysop:move=sysop]</p>
<hr />
<div>pasboletov<br />
==Fairies==<br />
<br />
The '''fey''', or fairy, races of Avlis have the highest number of variations and diversity of all the races on the planet. This is mainly do to the generous creative power of the first god to set fairies into the world, [[O'Ma]], but it is also largely due to a second patron goddess of fairies, [[Titania]]. The interactions between O'Ma and Titania have been responsible for shaping most of Avlissian history. O'Ma was one of the original nine major gods who decided to take on the fairy races as his on personal creations. He drew his basic knowledge from Titania, who was the queen of fairies from other realms. Though it pleased Titania to have the attention and the homage, what O'Ma did next did not sit well with her. He changed the design of some of her creations so that they can be a self-contained race made up of both males and females capable of reproducing more fairy offspring. Some of the original Titanian fairy types came in only female varieties, and required the help of a human or elven male to reproduce with them. O'Ma got around this limitation by making all of his creations come in both male and female. Seeing male nymphs, dryads, and humanoid-fairy hybrids made Titania's blood boil, and that eventually set the two races to war.<br />
<br />
==O'Ma Fairies==<br />
<br />
Another adaptation given to O'Ma fairies is their ability to exist in many different kinds of environment. All fairies love nature, and the majority of them are wilderness dwellers, with many water dwellers also in that number. In addition to this, and not commonly found in Titania's fairy races, is the ability for urban varieties O'Ma fairies to exist in bustling cities. This ability not only sets them apart from their Titanian kin, but it also allows O'Ma's races to interact with the other major races of Avlis on a more equal basis. It also gives them a more global outlook that takes the other creatures in the world into account.<br />
<br />
==Hybrids==<br />
<br />
Because all varieties of O'Ma fairy come in both male and female, they do not need other humanoids to breed with, and cases when they breed with them anyway, hybrids are born. The most common types of hybrids are half-nymphs, half-dryads, half-nixies, and half-sylphs. Most commonly, humans and elves are the other parent, and other types of interbreeding are virtually unheard of. Generally hybrids take some major characteristics from their fairy parent, though their humanoid parentage can affect certain aspects of their appearance as well as their lifespans. As a rule, hybrid lifespans are halfway between the lifespans of their two parent races.<br />
<br />
Many hybrids lead difficult lives because their humanoid parent race is often superstitious or jealous of them, and their fairy race, though usually tolerant of their heritage, is unable to accommodate them physically. Hybrid fairies often run into hurdles when trying to integrate into the society of their fairy parent because they are not always able to perform the same everyday physical feats as well, i.e. flying, breathing water, etc. In many cases, the poor soul voluntarily leaves their fairy society because of this, only to be rejected in some way by their other race. In some places, like the city of Elysia, large numbers of hybrids have gathered to live a common life and have been found to do well there for the most part.<br />
<br />
==Titanian Faries==<br />
<br />
When he first reached godhood on Avlis, O'Ma sought to create a race of his own, yet he was undecided on how to proceed. He considered many different qualities that he treasured, but was unable to find or conceive of a race that fit his ideal. In his quest for answers, the newly created god found a strange pocket plane. There he met the gods who ruled it. They were many, and they had names like Skerrit, and Oberon, and a highly pampered and beautiful queen named Titania who ruled benignly over the land.<br />
<br />
Immediately, O'Ma was charmed by this female's beauty, and found also that she possessed a certain degree of wisdom. At times he was unimpressed with other qualities she had, such as haughtiness, and a penchant for being stubborn and tempremental. However, he was able to look past these, for she had created not only one, but many different races which O'Ma had never seen before. They were the fairies, also known as the sidhe (pronounced shee). The frolicking variants of sidhe all had a sense of independence and freedom that he loved. They understood the need for ceremonial order, so long as it did not go too far, but beyond that there was no need for them to make laws that no one was breaking anyway.<br />
<br />
All of the races looked up to and respected Titania, but did not fawn on her as if she held their lives in the balance. She was generally benevolent to all her subjects, and they paid her due worship accordingly. O'Ma liked this and decided after a long journey through this fairy land that he would also make a series of races like theirs, but with a modification. Some of Titania's races were born only female, and required a human or elven male to reproduce. O'Ma did not want any of his species to depend on other races to breed, so he created all of his fairies with both genders. He happily thanked Titania for her inspiration and went back to Avlis to administer his new charge.<br />
<br />
