http://wiki.avlis.org/w/api.php?action=feedcontributions&user=Midknight&feedformat=atomAvlis Wiki - User contributions [en]2024-03-29T14:17:18ZUser contributionsMediaWiki 1.40.0http://wiki.avlis.org/w/index.php?title=PCs:Zaviel&diff=19685PCs:Zaviel2006-07-01T06:21:17Z<p>Midknight: </p>
<hr />
<div>'''Age:''' Estimated at late 120s to early 130s<br />
<br />
'''Gender:''' Male<br />
<br />
'''Race:''' [[Avlissian Elf]]<br />
<br />
'''Alignment:''' [[Alignment#Chaotic_Neutral|Chaotic Neutral<br>]]<br />
<br />
'''Class:''' [[Fighter]]/[[Bard]]<br />
<br />
'''Affiliations:'''<br><br />
*Guildmaster, [[Kurathene Freelancer's Guild]]<br />
*Company commander, [[The Company of the Coin]]<br />
<br />
'''Current Residence:''' [[Kuras]]<br />
<br />
<br />
'''History:'''<br><br />
A mercenary sellsword, Zaviel has suffered through several strings of what he chalks up as "bad luck", losing company after company in a series of bandit ambushes while working throughout northern [[Brekon]] and [[the Seven Cities]]. While he attributes his losses to misfortune, other mercenaries who have worked with him in the past are more liklely to consider his arrogance as the reason for his downfall. Possessing some considerable skill in speech, oratory,and penmanship, he evidences possible ties to nobility in the past, though he is bit of a cynic about nobility in general. This, combined with his relatively average swordsmanship though have given others cause to joke of him that his tongue cuts deeper than his sword.<br />
<br />
He's since made his way north to the [[Kurathene|Kurathene Empire]], drawn by rumours of marshaling armies and increasing political tensions - prime opportunity for a freelancer. With rising tensions in the Empire, he has set up a structure for mercenaries drawn to the rising chaos in the form of the [[Kurathene Freelancer's Guild]], within which he has once more set up his own personal mercenary group, [[The Company of the Coin]].<br />
<br />
<br />
'''Traits:'''<br> <br />
The pen is mightier than the sword, they say, and this applies quite aptly to Zaviel. His skills lie beyond what he refers to as 'common' swordsmanship, and often prefers an indirect, preferably a diplomatic, means to approaching a problem. That being said, he is not completely unskilled in combat, and wields a variety of weapons in combat as the situation dictates. He is a quintessential jack of all trades, but master of none. <br />
<br />
<br />
[[Category:PCs|Zaviel]]<br />
[[Category:KurasPCs|Zaviel]]<br />
[[Category:KurathenePCs|Zaviel]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Guild:Kurathene_Freelancer%27s_Guild&diff=19592Guild:Kurathene Freelancer's Guild2006-07-01T06:20:41Z<p>Midknight: </p>
<hr />
<div>'''General Information:'''<br />
The Freelancer's Guild works in the medieval sense of the word - an entity regulating commerce, specifically, the trade of men-at-arms or mercenaries. The Freelancer's Guild endeavours to provide quality 'dispute mediation' - more simply put, mercenary - services for interested nobles in the Kurathene Empire, whether a merchant seeking personal protection or a fief lord looking for extra swords to bolster their armed forces. While Freelancer's Guild mercenaries are not always the best of warriors, their initiative, survivability, and neutral political stance can make them useful in situations that cannot be handled by regular troops (from espionage to cannon fodder).<br />
<br />
The Freelancer's Guild itself is a fairly loose organization - members all ascribe to a similar Code of Conduct in order to achieve a basic guarantee of quality, but further organization is left to members to decide - mercenaries are free to form whatever subgroups with their own rules as they wish, so long as they fit within the Freelancers Guild policy.<br />
<br />
<br />
'''Alignment:''' Any. Freelancers don't care much for ethics; they're more concerned with how skilled you are. Do keep in mind that Freelancers are basically paid to fight, and as scum of the earth may receive a few more 'unsavoury' assignments; keep this in mind if you're planning to bring along a Lawful Good character.<br />
<br />
<br />
'''Who can Join?''' Pretty much anyone who's looking to do mercenary work in the Kurathene Empire. If you've got a talent, it'll be in demand - not only are mercenaries for open battlefield combat necessary, but also characters who specialize in espionage or diplomacy may also find employment.<br />
<br />
<br />
'''Base of Operations''': Primarily Kuras.<br />
<br />
<br />
'''What to Expect:''' A way to network and get in touch with other mercenaries over the Kurathene, and up to date job postings and offers, making it easier to find employment, and a fairly loose group with a lot of leeway to set up a subgroup of your own. Due to the nature of the guild, it's a safe bet to say you'll encounter a fair amount of Character vs. Character combat.<br />
<br />
<br />