Little did O'Ma realize that he had offended the Fairy Queen greatly. She saw the modification of her races as a blight on a purity that she spent millennia creating. To undermine that purity was to endanger the very fabric of her races and upset the intricate balance between them that only she understood. She needed to do the right thing and attempt to correct the problem. One thing O'Ma did not realize is that Titania only controlled half of the fairy population of her land. Her charges were the Seelie court and its subjects. The Unseelie court did not obey her, or anyone, but she saw a use for them now. Taking her seelie brethren and making a deal with the unseelie members to aid her in return for umolested reign in a new land, Titania opened a secret portal from her plane to Avlis, and dropped off batches of both seelie and unseelie fairies to begin populating the world. Later, much to Titania's surprise, O'Ma granted her power in Avlis as part of his gratitude for inspiring him. He did not know of her treachery at the time.<br />
<br />
==Seelie versus Unseelie==<br />
<br />
Fairies that were brought to Avlis by Titania come in two varieties: seelie and unseelie. These names do not necessarily designate races. There are some races that are only seelie or unseelie, however, this is the exception rather than the norm. Most Titanian fairy races come in both seelie and unseelie varieties, though there are sure differences between them.<br />
<br />
The only determinant of whether a fairy belongs to the seelie or unseelie group is its birthday. Seelie fairies are all born in the spring and summertime. Unseelie fairies are all born in the fall and winter. Because fairies are so in tune with nature, the cycle of the seasons at the time of their birth affects them greatly for their entire natural lives. The main effect is in the ideals that they hold. Seelie fairies are concerned for the well-being of others, and they tend not to be selfish. Though they are emotional and spirited, they do not let their hearts rule them in times of great turmoil. They have the capacity to be diplomatic and make compromises. Unseelie fairies tend to be the opposite. Greed and desire are their strongest traits. In some, this can manifest very sensually and productively, but in others it can be very destructive. Unseelie fairies tend to see non-fairies as prey rather than forces that they wish to coexist with. They love mortal beings most when they are garnished with the perfect sauce, rather than the perfect sense.<br />
<br />
On Avlis, both seelie and unseelie fairies roam, and are cut off from their home plane. This nominally leaves Titania in charge of both groups here. The unseelie obey her as part of a deal, but mainly also because they have no recourse without their more powerful deific allies around. The two groups of fairies are able to work together when needed, but generally avoid one another if they can. Seelie fey do not like the brutal and cruel dogma of the unseelie, and the unseelie find the seelie fey to be annoyingly pure. Most seelie fey follow the ways of goodness or neutrality, whereas unseelie are almost always evil. As a rule on their home plane, neither group makes offensive moves against the other, for they mainly concentrate their efforts on outsiders who visit. It is thought that this same ideal extends to the lands of Avlis, as decreed by Titania their queen.<br />
<br />
==Fey Races==<br />
<br />
* [[Brownie]]<br />
* [[Centaur]]<br />
* [[Fairy, O'Ma|Common O'Ma fairy]]<br />
* [[Dryad]]<br />
* [[Half-Dryad|Half-dryad]]<br />
* [[Half-Nixie|Half-nixie]]<br />
* [[Half-Nymph|Half-nymph]]<br />
* [[Half-Sylph|Half-sylph]]<br />
* [[Nixie]]<br />
* [[Nymph]]<br />
* [[Pixie]]<br />
* [[Satyr]]<br />
* [[Sprite]]<br />
* [[Sylph]]<br />
* [[Fairy, Titanian|Titanian fairy]]<br />
<br />
==See Also==<br />
<br />
* [[Nine_Major_Races#Neutral_Good:_The_Fey|The Nine Major Races: Fey]]<br />
* [http://www.avlis.org/viewtopic.php?t=44933 Source]<br />
<br />
[[Category:Fey Races| Fey]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Elf&diff=33315Elf2010-02-11T00:35:27Z<p>Chas'nor: Protected "Elf" [edit=sysop:move=sysop]</p>
<hr />
<div>'''Elves''' on Avlis were created as a personification of the chaotic good alignment by the god [[Dru'El]], with help from [[Corellon Larethian]]. Originally there were two distinct races, the Avlissian elves and the ghost elves. These two original races have always lived together in harmony.<br />
<br />
At some point in the past, a now-unknown deity created a race of winged elves, the Avariel. The god [[Angadar]] then created a fourth race of elves, the Drangonari, as a parody of the Avariel. These two races warred with each other, and the Avariel were nearly destroyed in the conflict.<br />
<br />
A fifth race of elves, the Sereg'wethrin, are believed to have been created from Avlissian elves by unnatural means. They are distinguished by their jet black skin, and seem to exist only to eradicate humans.<br />
<br />
Elves have been known to produce half-dryad, half-human (referred to as ''half-elf''), and half-nymph hybrids.<br />
<br />
==Elven Races==<br />
<br />
[[Elf, Avariel|Avariel elf]]<br />
<br />
[[Elf, Avlissian|Avlissian elf]]<br />
<br />
[[Elf, Drangonari|Drangonari elf]]<br />
<br />
[[Elf, Ghost|Ghost elf]]<br />
<br />
[[Half-Dryad|Half-dryad]]<br />
<br />
[[Half-Elf|Half-elf]]<br />
<br />
[[Half-Nymph|Half-nymph]]<br />
<br />
[[Elf, Sereg'wethrin|Sereg'wethrin]]<br />
<br />
==See Also==<br />
<br />
[[Nine_Major_Races#Chaotic_Good:_Elves|The Nine Major Races: Elves]]<br />
<br />
[[Category:Elven Races| Elf]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Dwarf&diff=33314Dwarf2010-02-11T00:35:11Z<p>Chas'nor: Protected "Dwarf" [edit=sysop:move=sysop]</p>
<hr />
<div>The '''Dwarves''' of Avlis were the first native race to walk the world, created by [[Gorethar]] with the help of [[Clangeddin_Silverbeard|Clangeddin]]. The original race of dwarves were the Galdokin, who remain today in their ancestral home of [[Galdos]]. The very closely related, but more social, Dubgaldokin are the type of dwarf known best to other races. A third, newer, subrace of true dwarves are the the [[Dwarf, Kharakuro|Kharakuro]].<br />
<br />
[[Gnome|Gnomes]] are not dwarves at all, but are distant descendents of the original Galdokin. Gnomes and true dwarves can interbreed to produce a hybrid race referred to as Stone Dwarves. <br />
<br />
==Dwarven Races==<br />
[[Dwarf, Dubgaldokin|Dubgaldokin]]<br />
<br />
[[Dwarf, Galdokin|Galdokin]]<br />
<br />
[[Dwarf, Kharakuro|Kharakuro]]<br />
<br />
[[Dwarf, Stone|Stone Dwarf]]<br />
<br />
==See Also==<br />
<br />
[[Nine_Major_Races#Lawful_Good:_Dwarves|The Nine Major Races: Dwarves]]<br />
<br />
[[Dwarven Languages]]<br />
<br />
[[Category:Dwarven Races| Dwarf]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Races&diff=33313Races2010-02-11T00:34:54Z<p>Chas'nor: Protected "Races" [edit=sysop:move=sysop] [cascading]</p>
<hr />
<div><center>'''Racial Groups:''' {{RacialGroups}} </center><br><br />
<br />
<center>'''Races:''' {{Races}} </center><br><br />
<br />
<center>'''Custom Races:''' {{CustomRaces}} </center><br />
----<br />
<br />
{| border=0|<br />
|-<br />
| rowspan=2|<br />
The [[races]] of the world of Avlis are the main sentient humanoid species created by the by the Greater gods of Avlis or the product of interbreeding of these creations. <br />
<br />
* [[Nine Major Races|The Nine Major Races]]<br />
* [[Playable Races|Playable races of Avlis]]<br />
* [[:Category:Races|Index of of the races of Avlis]]<br />
<br />
{| border=1 style="background-color:#fefef0"|<br />
|''Out Of Character Information'' <br />
[[Human]], [[Elf|elf]], [[Dwarf|dwarf]], [[gnome]], [[halfling]], [[Half-Elf|half-elf]], [[Half-Orc|half-orc]]: these are typical player character races in D&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.<br />
<br />
While some of the races are identical to the descriptions laid out in D&D game literature, most are slightly different. They are... well, they are Avlissian. And there are some races that do not exist in D&D at all. All of these races have unique developments in accordance with the history and culture of Avlis.<br />
|} <br />
<br />
| valign=top | [[Image:Races_male.jpg|thumb|300px|Males of each NWN playable race]] <br />
|-<br />
| valign=top | [[Image:Races_female.jpg|thumb|300px|Females of each NWN playable race]]<br />
|}<br />
<br />
==Other Links==<br />
* [http://www.avlis.org/viewtopic.php?t=25944 Survey of character race on Avlis] ([http://www.avlis.org/viewtopic.php?t=25944&postdays=0&postorder=asc&vote=viewresult Results])<br />
* [http://www.avlis.org/viewtopic.php?t=21373 Favorite custom races] ([http://www.avlis.org/viewtopic.php?t=21373&postdays=0&postorder=asc&vote=viewresult Results])<br />
<br />
* [http://nwn.bioware.com/players/races.html Races (BioWare)]<br />
** [http://nwn.wikia.com/wiki/Race NWN wiki]<br />
<br />
* [[Wikipedia:Race (fantasy)]]<br />
* [http://www.planetneverwinter.com/nwn/player/character/races/ Races (Planet Neverwinter)]<br />
* [http://nwn.stratics.com/content/statistics/character/races.shtml Races (NWN Stratics)]<br />
* [http://www.d20srd.org/srd/races.htm D&D d20 Race]<br />
* [http://www.crystalkeep.com/d20/rules/DnD3.5Index-Races.pdf D&D Race Index (crystalkeep)]<br />
<br />
[[Category:Races| Races]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Category:Shadow_Matter_Illusionist&diff=33290Category:Shadow Matter Illusionist2010-02-08T01:20:04Z<p>Chas'nor: </p>
<hr />
<div>==Shadow Matter Illusionist Overview==<br />
Shadow Matter Illusionists replace the inner planar energy with shadow matter taken from the plane of shadows in the incantation process, converting their [[Evocation|evocation]] and [[Conjuration|conjuration]] spells into illusions.<br />
<br />
<br />
===Ranks ===<br />
1 - Converts 1st - 3rd Level Spells to [[Magic:Illusion|Illusion]] School, +10% Damage Dice Cap <br />
<br />
2 - Converts 4th - 6th Level Spells to [[Magic:Illusion|Illusion]] School, +2 DC to Disbelief, +20% Damage Dice Cap <br />
<br />
3 - Converts 7th - 9th Level Spells to [[Magic:Illusion|Illusion]] School, +2 DC, +30% Damage Dice Cap, Disbelief Save Ignores Spellcraft Bonus <br />
<br />
===Notes=== <br />
* Disbelief Checks use illusion spell DCs and do the following shadow damage even if they are disbelieved: <br />
**No Spell Focus - 1/10th <br />
**Spell Focus: Illusion - 1/6th<br />
**Greater Spell Focus: Illusion - 1/4th<br />
**Epic Spell Focus: Illusion - 1/2 <br />
<br />
* Bonus to Damage Dice Cap means if a spell tops out at 10d6 it is raised to 11d6 for Rank 1, 12d6 for Rank 2, 13d6 for Rank 3.<br />
<br />
<br />
[[Category:AMS]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Guild:_Blackhawk_Company&diff=33245Guild: Blackhawk Company2010-02-03T00:43:12Z<p>Chas'nor: /* Retired and Killed in Action */</p>
<hr />
<div>[[Image:Blackhawk.gif|left|thumb|right|140px|M'Chekian Army, Special Operations Division, Blackhawk Company]]<br />
'''Alignment:''' Any. However, lawful alignments will tend to be better suited to military discipline, and non-good alignments are better suited to solving problems through military violence.<br />