'''How to Contact''': PM Midknight on the Avlis boards if you have an interest, and you'll be able to gain access to the Guild boards. Alternately, speak to any professed Freelancers in-game, including Midknight's character [[Zaviel]] and have them pass on the information.<br />
<br />
'''DM Sponsors''': The Kurathene DM Team[http://www.avlis.org/wiki/index.php/Kurathene#Kurathene_Team]<br />
<br />
[[Category:Guilds|Kurathene Freelancers]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=User:Midknight&diff=13126User:Midknight2006-06-23T05:43:03Z<p>Midknight: </p>
<hr />
<div>Current coordinator of the [[Kurathene Freelancer's Guild]]. Also formerly involved in the formation of the [[Guild:Rhissaerk|Shaahesk Elite]], but a general lack of regular lizardmen players has contributed to it's decline.<br />
<br />
<br />
== About the Player: ==<br />
<br />
*Located in British Columbia, Canada.<br />
*Has many, many video card headaches with .dds files and as a result, many textures show up white. So if you're seeing something as plain as day and one of my characters is ignoring it, I might be getting that white texture thing again. <br />
*Plays [[Avlissian_Elf|elven]] and [[Shaahesk]] characters, mostly - somewhat ironic, considering the two are bitter racial enemies at best.<br />
*More active on the Avlis forums and sometimes, the mIRC channel, than in game - a sad, sad thing.<br />
<br />
== Current Active Characters: ==<br />
<br />
*'''Szakhar'Khotir''' <br />
**An aged Shaahesk ex-gladiator, who escaped from the fighting pits of Drotid. Currently makes his home in [[M'chek]]<br />
<br />
*'''[[Zaviel]]'''<br />
**A sellsword captain who's established a mercenary company in the lands of the [[Kurathene|Kurathene Empire]].<br />
<br />
[[Category:Player|Midknight]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=User:Midknight&diff=13111User:Midknight2006-06-23T05:31:10Z<p>Midknight: </p>
<hr />
<div>Current coordinator of the [[Kurathene Freelancer's Guild]]<br />
<br />
'''Current Characters:'''<br><br />
*Szakhar'Khotir (Shaahesk warrior)<br />
<br />
*[[Zaviel]] (Mercenary captain)<br />
<br />
[[Category:Player|Midknight]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=PCs:Zaviel&diff=14010PCs:Zaviel2006-06-23T05:28:34Z<p>Midknight: </p>
<hr />
<div>'''Age:''' Estimated at late 120s to early 130s<br />
<br />
'''Gender:''' Male<br />
<br />
'''Race:''' [[Avlissian Elf]]<br />
<br />
'''Alignment:''' [[Alignment#Chaotic_Neutral|Chaotic Neutral<br>]]<br />
<br />
'''Class:''' [[Fighter]]/[[Bard]]<br />
<br />
'''Affiliations:'''<br><br />
*Guildmaster, [[Kurathene Freelancer's Guild]]<br />
*Company commander, [[The Company of the Coin]]<br />
<br />
'''Current Residence:''' [[Kuras]]<br />
<br />
<br />
'''History:'''<br><br />
A mercenary sellsword, Zaviel has suffered through several strings of what he chalks up as "bad luck", losing company after company in a series of bandit ambushes while working throughout northern [[Brekon]] and [[the Seven Cities]]. While he attributes his losses to misfortune, other mercenaries who have worked with him in the past are more liklely to consider his arrogance as the reason for his downfall. Possessing some considerable skill in speech, oratory,and penmanship, he evidences possible ties to nobility in the past, though he is bit of a cynic about nobility in general. This, combined with his relatively average swordsmanship though have given others cause to joke of him that his tongue cuts deeper than his sword.<br />
<br />
He's since made his way north to the [[Kurathene|Kurathene Empire]], drawn by rumours of marshaling armies and increasing political tensions - prime opportunity for a freelancer. With rising tensions in the Empire, he has set up a structure for mercenaries drawn to the rising chaos in the form of the [[Kurathene Freelancer's Guild]], within which he has once more set up his own personal group, [[The Company of the Coin]].<br />
<br />
<br />
'''Traits:'''<br> <br />
The pen is mightier than the sword, they say, and this applies quite aptly to Zaviel. His skills lie beyond what he refers to as 'common' swordsmanship, and often prefers an indirect, preferably a diplomatic, means to approaching a problem. That being said, he is not completely unskilled in combat, and wields a variety of weapons in combat as the situation dictates. He is a quintessential jack of all trades, but master of none. <br />
<br />
<br />
[[Category:PCs|Zaviel]]<br />
[[Category:KurasPCs|Zaviel]]<br />
[[Category:KurathenePCs|Zaviel]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=PCs:Zaviel&diff=13105PCs:Zaviel2006-06-23T05:27:55Z<p>Midknight: </p>
<hr />
<div>'''Age:''' Estimated at late 120s to early 130s<br />
<br />
'''Gender:''' Male<br />
<br />
'''Race:''' [[Avlissian Elf]]<br />
<br />
'''Alignment:''' [[Alignment#Chaotic_Neutral|Chaotic Neutral<br>]]<br />
<br />
'''Class:''' [[Fighter]]/[[Bard]]<br />
<br />
'''Affiliations:'''<br><br />
*Guildmaster, [[Kurathene Freelancer's Guild]]<br />
*Company commander, [[The Company of the Coin]]<br />
<br />
'''Current Residence:''' [[Kuras]]<br />
<br />
<br />
'''History:'''<br><br />
<div align="justify><br />
A mercenary sellsword, Zaviel has suffered through several strings of what he chalks up as "bad luck", losing company after company in a series of bandit ambushes while working throughout northern [[Brekon]] and [[the Seven Cities]]. While he attributes his losses to misfortune, other mercenaries who have worked with him in the past are more liklely to consider his arrogance as the reason for his downfall. Possessing some considerable skill in speech, oratory,and penmanship, he evidences possible ties to nobility in the past, though he is bit of a cynic about nobility in general. This, combined with his relatively average swordsmanship though have given others cause to joke of him that his tongue cuts deeper than his sword.<br />
<br />
He's since made his way north to the [[Kurathene|Kurathene Empire]], drawn by rumours of marshaling armies and increasing political tensions - prime opportunity for a freelancer. With rising tensions in the Empire, he has set up a structure for mercenaries drawn to the rising chaos in the form of the [[Kurathene Freelancer's Guild]], within which he has once more set up his own personal group, [[The Company of the Coin]].<br />
<br />
<br />
'''Traits:'''<br> <br />
The pen is mightier than the sword, they say, and this applies quite aptly to Zaviel. His skills lie beyond what he refers to as 'common' swordsmanship, and often prefers an indirect, preferably a diplomatic, means to approaching a problem. That being said, he is not completely unskilled in combat, and wields a variety of weapons in combat as the situation dictates. He is a quintessential jack of all trades, but master of none. <br />
</div><br />
<br />
[[Category:PCs|Zaviel]]<br />
[[Category:KurasPCs|Zaviel]]<br />
[[Category:KurathenePCs|Zaviel]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Guild:Kurathene_Freelancer%27s_Guild&diff=14009Guild:Kurathene Freelancer's Guild2006-06-16T07:54:34Z<p>Midknight: </p>
<hr />
<div>'''General Information:'''<br />
The Freelancer's Guild works in the medieval sense of the word - an entity regulating commerce, specifically, the trade of men-at-arms or mercenaries. The Freelancer's Guild endeavours to provide quality 'dispute mediation' services for interested nobles in the Kurathene Empire, whether a merchant seeking personal protection or a fief lord looking for extra swords to bolster their armed forces. While Freelancer's Guild mercenaries are not always the best of warriors, their initiative, survivability, and neutral political stance can make them useful in situations that cannot be handled by regular troops (from espionage to cannon fodder).<br />
<br />
The Freelancer's Guild itself is a fairly loose organization - members all ascribe to a similar Code of Conduct in order to achieve a basic guarantee of quality, but further organization is left to members to decide - mercenaries are free to form whatever subgroups with their own rules as they wish, so long as they fit within the Freelancers Guild policy.<br />
<br />
<br />
'''Alignment:''' Any. Freelancers don't care much for ethics; they're more concerned with how skilled you are. Do keep in mind that Freelancers are basically paid to fight, and as scum of the earth may receive a few more 'unsavoury' assignments; keep this in mind if you're planning to bring along a Lawful Good character.<br />
<br />
<br />
'''Who can Join?''' Pretty much anyone who's looking to do mercenary work in the Kurathene Empire. If you've got a talent, it'll be in demand - not only are mercenaries for open battlefield combat necessary, but also characters who specialize in espionage or diplomacy may also find employment.<br />
<br />
<br />
'''Base of Operations''': Primarily Kuras.<br />
<br />
<br />
'''What to Expect:''' A way to network and get in touch with other mercenaries over the Kurathene, and up to date job postings and offers, making it easier to find employment, and a fairly loose group with a lot of leeway to set up a subgroup of your own. Due to the nature of the guild, it's a safe bet to say you'll encounter a fair amount of Character vs. Character combat.<br />
<br />
<br />
'''How to Contact''': PM Midknight on the Avlis boards if you have an interest, and you'll be able to gain access to the Guild boards. Alternately, speak to any professed Freelancers in-game, including Midknight's character [[Zaviel]] and have them pass on the information.<br />
<br />
'''DM Sponsors''': The Kurathene DM Team[http://www.avlis.org/wiki/index.php/Kurathene#Kurathene_Team]<br />
<br />
[[Category:Guilds|Kurathene Freelancers]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Guild:Kurathene_Freelancer%27s_Guild&diff=12613Guild:Kurathene Freelancer's Guild2006-06-16T07:53:25Z<p>Midknight: </p>
<hr />
<div>'''General Information:'''<br />