<br />
'''Base of operations:''' The Nation of [[M'Chek]].<br />
<br />
'''How to contact us:''' Contact any of the senior staff (see below).<br />
<br />
'''What we do:''' We conduct missions of importance to the Nation of [[M'Chek]].<br />
<br />
'''What to expect:''' Aside from kicking ass for [[M'Chek]], expect a lot of military discipline, regular guild meetings and outings, and working to defend [[M'Chek]] and its citizens. We are not law enforcement, though we do aid the [[Guild:_M'Chekian_Guards-Iron_Fist_Division|M'Chekian Guards]] when necessary.<br />
<br />
'''Miscellany:''' The Blackhawks are a component of the [[Guild:MChekArmy|M'Chek Army]]. [[M'Chek|M'Chekian]] citizenship is a must, as is a clean criminal record (you can't be wanted for crimes in other nations). Your character will be expected to spend a majority of their time in [[M'Chek]]. That's not to say they can't travel, but characters who only come to [[M'Chek]] to take part in DM-run army events aren't what the guild is about.<br />
<br />
<br />
== A Brief History of the Blackhawks ==<br />
Blackhawk Company was formed by order of the Joint Houses to clear select areas of the [[Underdark]] for colonization and farming. [[PCs:Dala Wennen|Dala Wennen]], former Commander of Alpha Corps, was asked to lead this new unit, which she did until her apparent death in a raid on a Shaahesk temple. [[PCs:Morran Unuldur|Morran Unuldur]], then a Lieutenant, was promoted to captain and granted command. He led the company for the rest of the campaign.<br />
When the Blackhawks reached their goal and were no longer needed, they were offered the choice of either joining the [[Guild:_M'Chekian_Guards-Iron_Fist_Division|Guards]] or disbanding. Only one member chose to join the [[Guild:_M'Chekian_Guards-Iron_Fist_Division|Guards]]; the others retired to civilian life.<br />
Later that year, however, [[M'Chek]] once again had need of her devoted defenders, as a flight of pyrite dragons, led by the monstrous Tharul'Zhannadar, threated to destroy all life in the nation. The Blackhawks were once again called back into service, and with the aid of several other groups held turn the tide of the battle, then took the fight to the dragons' island and there helped slay the mighty dragon himself, ending the threat once and for all.<br />
After that, the nobles saw that they might need the Blackhawks again, so they were placed on standby with the understanding that they could be recalled at any time to deal with threats that were beyond the [[Guild: The M'Chekian Guards|Guards]]' abilities. Major Swift was given command and a number of veterans returned, including: Captain Wennen (Formerly believed dead), Major Fyne, LT O'Callaghan, and many others.<br />
<br />
== The M'Chek-Drotid War ==<br />
Since the invasion of M'Chek's eastern shore by the forces of Drotid, Blackhawk Company has once again been at the forefront of the M'Chekian war effort. In their capacity as an elite, special forces unit, the Company has been called upon to undertake a series of daring missions, shoring up the nation's defences and taking the fight to the enemy. While initially faced with a crisis of leadership following the death in battle of then-commander Rolan Fyne, the Company has rallied around the leadership of Major [[PCs:Thaylis Beign|Thaylis Beign]].<br />
<br />
Blackhawk Company has been heavily involved in the planning and execution of some of the M'Chekian forces' greatest successes in the current conflict. A hastily-formed army of M'Chekian Guards, Blackhawk Company soldiers and local regular army regiments successfully defeated the nascent Shaahesk beachhead at Eastshore, liberating the town and protecting it until its rebuilding. Operation: Iron Fist saw the Company spearhead the first M'Chekian offensive into the Shaahesk lines since the inception of the war, and succeeded in clearing, taking and holding an important Shaahesk supply base on the eastern shore. Operation: Wyvern sought to repay the Shaahesk for their earlier assault on the M'Chekian Army position at Greylake, and resulted in a decisive defeat for the forces of Drotid. Blackhawk Company, once again, was in the vanguard, ensuring the success of the mission by preventing the Shaahesk alerting their reserves of the attack.<br />
<br />
There are rumours of other, clandestine missions undertaken by the Company in the war effort. Rumours of secret raids, assassinations, and even co-operation with the Le'Nofaythen of T'Nanshi are routinely ignored by High Command.<br />
<br />
<br />
== Command Staff, M'Chek Army ==<br />
<br />
===War Commissioner=== <br />
* [[NPCs:Tobias Chasworth|Lord Tobias Chasworth]] ((NPC))<br />
<br />
===Commanding Officer, Special Operations Division=== <br />
* [[NPCs:Cassius|General Cassius]] ((NPC))<br />
<br />
===Commanding Officer, Blackhawk Battalion=== <br />
* Colonel-Commissar Whelm Brittain ((NPC))<br />
<br />
===Executive Officer, Blackhawk Battalion=== <br />
* Major [[PCs:Thaylis Beign|Thaylis Beign]]<br />
<br />
== Command Staff, Blackhawk Command Company==<br />
<br />
===Commanding Officer=== <br />
* Major [[PCs:Thaylis Beign|Thaylis Beign]]<br />
** Copper Eagle Medal<br />
<br />
===Executive Officer===<br />
* Bvt. Captain [[PCs:Silver Fox|Silver Fox]]<br />
<br />
===Senior Officers=== <br />
* 1st Lieutenant [[PCs:Rickus va'Alor|Rickus va'Alor]]<br />
** Copper Eagle Medal<br />
<br />
===Attached Personnel===<br />
* Sgt. Major Manning ((NPC))<br />