The Freelancer's Guild works in the medieval sense of the word - an entity regulating commerce, specifically, the trade of men-at-arms or mercenaries. The Freelancer's Guild endeavours to provide quality 'dispute mediation' services for interested nobles in the Kurathene Empire, whether a merchant seeking personal protection or a fief lord looking for extra swords to bolster their armed forces. While Freelancer's Guild mercenaries are not always the best of warriors, their initiative, survivability, and neutral political stance can make them useful in situations that cannot be handled by regular troops (from espionage to cannon fodder).<br />
<br />
The Freelancer's Guild itself is a fairly loose organization - members all ascribe to a similar Code of Conduct in order to achieve a basic guarantee of quality, but further organization is left to members to decide - mercenaries are free to form whatever subgroups with their own rules as they wish, so long as they fit within the Freelancers Guild policy.<br />
<br />
<br />
'''Alignment:''' Any. Freelancers don't care much for ethics; they're more concerned with how skilled you are. Do keep in mind that Freelancers are basically paid to fight, and as scum of the earth may receive a few more 'unsavoury' assignments; keep this in mind if you're planning to bring along a Lawful Good character.<br />
<br />
<br />
'''Who can Join?''' Pretty much anyone who's looking to do mercenary work in the Kurathene Empire. If you've got a talent, it'll be in demand - not only are mercenaries for open battlefield combat necessary, but also characters who specialize in espionage or diplomacy may also find employment.<br />
<br />
<br />
'''Base of Operations''': Primarily Kuras.<br />
<br />
<br />
'''What to Expect:''' A way to network and get in touch with other mercenaries over the Kurathene, and up to date job postings and offers, making it easier to find employment, and a fairly loose group with a lot of leeway to set up a subgroup of your own. Due to the nature of the guild, it's a safe bet to say you'll encounter a fair amount of Character vs. Character combat.<br />
<br />
<br />
'''How to Contact''': PM Midknight on the Avlis boards if you have an interest, and you'll be able to gain access to the Guild boards. Alternately, speak to any professed Freelancers in-game, including Midknight's character [[Zaviel]] and have them pass on the information.<br />
<br />
'''DM Sponsors''': [[Kurathene_Team]]<br />
<br />
[[Category:Guilds|Kurathene Freelancers]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Guild:Kurathene_Freelancer%27s_Guild&diff=12612Guild:Kurathene Freelancer's Guild2006-06-16T07:45:25Z<p>Midknight: </p>
<hr />
<div>'''General Information:'''<br />
The Freelancer's Guild works in the medieval sense of the word - an entity regulating commerce, specifically, the trade of men-at-arms or mercenaries. The Freelancer's Guild endeavours to provide quality 'dispute mediation' services for interested nobles in the Kurathene Empire, whether a merchant seeking personal protection or a fief lord looking for extra swords to bolster their armed forces. While Freelancer's Guild mercenaries are not always the best of warriors, their initiative, survivability, and neutral political stance can make them useful in situations that cannot be handled by regular troops (from espionage to cannon fodder).<br />
<br />
The Freelancer's Guild itself is a fairly loose organization - members all ascribe to a similar Code of Conduct in order to achieve a basic guarantee of quality, but further organization is left to members to decide - mercenaries are free to form whatever subgroups with their own rules as they wish, so long as they fit within the Freelancers Guild policy.<br />
<br />
<br />
'''Alignment:''' Any. Freelancers don't care much for ethics; they're more concerned with how skilled you are. Do keep in mind that Freelancers are basically paid to fight, and as scum of the earth may receive a few more 'unsavoury' assignments; keep this in mind if you're planning to bring along a Lawful Good character.<br />
<br />
<br />
'''Who can Join?''' Pretty much anyone who's looking to do mercenary work in the Kurathene Empire. If you've got a talent, it'll be in demand - not only are mercenaries for open battlefield combat necessary, but also characters who specialize in espionage or diplomacy may also find employment.<br />
<br />
<br />
'''Base of Operations''': Primarily Kuras.<br />
<br />
<br />
'''What to Expect:''' A way to network and get in touch with other mercenaries over the Kurathene, and up to date job postings and offers, making it easier to find employment, and a fairly loose group with a lot of leeway to set up a subgroup of your own. Due to the nature of the guild, it's a safe bet to say you'll encounter a fair amount of Character vs. Character combat.<br />
<br />
<br />
'''How to Contact''': PM Midknight on the Avlis boards if you have an interest, and you'll be able to gain access to the Guild boards. Alternately, speak to any professed Freelancers in-game, including Midknight's character [[Zaviel]] and have them pass on the information.<br />