* Captain [[PCs:Lisa Michelle Ormane|Lisa Ormane]], M'Chekian Guards<br />
<br />
===Enlisted Soldiers=== <br />
* Sergeant Major [[PCs:Kathea Nyht|Kathea Nyht]]<br />
* Sergeant Major [[PCs:Dillon Wylde|Dillon Wylde]]<br />
** Copper Eagle Medal<br />
<br />
<br />
* Sergeant [[PCs:Aur|Aur]]<br />
* Sergeant [[PCs:Straccio|Straccio]]<br />
** Copper Eagle Medal<br />
* Sergeant [[PCs:Rollek_Heloc|Rollek Heloc]]<br />
* Sergeant [[PCs:Cale Bross|Cale Bross]]<br />
* Sergeant [[PCs:Paco Di Brancaleone|Paco Di Brancaleone]]<br />
** Copper Eagle Medal<br />
<br />
<br />
* Corporal [[PCs:Sesshokoshi|Sesshokoshi]]<br />
* Corporal [[PCs:Vana|Vana]]<br />
* Corporal [[PCs:Lucius Tragus|Lucius Tragus]]<br />
** Copper Eagle Medal<br />
* Corporal [[PCs:Kate Benneset|Kate Benneset]]<br />
* Corporal [[PCs:Orfanos|Orfanos]]<br />
** Copper Eagle Medal<br />
* Corporal [[PCs:Isadora Arnemeigne|Isadora Arnemeigne]]<br />
* Corporal [[PCs:Neeb|Neeb]]<br />
<br />
<br />
* Private [[PCs:Darias Nepiritas|Darias Nepiritas]]<br />
* Private [[PCs:Ashan Demagio|Ashan Demagio]]<br />
* Private [[PCs:Samuel Valorian|Sammy Valorian]]<br />
* Private [[PCs:Selma N Winters|Selma N. Winters]]<br />
* Private [[PCs:Vugaris Hurdokan|Vugaris Hurdokan]]<br />
* Private [[PCs:Claire-Ann Meyer|Ann Meyer]]<br />
** Copper Eagle Medal<br />
* Private [[PCs:Thalarian Arc'Thass|Thalarian Arc'Thass]]<br />
* Private [[PCs:Valdan|Valdan]]<br />
* Private [[PCs:Cyrenious Whitehaven|Cyrenious Whitehaven]]<br />
* Private [[PCs:Lestek Rakov|Lestek Rakov]]<br />
* Private [[PCs:Kastille Bryce|Kastille Bryce]]<br />
* Private [[PCs:Eudaimon Dawnblade|Eudaimon Dawnblade]]<br />
<br />
<br />
* Recruit [[PCs:Kela Joorin|Kela Joorin]]<br />
* Recruit [[PCs:Randal Williams|Randal Williams]]<br />
* Recruit [[PCs:Laydan|Laydan]]<br />
* Recruit [[PCs:Miruko|Miruko]]<br />
* Recruit [[PCs:Asterion|Asterion]]<br />
<br />
===Inactive or Missing Members=== <br />
* Captain [[PCs:Dala Wennen|Dala Wennen]]<br />
* Captain [[PCs:Richance_Weller|Richance Weller]]<br />
** Copper Eagle Medal<br />
* Lieutenant [[PCs:Dillion O'Callaghan|Dillion O'Callaghan]] (Head of Recruitment)<br />
** Copper Boot Medal, Copper Eagle Medal, Silver Unicorn Medal<br />
* Major [[PCs:Caitlin Swift|Caitlin Swift]]<br />
** Copper Boot Medal, Copper Eagle Medal, M'Chek Victory Medal - Pyrite Dragon Clasp, Gold Lion Medal<br />
* Recruit [[PCs:Malinko Fallon|Malinko Fallon]]<br />
* 2nd Lieutenant [[PCs:Quin|Quin Yoofeh]]<br />
** Copper Eagle Medal<br />
<br />
===Retired and Killed in Action===<br />
* Major [[PCs:Rolan Fyne|Rolan Fyne]], Retired<br />
** Copper Boot Medal, Copper Eagle Medal, Silver Unicorn Medal, M'Chek Victory Medal - Pyrite Dragon Clasp, Gold Lion Medal<br />
* Captain [[PCs:Nikki_Tanner|Nikki Tanner]], Retired<br />
** Copper Eagle Medal, M'Chek Victory Medal - Pyrite Dragon Clasp<br />
* Sgt. Baker, Retired<br />
* Private [[PCs:Cromodon_Draker|Cromodon Draker]], Retired<br />
* Corporal [[PCs:Ulu Elexin|Ulu Elexin]], Retired<br />
** Copper Eagle Medal<br />
<br />
==DM Sponsors==<br />
* DanishPastry<br />
<br />
==Ranks and Promotions==<br />
<br />
Soldier Recruit (Private). They are considered army members, but are not permitted access to the Blackhawk files until they have attained veteran status.<br />
<br />
Soldier (Veteran). The general makeup of most squads is this. They have access to files, but not command authority.<br />
<br />
Corporal (Veteran). This is the soldier rank for logistics, Intel, and artillery. Intel specialists are granted access to intel files.<br />
<br />
Sergeant. This is squad leader command. PC’s with this rank command 1 squad of NPCs in their platoon. Rank can be field promoted by any lieutenant or above based on need. No approval necessary.<br />
<br />
Sergeant Major. A sergeant who has distinguished themselves in both loyalty and skill, but is otherwise unfit for broad tactical command. Can be placed in charge of a platoon or elite squad. Brevet rank is given by a company commander (typically 1st lieutenant or captain), and ultimately approved by Blackhawk commander.<br />
<br />
Command Sergeant. Exceptionally distinguished sergeant (one in the entire Blackhawks) who is given authority to procure and manage personnel and supply lines. Also serves on the command staff to the Blackhawks commander. Still does not have broad tactical command, but may lead a platoon or elite squad. Rank is given by Blackhawk commander.<br />
<br />
Lieutenant, 2nd. Platoon commanders. PCs who have this rank have a platoon of NPCs and/or PCs under their command. They can deploy as directed by the leadership, but are in charge of and responsible for the field operation of their troops. Brevet Rank can be given based on need by Captain and above, but final approval must be made by Blackhawk leader or higher rank.<br />
<br />
Lieutenant, 1st. As 2nd Lieutenant, but distinguished and authorized to have company level authority. Brevet Rank can be given by Blackhawk commander or higher rank, and ultimate approval and promotion is given by Blackhawk commander or higher.<br />
<br />
Captain. Further distinguished from 1st Lieutenant. Authorized to have company level authority and command staff. Brevet Rank can be granted by Major and above when needed, but ultimate approval must be made by General or War Commissioner.<br />
<br />
Major. Top leadership of the Blackhawks. Can command the entire battalion, elite platoons and companies, and serve on the command squad. Generally no more than 2 at any time. Can only be granted by a general or the war commissioner.<br />
<br />
Lt. Colonel. The Second Highest Rank granted, and is in charge of the Blackhawks (can only be one at a time), and is for those majors who distinguish themselves in large operations. Can only be granted by the War Commissioner after recommendation by a general.<br />
<br />
Colonel. The Highest Rank granted that is solely in charge of the Blackhawks. Rarely awarded, and only given to the most respected Lt. Colonels by the War Commissioner.<br />
<br />
==Army Structure==<br />
<br />
The Blackhawks Company<br />
(Increased to Battalion Strength)<br />
<br />
Leader: Colonel, Lt. Colonel, or Major<br />
Command Staff: 2 Majors or Captains (can be higher in certain circumstances), 1 Cmd Sgt.<br />
<br />
<br />
Structure <br />
<br />
<br />
*BC Command Company<br />
Led by: Major or Captain (battalion commander or command staff)<br />
Platoons: <br />
<br />
2 Heavy Infantry Platoons (2 squads of 10 per platoon, 1 is Elite, 1 mage per squad)<br />
1 Ultra Heavy Infantry Platoon (4 squads of 5, one is High Elite)<br />
1 Scout Platoon (2 squads of 10, 1 is Elite, 1 mage per quad)<br />
1 Spellsword Infantry Platoon (4 squads of 5, one is High Elite)<br />
<br />
Total Count: 40 Heavy Infantry, 20 Ultra-heavy Infantry, 20 Scouts, 20 Spellswords (100 total)<br />
<br />
<br />
*Recon Companies (BC 1st and 2nd Recon Co.s)<br />
<br />
Command: Lt. or Cpt.<br />
Platoons (each led by Lt. or Sgt. Major):<br />
<br />
2 Scout Platoon (5 squads of 8 each., 1 squad per platoon is Elite, 2 mage per platoon)<br />
<br />
Total Count: 35 Scouts, 5 Elite Scouts per platoon (80 per Company for 160 total)<br />
<br />
<br />
*Veteran Infantry Companies (BC 1st and 2nd Infantry Co.s)<br />
<br />
Command: Lt. or Cpt.<br />
Platoons:<br />
<br />
4 Heavy Infantry Platoons (4 squads of 10 men per platoon, one squad is Elite, 1 mage per platoon)<br />
<br />
Total Count:120 Heavy Infantry, 40 Elite Heavy Infantry per Company (320 total)<br />
<br />
<br />
*Veteran Calvary Companies (BC 1st and 2nd Calvary Co.s)<br />
<br />
Command: Lt. or Cpt.<br />
Platoons:<br />
<br />
1 Light Calvary (5 squads of 5, includes 1 elite squad and 1 mage)<br />
1 Heavy Calvary (5 squads of 5, includes 1 elite squad and 1 mage)<br />
<br />
Total Count: 25 light and 25 heavy calvary per company. (100 total)<br />
<br />
<br />
*Artillery and Demolitions (BC A&D)<br />
<br />
Command: Lt. or Cpt.<br />
Platoons (each led by a Lt. or Sgt. Major)<br />
<br />
1 Sapper Platoon (4 squads of 5, incl. 3 mages)<br />
1 Traps and Mines Platoon (4 squads of 5, incl. 3 mages)<br />
2 Field Artillery Platoons (4 squads of 5 each. Incl. 3 mages per platoon.)<br />
<br />
Total Count: 20 Sappers, 20 Traps/Mines, 40 Field Artillery (80 total)<br />
<br />
<br />
*Spying, Infiltration, and Intel (BC Intel)<br />
<br />
Command: Cpt. Or Major<br />
<br />
5 Intel Platoons (4 squads of 5, 2 mages per platoon, 1 elite squad per platoon)<br />
<br />
<br />
*Logistics (BC Support and Supply) – NPC Only<br />
<br />
Command: Lt. or Cpt.<br />
Platoons:<br />
<br />
2 Light Infantry (2 squads of 20, 1 mage)<br />
2 Light Artillery (4 squads of 10, 1 mage)<br />
1 Scout Platoon (4 squads of 5, one elite, 1 mage)<br />
<br />
Total Count: 40 Light Infantry, 40 Light Artillery, 20 Scouts (100)<br />
<br />
<br />
*X Company (“Does not exist”)<br />
<br />
Command: Blackhawks leader<br />
40 specialists (includes high level mages, clerics, and PrCs), often blended into other companies as needed, or sent out in small squads or as individuals. Includes internal affairs.<br />
<br />
Total Count: 40<br />
<br />
Absolute Count: ~900 heads<br />
<br />
<br />
[[Category:Guilds|M'Chekian Army]]<br />
[[Category:Avlis Armies and Fiefdoms|M'Chekian Army]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Category:Shops&diff=33219Category:Shops2010-01-31T20:06:36Z<p>Chas'nor: New page: '''Player or Guild owned shops.'''</p>
<hr />
<div>'''Player or Guild owned shops.'''</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Shop_Locations&diff=33218Shop Locations2010-01-31T20:05:54Z<p>Chas'nor: </p>
<hr />
<div>The following are well-known shops and vendors that can be found in the various cities, towns and villages of Avlis. These are natural draws to travellers visiting from other places.<br />
----<br />
<br />
=== Blandenberg Protectorate ===<br />
* '''Blandenberg'''<br />
** ''AAAA''<br />
** ''ANRA''<br />
<br />
=== Deglos ===<br />
* '''Nanshi Urbaz'''<br />
** ''Dobak's Fine Imported Elixirs'', East Warren<br />
** ''Mining Supplyz'', East Warren<br />
** ''Trakur's Warehouse'', East Warren<br />
** ''Urbaz Health Vendor'', East Warren<br />
<br />
* '''Nutzdagezehesple'''<br />
** ''AJA'', City Core<br />
** ''Lucky's Exchange'', Marketplace<br />
<br />
* '''T'Nanshi Border, Outside the Mountain'''<br />
** ''Dracous & Renil Emporium'' (DARE)<br />
** ''Jacob's Curios'' (crafting supplies and magical trinkets)<br />
<br />
* '''Zural-Dura'''<br />
** ''Shop of Wonders''<br />
<br />
=== Elysia ===<br />
* '''Artisan's District'''<br />
** ''Angelina's Belts and Suspenders''<br />
** ''Braara's Rare Books & Tomes''<br />
** ''Crisus's Shoes & Sandals''<br />
** ''Damarcel's Furs & Hides''<br />
** ''Fanos's Shop of Alchemical Wonders''<br />
** ''Futharadas Barrels''<br />
** ''Gacan's Fine Textiles''<br />
** ''Hadrae's Gloves & Mittens''<br />
** ''Igmiroth's Superb Jewelery''<br />
** ''Oditerus's Magnificent Magics''<br />
<br />