<br />
[[Category:Guilds|Kurathene Freelancers]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Guild:Kurathene_Freelancer%27s_Guild&diff=12611Guild:Kurathene Freelancer's Guild2006-06-16T07:30:54Z<p>Midknight: </p>
<hr />
<div>'''General Information:'''<br />
The Freelancer's Guild works in the medieval sense of the word - an entity regulating commerce, specifically, the trade of men-at-arms or mercenaries. The Freelancer's Guild endeavours to provide quality 'dispute mediation' services for interested nobles in the Kurathene Empire, whether a merchant seeking personal protection or a fief lord looking for extra swords to bolster their armed forces. While Freelancer's Guild mercenaries are not always the best of warriors, their initiative, survivability, and neutral political stance can make them useful in situations that cannot be handled by regular troops (from espionage to cannon fodder).<br />
<br />
The Freelancer's Guild itself is a fairly loose organization - members all ascribe to a similar Code of Conduct in order to achieve a basic guarantee of quality, but further organization is left to members to decide - mercenaries are free to form whatever subgroups with their own rules as they wish, so long as they fit within the Freelancers Guild policy.<br />
<br />
<br />
'''Alignment:''' Any. Freelancers don't care much for ethics; they're more concerned with how skilled you are. Do keep in mind that Freelancers are basically paid to fight, and as scum of the earth may receive a few more 'unsavoury' assignments; keep this in mind if you're planning to bring along a Lawful Good character.<br />
<br />
<br />
'''Who can Join?''' Pretty much anyone who's looking to do mercenary work in the Kurathene Empire. If you've got a talent, it'll be in demand - not only are mercenaries for open battlefield combat necessary, but also characters who specialize in espionage or diplomacy may also find employment.<br />
<br />
<br />
'''Base of Operations''': Primarily Kuras.<br />
<br />
<br />
'''What to Expect:''' A way to network and get in touch with other mercenaries over the Kurathene, and up to date job postings and offers, making it easier to find employment, and a fairly loose group with a lot of leeway to set up a subgroup of your own. Due to the nature of the guild, it's a safe bet to say you'll encounter a fair amount of Character vs. Character combat.<br />
<br />
<br />
'''How to Contact''': PM Midknight on the Avlis boards if you have an interest, and you'll be able to gain access to the Guild boards. Alternately, speak to any professed Freelancers in-game and have them pass on the information.<br />
<br />
[[Category:Guilds|Kurathene Freelancers]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=PCs:Zaviel&diff=13104PCs:Zaviel2006-06-16T07:14:19Z<p>Midknight: </p>
<hr />
<div>''Am I a merchant? I suppose you could say I deal in steel, though there are few merchants that use steel in the same way that I do.'' <br />
<br />
A mercenary sellsword who's recently suffered a string of bad luck, losing his former company in a series of bandit ambushes while traveling through northern Brekon on a caravan out of the Seven Cities. He's since made his way north to the Kurathene Empire, drawn by rumours of marshaling armies and increasing political tensions - prime opportunity for a freelancer. Has some skill in speech, oratory,and penmanship - evidencing possible ties to nobility in the past, though he is bit of a cynic about nobility in general. This, combined with his relatively average swordsmanship though have given others cause to joke of him that his tongue cuts deeper than his sword.<br />
<br />
Currently located in the city of Kuras, coordinating the efforts of the budding [[Kurathene Freelancer's Guild]].<br />
<br />
[[Category:PCs|Zaviel]]<br />
[[Category:KurasPCs|Zaviel]]<br />
[[Category:KurathenePCs|Zaviel]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=PCs&diff=11989PCs2006-06-06T21:08:51Z<p>Midknight: </p>
<hr />
<div>__NOTOC__ <br />
<br />
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]]<br />
[[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]]<br />
[[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]]<br />
[[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]]<br />
[[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]]<br />
[[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]]<br />
[[#Y|Y]] [[#Z|Z]] | [[:Category:PCs| PCs Category]]<br />
<br />
=Character Listing=<br />
To make a new entry, [[PCs:Template|use this template]].<br />
<br />
This is a section for writing about your PCs. This may seem redundant with the boards, since those have journals and biography sections already. However, unlike the boards, the wiki is considered OOC. Furthermore, as the wiki grows, these entries can be hyperlinked into various articles that are written. So if [[PCs:Samwir | Samwir]] causes trouble in Elysia, you can just click his name to read about him. Links to these bios will be added as the history section is fleshed out, so put your PC in here when you get a chance.<br />