* '''Forge District'''<br />
** ''Dailiera's Fine Bows''<br />
** ''Hesara's Leather Goods''<br />
** ''Malor's Ironworks''<br />
** ''Olafgith's Excellent Blades''<br />
<br />
* '''Northern Residences'''<br />
** ''H.E.A.L.''<br />
<br />
* '''Wharves'''<br />
** ''The Lore Shop'' (potions and scrolls)<br />
<br />
* '''Elf Gate'''<br />
** ''Magical Aspirations''<br />
<br />
* '''North of Elf Gate'''<br />
** ''ACE''<br />
<br />
* '''Elysia Cooperative Market'''<br />
** ''Acquired Goods''<br />
** ''The Dragon's Hoard''<br />
** ''Earaviel Mirnimanner's Store''<br />
** ''Elysian Independant Traders''<br />
** ''*The Golden Snuffbox Limited*''<br />
** ''Gudier Gadgetickes''<br />
** ''Nayala's Knick-knacks and Bric-a-brac''<br />
** ''Rumnaheim Tighmann ind Handel''<br />
** ''[[PCs:Savannah Corlan|Savannah's]] Jechrani Trading Post''<br />
** ''The Silver Key''<br />
** ''Triia's Junk''<br />
<br />
=== Ferrell ===<br />
* '''Port Eridanus'''<br />
** ''AKN Hall'' (herbal and alchemical products and ingredients)<br />
** ''ROTE Ferrell Style'' (clothing, ingredients and adventuring gear)<br />
** ''Grunt's Trading Post''<br />
** ''FEAT Enterprises''<br />
** ''"Consumab-Al's"''<br />
** ''Alinya's Alchemy & Antiquities''<br />
** ''Bud's Bargains''<br />
** ''Callin's Magics, Potions & Rarities''<br />
** ''Ed's Emporium''<br />
** ''Ellinna's Handy Work''<br />
** ''Finnernynn's Fine Goods''<br />
** ''Hammer Hut''<br />
** ''The Helpful Magus''<br />
** ''Laen Toille's All Trades''<br />
** ''The Light Fantastic''<br />
** ''Misadventures in Miscellany''<br />
** ''Moon Magics''<br />
** ''Secret Supplies''<br />
** ''Shifty's Components and Curiosities''<br />
** ''The Shooting Star''<br />
** ''Vat'Le'Yeritath''<br />
** ''Will's Quality Goods''<br />
<br />
=== Kurathene Empire ===<br />
<br />
==== Kuras ====<br />
<br />
=== M'Chek ===<br />
* '''Derrington Keep''' (specialty armor) <br />
** ''Honest Kenneth'' (potions, scrolls, minor magical items, weaponry, armor)<br />
<br />
* '''Eastshore'''<br />
** ''Vanity Realm'' (unique clothing and costumes)<br />
<br />
* '''Equaloria Keep''' (basic weaponry, potions, scrolls)<br />
<br />
* '''Finmaegan Keep''' (basic weaponry, potions, scrolls)<br />
<br />
* '''Mikona'''<br />
** ''AAAA'', outside the city gate (arms, armor, ingredients)<br />
** ''Weapons of Quality'', Eastern Outskirts<br><br><br />
** '''Marketplace'''<br />
*** ''AJA''<br />
*** ''Dracous Emporium''<br />
*** ''[[Enchanted Exotics]]'' (magical items)<br />
*** ''FeatherFingers Trading'' (a little of everything)<br><br><br />
** '''The Docks'''<br />
*** ''[[Privateer Enterprises]]'', Docks (a little of everything)<br><br><br />
** '''Mikona Cooperative Market'''<br />
*** ''"The Azure Arcanist"''<br />
*** ''Buzzards Antiques and Rarities Discount Store''<br />
*** ''Crimson Rose Trading''<br />
*** ''Edge's Rarity Store''<br />
*** ''Miss Missys Mysterious Shoppee''<br />
*** ''Small Discoveries''<br />
*** ''The Twisted Rose''<br />
*** ''The Wind and The Waynn''<br />
*** ''Tinkerspell Artifice''<br />
*** ''Yantri's Surplus Goods''<br />
*** ''Zu's Emporium''<br />
<br />
* '''Nelthrope Keep''' (crafting supplies)<br />
<br />
* '''The Order of the Way''' (monk equipment and general supplies)<br />
<br />
* '''Southill'''<br />
** ''The Hammer and Anvil'' (specialty armor)<br />
<br />
=== T'Nanshi ===<br />
* '''Dwarftrade'''<br />
** ''AAAA'' (arms, armor, ingredients)<br />
** ''Roe'Que Open Trade and Study Hall'' (a little of everything)<br />
<br />
* '''Port Nireth'''<br />
** ''AAAA'' (arms, armor, ingredients)<br />
<br />
* '''Zvideruth'''<br />
** ''City and Forest''<br />
** ''Goodmane's - Wizard Supply and Knickknack Shop''<br />
** ''Hoormany Secoonan''<br />
** ''Opportunity Knocks''<br />
** ''Peace & Prosperity''<br />
** ''The Prevailing Night''<br />
** ''Razzle Dazzle II''<br />
** ''Shadowood''<br />
** ''Thralia's Trading Post''<br />
<br />
===The Underdark===<br />
* '''Verloghokbol'''<br />
** ''Cryptic Commodities'' (A little of everything)<br />
<br />
=== Visimontium ===<br />
* '''Academy District'''<br />
** ''First City Specialty Dyes''<br />
** ''Jade's Coffe House''<br />
** ''Truely Sweets''<br />
<br />
* '''Garrison District'''<br />
** ''Sorcerous Scrolls''<br />
<br />
* '''Lake Crescetoria'''<br />
** ''AAAA''<br />
** ''AKN''<br />
** ''Periwinkle Brother's Fabulous Fireworks and Foghorn Factory''<br />
<br />
* '''Marketplace'''<br />
** ''Coril Steel's Weapons''<br />
** ''Deider Lintwaddler's Potions and Scrolls''<br />
** ''Lithos' Healing Supplies''<br />
** ''Marandi's Supplies''<br />
** ''Nandrindra Yaniceladon's Bows''<br />
** ''Odella Rivetdriver's Armor''<br />
<br />
[[Category:Geography| Shop Locations]]<br />
[[Category:Shops]]</div>Chas'norhttp://wiki.avlis.org/w/index.php?title=Shop_Locations&diff=33217Shop Locations2010-01-31T20:05:17Z<p>Chas'nor: </p>
<hr />
<div>The following are well-known shops and vendors that can be found in the various cities, towns and villages of Avlis. These are natural draws to travellers visiting from other places.<br />
----<br />
<br />
=== Blandenberg Protectorate ===<br />
* '''Blandenberg'''<br />
** ''AAAA''<br />
** ''ANRA''<br />
<br />
=== Deglos ===<br />
* '''Nanshi Urbaz'''<br />
** ''Dobak's Fine Imported Elixirs'', East Warren<br />
** ''Mining Supplyz'', East Warren<br />
** ''Trakur's Warehouse'', East Warren<br />
** ''Urbaz Health Vendor'', East Warren<br />
<br />
* '''Nutzdagezehesple'''<br />