<br />
{| width="100%" style="background: transparent;"<br />
|class="MainPageBottom" width="50%" rowspan="2" valign="top" style="border: 1px solid #000080; padding: .5em 1em; margin: 1em; background-color: #E0FFFF;"|<br />
As of May 15th, 2006, all Wiki information is to be considered [[OOC]]. You can see the ruling [[Rules:Specific_Rules:Metagaming#Wiki_Information|here]]. This means that using information here [[IC|ICly]] is considered griefing.<br><br />
- [[User:Dougnoel|Doug]]<br />
|}<br />
<br />
==A==<br />
[[PCs:Aerill_Ailpera|Ailpera, Aerill]]<br><br />
[[PCs:Michael al'Aere|al'Aere, Michael]]<br><br />
[[PCs:Ankhara al'Khalid|al'Khalid, Ankhara]]<br><br />
[[PCs:Jorio_Alerian|Alerian, Jorio]]<br><br />
[[PCs:Friday_Alibar|Alibar, Friday]]<br><br />
[[PCs:Isogel Alleb|Alleb, Isogel]]<br><br />
[[PCs:Aeveras_Altaer|Altaer, Aeveras]]<br><br />
[[PCs:Nawen_Amakiir|Amakiir, Nawen]]<br><br />
[[PCs:Tamia_Amakiir|Amakiir, Tamia]]<br><br />
[[PCs:Amiru|Amiru]]<br><br />
[[PCs:Andrews, Russell|Andrews, Russell]]<br><br />
[[PCs:Anifail, Fealith|Anifail, Fealith]]<br><br />
[[PCs:Thalarian Arc'Thass|Arc'Thass, Thalarian]]<br><br />
[[PCs:Tenirra Arken'Held|Arken'Held, Tenirra]]<br><br />
[[PCs:Aspen (Eadha'Duir)|Aspen (Eadha'Duir)]]<br><br />
[[PCs:Ayiree|Ayiree]]<br><br />
[[PCs:Seretah Aylown|Aylown, Seretah]]<br><br />
<br />
==B==<br />
[[PCs:Mieri Bellmaker|Bellmaker, Mieri]]<br><br />
[[PCs:Blake Benneset|Benneset, Blake]]<br><br />
[[PCs:K'Tomma Benneset|Benneset, K'Tomma]]<br><br />
[[PCs:Josoph Billearn|Billearn, Josoph]]<br><br />
[[PCs:Krator Blackfist|Blackfist, Krator]]<br><br />
[[PCs:Garek_Blackstone|Blackstone, Garek]]<br><br />
[[PCs:Glenda Blecherofferschnach|Blecherofferschnach, Glenda]]<br><br />
[[PCs:Dannar Blighte|Blighte, Dannar]]<br><br />
[[PCs:Vurk Bloodfang|Bloodfang, Vurk]]<br><br />
[[PCs:Arkn'sterod Bloodsaik|Bloodsaik, Arkn'sterod]]<br><br />
[[PCs:Hawk Bodyravager|Bodyravager, Hawk]]<br><br />
[[PCs:Harvey Boekhorst|Boekhorst, Harvey]]<br><br />
[[PCs:Gurky Bogglewig|Bogglewig, Gurky]]<br><br />
<br />
==C==<br />
[[PCs:Arn_Callindraes|Callindraes, Arn]]<br><br />
[[PCs:Methuselah Caneras|Caneras, Methuselah]]<br><br />
[[PCs:Valeria Cavalieri|Cavalieri, Valeria]]<br><br />
[[PCs:Celarisse Curanwen|Curanwen, Celarisse]]<br><br />
<br />
==D==<br />
[[PCs:Llyshra Dald|Dald, Llyshra]]<br><br />
[[PCs:Fade Darkwing|Darkwing, Fade]]<br><br />
[[PCs:Gill Darkstar|Darkstar, Gill]]<br><br />
[[PCs:Kalgar Darthvord|Darthvord, Kalgar]]<br><br />
[[PCs:Day|Day]]<br><br />
[[PCs:Lucius D'Cythra|D'Cythra, Lucius]]<br><br />
[[PCs:Garret de'Karne|de'Karne, Garret]]<br><br />
[[PCs:Renard de'Tyrens|de'Tyrens, Renard]]<br><br />
[[PCs:Deider|Deider]]<br><br />
[[PCs:Vanyankaya (Vanya) Del'Trion|Del'Trion, Vanyankaya (Vanya)]]<br><br />
[[PCs:Evantis Delaxis|Delaxis, Evantis]]<br><br />
[[PCs:Madon "Madness" Dethrune|Dethrune, Madon "Madness"]]<br><br />
[[PCs:Dok|Dok]]<br><br />
[[PCs:Draconis|Draconis]]<br><br />
[[PCs:Havian O Dryinos|Dryinos, Havian O]]<br><br />
[[PCs:Celithril Dy'nen|Dy'nen, Celithril]]<br><br />
<br />
==E==<br />
[[PCs:Eldraea|Eldraea]]<br><br />
[[PCs:Elenya|Elenya]]<br><br />
[[PCs:Snorri Elfslayer|Elfslayer, Snorri]]<br><br />
[[PCs:Elsie|Elsie]]<br><br />
[[PCs:Elyl|Elyl]]<br><br />
[[PCs:Rabiah_Endymion|Endymion, Rabiah]]<br><br />
[[PCs:Epiktetus|Epiktetus]]<br><br />
[[PCs:Jared_Evershield|Evershield, Jared]]<br><br />
<br />
==F==<br />
[[PCs:Zacharia FeatherFingers|FeatherFingers, Zacharia]]<br><br />
[[PCs:Ialath Fentellon|Fentellon, Ialath]]<br><br />
[[PCs:Ferris Floydsson|Floydsson, Ferris]]<br> <br />
[[PCs: Artros|Forbeis, Artros]]<br><br />
[[PCs:Dorgan Fostwil|Fostwil, Dorgan]]<br><br />
[[PCs:Heronimous Fox|Fox, Heronimous]]<br><br />
[[PCs:Rorln Frizzlegomp|Frizzlegomp, Rorln]]<br><br />
[[PCs:Nord Fyne|Fyne, Nord]]<br><br />
[[PCs:Aramil Fynn|Fynn, Aramil]]<br><br />
[[PCs:Lotis Fynolis|Fynolis, Lotis]]<br><br />
<br />
==G==<br />
[[PCs:Mellenco Gardastar|Gardastar, Mellenco]]<br><br />
[[PCs:Gladd'avenglori|Gladd'avenglori]]<br><br />
[[PCs:Pilder Glittermil|Glittermil, Pilder]]<br><br />
[[PCs:Alnusa Glutinosa|Glutinosa, Alnusa]]<br><br />
[[PCs:Goldie|Goldie]]<br><br />
[[PCs:Grano Goodman|Goodman, Grano]]<br><br />
[[PCs:Fergus Goodmane|Goodmane, Fergus]]<br><br />
[[PCs:Belevren Graniteanvil|Graniteanvil, Belevren]]<br><br />
<br />
==H==<br />
[[PCs:Voyor Hadzum|Hadzum, Voyor]]<br><br />
[[PCs:Kharak Hammerstar|Hammerstar, Kharak]]<br><br />
[[PCs:Aramil Hanlen|Hanlen, Aramil]]<br><br />
[[PCs:Plitz Haubenschnaupf|Haubenschnaupf, Plitz]]<br><br />
[[PCs:Heldor|Heldor]]<br><br />
[[PCs:Odel Helmsplitter|Helmsplitter, Odel]]<br><br />
[[PCs:Gunsel Highbinder|Highbinder, Gunsel]]<br><br />
[[PCs:Trina Holyan|Holyan, Trina]]<br><br />
[[PCs:Brayon Hopper|Hopper, Brayon]]<br><br />
[[PCs:Simon Hytheria|Hytheria, Simon]]<br><br />
<br />
==I==<br />
[[PCs:Imril|Imril]]<br><br />
[[PCs:Alphonse Irofin|Irofin, Alphonse]]<br><br />
[[PCs:Ixldor|Ixldor]]<br><br />
<br />
==J==<br />
[[PCs:Jack|Jack (Ghallis Malignant)]]<br><br />
[[PCs:Jade|Jade]]<br><br />
[[PCs:Rhissaerk Jalesh|Jalesh, Rhissaerk]]<br><br />
[[PCs:Gram Jamjeans|Jamjeans, Gram]]<br><br />
[[PCs:Jard, Peren|Jard, Peren]]<br><br />
[[PCs:Merago Jert|Jert, Merago]]<br><br />
[[PCs:Jordaine|Jordaine]]<br><br />
[[PCs:Kaede Jr'ei'ren|Jr'ei'ren, Kaede]]<br><br />
[[PCs:Tri'as Ju'eir|Ju'eir, Tri'as]]<br><br />
<br />
==K==<br />
[[PCs:The Family|Kahn]]<br><br />
[[PCs:Allana Kalene|Kalene, Allana]]<br><br />
[[PCs:Kanga|Kanga]]<br><br />
[[PCs:Karr, Timo|Karr, Timo]]<br><br />
[[PCs:Khan, Magnus|Khan, Magnus]]<br><br />
[[PCs:Khiya|Khiya]]<br><br />
[[PCs:Kim, Jenii|Kim, Jenii]]<br><br />
[[PCs:Aradan Kir|Kir, Aradan]]<br><br />
[[PCs:Lisa Kler|Kler, Lisa]]<br><br />
[[PCs:Dashel Knight|Knight, Dashel]]<br><br />
[[PCs:Sasha Konstantine|Konstantine, Sasha]]<br><br />
[[PCs:Yohan Kurgenson|Kurgenson, Yohan]]<br><br />
[[PCs:Shinaa Kuri-Assa'rai|Kuri-Assa'rai, Shinaa]]<br><br />
[[PCs:Darro "Ghostblade" Kwikfoot|Kwikfoot, Darro "Ghostblade"]]<br><br />
<br />
==L==<br />
[[PCs:Law|Law]]<br><br />
[[PCs:Joren Le'Igh|Le'Igh, Joren]]<br><br />
[[PCs:Willem Lightheart|Lightheart, Willem]]<br><br />
[[PCs:Fraudoc Loclac|Loclac, Fraudoc]]<br><br />
[[PCs:Revjac Longtooth|Longtooth, Revjac]]<br><br />
[[PCs:Sydney Losstarot|Losstarot, Sydney]]<br><br />
[[PCs:Luna Luna|Luna, Luna]]<br><br />
[[PCs:Vichan Lyonsen|Lyonsen, Vichan]]<br><br />
<br />
==M==<br />
[[PCs:Kareth Ma'fer|Ma'fer, Kareth]]<br><br />
[[PCs:Kaelyn MacCaddor|MacCaddor, Kaelyn]]<br><br />
[[PCs:Malulani jael MacMurray|MacMurray, Malulani jael]]<br><br />
[[PCs:Kitiara Maelstrom|Maelstron, Kitiara]]<br><br />
[[PCs:Jillanae Maleficarium|Maleficarium, Jillanae]]<br><br />
[[PCs:Manuel the White|Manuel the White]]<br><br />
[[PCs:Marie the Confounder|Marie]]<br><br />
[[PCs:Vichan Marndry|Marndry, Vichan]]<br><br />
[[PCs:Dale_Marshall|Marshall, Dale]]<br><br />
[[PCs:Derek_Matthews|Matthews, Derek]]<br><br />
[[PCs:Frida da Medican|Medican, Frida da]]<br><br />
[[PCs:Janur da Medican|Medican, Janur da]]<br><br />
[[PCs:Mendell|Mendell]]<br><br />
[[PCs:Melonius Mennallin|Mennallin, Melonius]]<br><br />
[[PCs:Quicksilver Meridan|Meridan, Quicksilver]]<br><br />
[[PCs:Shana Merlin|Merlin, Shana]]<br><br />
[[PCs:Godloth_Mikonar|Mikonar, Godloth]]<br><br />
[[PCs:Ayren_Milen|Milen, Sir Ayren]]<br><br />
[[PCs:Gilthodel Mir'Dolledh|Mir'Dolledh, Gilthodiel]]<br><br />
[[PCs:Julian Montfort|Montfort, Julian]]<br><br />
[[PCs:Mowghina Moonblood|Moonblood, Mowghina]]<br><br />
[[PCs:Zachar Mordecai| Mordecai, Zachar]]<br><br />
[[PCs:Mylo|Mylo]]<br><br />
<br />
==N==<br />
[[Neren, Sywyn]]<br><br />
[[Nightcrawler, Logani]]<br />
<br />
==O==<br />
[[PCs:Oorayv'levena|Oorayv'levena]]<br><br />
[[PCs:Aiquandol Orener the 3rd|Orener the 3rd , Aiquandol]]<br><br />
[[PCs:Anyamaur Orener|Orener, Anyamur]]<br><br />
<br />
==P==<br />
[[PCs:Pajal|Pajal]]<br><br />
[[PCs:Ganden Pandorn|Pandorn, Ganden]]<br><br />
[[PCs:Leopold Phefefhur|Phefefhur, Leopold]]<br><br />
[[PCs:Kela Pureflank|Pureflank, Kela]]<br><br />
<br />
==Q==<br />
==R==<br />
[[PCs:D'Anjal Veskandar Ra|Ra, Veskandar D'Anjal]]<br><br />
[[PCs:Raen|Raen]]<br><br />
[[PCs:Chival Rai|Rai, Chival]]<br><br />
[[PCs:Edward Von Ravenstone|Von Ravenstone, Edward]]<br><br />
[[PCs:An'wen Re'lin|Re'lin, An'wen]]<br><br />
[[PCs:Rello|Rello]]<br><br />
[[PCs:Riadoc|Riadoc]]<br><br />
[[PCs:Brant Risko|Risko, Brant]]<br><br />
[[PCs:Kered Rose|Rose, Kered]]<br><br />
[[PCs:Jwolaroth Ruk|Ruk, Jwolaroth]]<br><br />
[[PCs:Ulfeit Rumnaheim|Rumnaheim, Ulfeit]]<br><br />
[[PCs:Revan|Revan]]<br><br />
[[PCs:Ruby|Ruby]]<br><br />
<br />
==S==<br />
[[PCs:Theresa Saint Albion|Saint Albion, Theresa ]]<br><br />
[[PCs:Samwir|Samwir]]<br><br />
[[PCs:Resthal Sethi|Sethi, Resthal]]<br><br />
[[PCs:Enzaneti Sighkopaf|Sighkopaf, Enzaneti]]<br><br />
[[PCs:Elong Singalong|Singalong, Elong]]<br><br />
[[PCs:Melakin Skyweider|Skyweider, Melakin]]<br><br />
[[PCs:Skavius Slaan |Slaan, Skavius]]<br><br />
[[PCs:Ellowin_Be'tend_Snyder|Snyder, Ellowin Be'tend]]<br><br />
[[PCs:Morgoth Sorben|Sorben, Morgoth]]<br><br />
[[PCs:Spit|Spit]]<br><br />
[[PCs:Raging Squirrel|Squirrel, Raging]]<br><br />
[[PCs:Crunk Steelcaster|Steelcaster, Crunk]]<br><br />
[[PCs:Hargas Steelhead|Steelhead, Hargas]]<br><br />
[[PCs:Raldar Stonecleaver|Stonecleaver, Raldar]]<br><br />
[[PCs:Shaniqua Stont|Stont, Shaniqua]]<br><br />
[[PCs:Aspen Stormcat|Stormcat, Aspen]]<br><br />
[[PCs:Thror Stormhammer|Stormhammer, Thror]]<br><br />
[[PCs:Straccio|Straccio]]<br><br />
[[PCs:Ruby Summerset|Summerset, Ruby]]<br><br />
[[PCs:Sagan Sunderin|Sunderin, Sagan]]<br><br />
[[PCs:Suuhoroh|Suuhoroh]]<br><br />
[[PCs:Terra Swift|Swift, Terra]]<br><br />
[[PCs:Danicia Swifthand|Swifthand, Danicia]]<br><br />
<br />
==T==<br />
[[PCs:Nesara Tal'piriarn|Tal'piriarn, Nesara]]<br><br />