** ''AJA'', City Core<br />
** ''Lucky's Exchange'', Marketplace<br />
<br />
* '''T'Nanshi Border, Outside the Mountain'''<br />
** ''Dracous & Renil Emporium'' (DARE)<br />
** ''Jacob's Curios'' (crafting supplies and magical trinkets)<br />
<br />
* '''Zural-Dura'''<br />
** ''Shop of Wonders''<br />
<br />
=== Elysia ===<br />
* '''Artisan's District'''<br />
** ''Angelina's Belts and Suspenders''<br />
** ''Braara's Rare Books & Tomes''<br />
** ''Crisus's Shoes & Sandals''<br />
** ''Damarcel's Furs & Hides''<br />
** ''Fanos's Shop of Alchemical Wonders''<br />
** ''Futharadas Barrels''<br />
** ''Gacan's Fine Textiles''<br />
** ''Hadrae's Gloves & Mittens''<br />
** ''Igmiroth's Superb Jewelery''<br />
** ''Oditerus's Magnificent Magics''<br />
<br />
* '''Forge District'''<br />
** ''Dailiera's Fine Bows''<br />
** ''Hesara's Leather Goods''<br />
** ''Malor's Ironworks''<br />
** ''Olafgith's Excellent Blades''<br />
<br />
* '''Northern Residences'''<br />
** ''H.E.A.L.''<br />
<br />
* '''Wharves'''<br />
** ''The Lore Shop'' (potions and scrolls)<br />
<br />
* '''Elf Gate'''<br />
** ''Magical Aspirations''<br />
<br />
* '''North of Elf Gate'''<br />
** ''ACE''<br />
<br />
* '''Elysia Cooperative Market'''<br />
** ''Acquired Goods''<br />
** ''The Dragon's Hoard''<br />
** ''Earaviel Mirnimanner's Store''<br />
** ''Elysian Independant Traders''<br />
** ''*The Golden Snuffbox Limited*''<br />
** ''Gudier Gadgetickes''<br />
** ''Nayala's Knick-knacks and Bric-a-brac''<br />
** ''Rumnaheim Tighmann ind Handel''<br />
** ''[[PCs:Savannah Corlan|Savannah's]] Jechrani Trading Post''<br />
** ''The Silver Key''<br />
** ''Triia's Junk''<br />
<br />
=== Ferrell ===<br />
* '''Port Eridanus'''<br />
** ''AKN Hall'' (herbal and alchemical products and ingredients)<br />
** ''ROTE Ferrell Style'' (clothing, ingredients and adventuring gear)<br />
** ''Grunt's Trading Post''<br />
** ''FEAT Enterprises''<br />
** ''"Consumab-Al's"''<br />
** ''Alinya's Alchemy & Antiquities''<br />
** ''Bud's Bargains''<br />
** ''Callin's Magics, Potions & Rarities''<br />
** ''Ed's Emporium''<br />
** ''Ellinna's Handy Work''<br />
** ''Finnernynn's Fine Goods''<br />
** ''Hammer Hut''<br />
** ''The Helpful Magus''<br />
** ''Laen Toille's All Trades''<br />
** ''The Light Fantastic''<br />
** ''Misadventures in Miscellany''<br />
** ''Moon Magics''<br />
** ''Secret Supplies''<br />
** ''Shifty's Components and Curiosities''<br />
** ''The Shooting Star''<br />
** ''Vat'Le'Yeritath''<br />
** ''Will's Quality Goods''<br />
<br />
=== Kurathene Empire ===<br />
<br />
==== Kuras ====<br />
<br />
=== M'Chek ===<br />
* '''Derrington Keep''' (specialty armor) <br />
** ''Honest Kenneth'' (potions, scrolls, minor magical items, weaponry, armor)<br />
<br />
* '''Eastshore'''<br />
** ''Vanity Realm'' (unique clothing and costumes)<br />
<br />
* '''Equaloria Keep''' (basic weaponry, potions, scrolls)<br />
<br />
* '''Finmaegan Keep''' (basic weaponry, potions, scrolls)<br />
<br />
* '''Mikona'''<br />
** ''AAAA'', outside the city gate (arms, armor, ingredients)<br />
** ''Weapons of Quality'', Eastern Outskirts<br><br><br />
** '''Marketplace'''<br />
*** ''AJA''<br />
*** ''Dracous Emporium''<br />
*** ''Enchanted Exotics'' (magical items)<br />
*** ''FeatherFingers Trading'' (a little of everything)<br><br><br />
** '''The Docks'''<br />
*** ''[[Privateer Enterprises]]'', Docks (a little of everything)<br><br><br />
** '''Mikona Cooperative Market'''<br />
*** ''"The Azure Arcanist"''<br />
*** ''Buzzards Antiques and Rarities Discount Store''<br />
*** ''Crimson Rose Trading''<br />
*** ''Edge's Rarity Store''<br />
*** ''Miss Missys Mysterious Shoppee''<br />
*** ''Small Discoveries''<br />
*** ''The Twisted Rose''<br />
*** ''The Wind and The Waynn''<br />
*** ''Tinkerspell Artifice''<br />
*** ''Yantri's Surplus Goods''<br />
*** ''Zu's Emporium''<br />
<br />
* '''Nelthrope Keep''' (crafting supplies)<br />
<br />
* '''The Order of the Way''' (monk equipment and general supplies)<br />
<br />
* '''Southill'''<br />
** ''The Hammer and Anvil'' (specialty armor)<br />
<br />
=== T'Nanshi ===<br />
* '''Dwarftrade'''<br />
** ''AAAA'' (arms, armor, ingredients)<br />
** ''Roe'Que Open Trade and Study Hall'' (a little of everything)<br />
<br />
* '''Port Nireth'''<br />
** ''AAAA'' (arms, armor, ingredients)<br />
<br />
* '''Zvideruth'''<br />
** ''City and Forest''<br />
** ''Goodmane's - Wizard Supply and Knickknack Shop''<br />
** ''Hoormany Secoonan''<br />
** ''Opportunity Knocks''<br />
** ''Peace & Prosperity''<br />
** ''The Prevailing Night''<br />
** ''Razzle Dazzle II''<br />
** ''Shadowood''<br />
** ''Thralia's Trading Post''<br />
<br />
===The Underdark===<br />
* '''Verloghokbol'''<br />
** ''Cryptic Commodities'' (A little of everything)<br />
<br />
=== Visimontium ===<br />
* '''Academy District'''<br />
** ''First City Specialty Dyes''<br />
** ''Jade's Coffe House''<br />
** ''Truely Sweets''<br />
<br />
* '''Garrison District'''<br />
** ''Sorcerous Scrolls''<br />
<br />
* '''Lake Crescetoria'''<br />
** ''AAAA''<br />
** ''AKN''<br />
** ''Periwinkle Brother's Fabulous Fireworks and Foghorn Factory''<br />
<br />
* '''Marketplace'''<br />
** ''Coril Steel's Weapons''<br />
** ''Deider Lintwaddler's Potions and Scrolls''<br />
** ''Lithos' Healing Supplies''<br />
** ''Marandi's Supplies''<br />
** ''Nandrindra Yaniceladon's Bows''<br />
** ''Odella Rivetdriver's Armor''<br />
<br />
[[Category:Geography| Shop Locations]]<br />
[[Category:Shops]]</div>Chas'nor