[[PCs:Fassin Task|Task, Fassin]]<br><br />
[[PCs:Milora Tena'tneth|Tena'tneth, Milora]]<br><br />
[[PCs:Grag Tharashk|Tharashk, Grag]]<br><br />
[[PCs:Archibald Thel|Thel, Archibald]]<br><br />
[[PCs:Nirinthir Tir'ein |Tir'ein, Nirinthir]]<br><br />
[[PCs:Za'Mael Tir'Ent|Tir'Ent, Za'Mael]]<br><br />
[[PCs:Laen Toille|Toille, Laen]]<br><br />
[[PCs:Vroshgrak Treesitter|Treesitter, Vroshgrak]]<br><br />
[[PCs:Troth the Wanderer|Troth the Wanderer]]<br><br />
[[PCs:Tesh Tylnen|Tylnen, Tesh]]<br><br />
[[PCs:Miriel Hana Tel'Suzail|Tel'Suzail, Miriel Hana]]<br><br />
<br />
==U==<br />
[[PCs:Frederrick Uffelinter|Uffelinter, Freferrick]]<br><br />
[[PCs:Grace Dane-Unuldur|Unuldur, Grace Dane]]<br><br />
<br />
==V==<br />
[[PCs:Vana|Vana]]<br><br />
[[PCs:Vikaset|Vikaset]]<br><br />
[[PCs:Vuko, Magdalena|Vuko, Magdalena]]<br><br />
[[PCs:Vandor, Rika|Vandor, Rika]]<br><br />
<br />
==W==<br />
[[PCs:Robert Wallace|Wallace, Robert]]<br><br />
[[PCs:Waylan in the Wood|Wood, Waylan in the]]<br><br />
[[PCs:Richance Weller|Weller, Richance]]<br><br />
[[PCs:Dala Wennen|Wennen, Dala]]<br><br />
[[PCs:Kai-Ral_Windspar|Windspar, Kai-Ral]]<br><br />
[[PCs:Moira_Celyn_Windspar|Windspar, Dame Moira Celyn]]<br><br />
<br />
==X==<br />
[[PCs:Xen|Xen]]<br><br />
[[PCs:Xenith|Xenith]]<br><br />
<br />
==Y==<br />
==Z==<br />
[[Zaviel]]<br />
<br />
[[Category:PCs| PCs]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=PCs:Zaviel&diff=12610PCs:Zaviel2006-06-06T21:00:52Z<p>Midknight: </p>
<hr />
<div>''Am I a merchant? I suppose you could say I deal in steel, though there are few merchants that use steel in the same way that I do.'' <br />
<br />
A mercenary sellsword who's recently suffered a string of bad luck, losing his former company in a series of bandit ambushes while traveling through northern Brekon on a caravan out of the Seven Cities. He's since made his way north to the Kurathene Empire, drawn by rumours of marshaling armies and increasing political tensions - prime opportunity for a freelancer. Has some skill in speech, oratory,and penmanship - evidencing possible ties to nobility in the past, though he is bit of a cynic about nobility in general. This, combined with his relatively average swordsmanship though have given others cause to joke of him that his tongue cuts deeper than his sword.<br />
<br />
Currently located in the city of Kuras, coordinating the efforts of the budding [[Kurathene Freelancer's Guild]].<br />
<br />
[[Category:PCs|Zaviel]]<br />
[[Category:KurasPCs|Zaviel]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=PCs:Zaviel&diff=11943PCs:Zaviel2006-06-06T21:00:02Z<p>Midknight: </p>
<hr />
<div>''Am I a merchant? I suppose you could say I deal in steel, though there are few merchants use steel the way I do.'' <br />
<br />
A mercenary sellsword who's recently suffered a string of bad luck, losing his former company in a series of bandit ambushes while traveling through northern Brekon on a caravan out of the Seven Cities. He's since made his way north to the Kurathene Empire, drawn by rumours of marshaling armies and increasing political tensions - prime opportunity for a freelancer. Has some skill in speech, oratory,and penmanship - evidencing possible ties to nobility in the past, though he is bit of a cynic about nobility in general. This, combined with his relatively average swordsmanship though have given others cause to joke of him that his tongue cuts deeper than his sword.<br />
<br />
Currently located in the city of Kuras, coordinating the efforts of the budding [[Kurathene Freelancer's Guild]].<br />
<br />
[[Category:PCs|Zaviel]]<br />
[[Category:KurasPCs|Zaviel]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=User:Midknight&diff=13107User:Midknight2006-06-06T20:47:36Z<p>Midknight: </p>
<hr />
<div>Current coordinator of the Kurathene Freelancer's Guild<br />
<br />
Regular Characters include:<br />
<br />
Szakhar'Khotir (Shaahesk warrior)<br />
<br />
[[Zaviel]] (Mercenary captain)<br />
<br />
[[Category:Player|Midknight]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=User:Midknight&diff=11942User:Midknight2006-06-05T03:42:19Z<p>Midknight: </p>
<hr />
<div>Current coordinator of the Kurathene Freelancer's Guild<br />
<br />
Regular Characters include:<br />
<br />
Szakhar'Khotir (Shaahesk warrior)<br />
<br />
Zaviel (Mercenary captain)<br />
<br />
[[Category:Player|Midknight]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=User:Midknight&diff=11915User:Midknight2006-06-05T03:41:53Z<p>Midknight: </p>
<hr />
<div>Current coordinator of the Kurathene Freelancer's Guild<br />
Regular Characters include<br />
<br />
Szakhar'Khotir (Shaahesk warrior)<br />
<br />
Zaviel (Mercenary captain)<br />
<br />
[[Category:Player|Midknight]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Crafting_System&diff=11902Crafting System2006-06-02T01:46:17Z<p>Midknight: </p>
<hr />
<div>The Avlis Crafting System (ACS) enables PCs to make items out of natural resources. It has several components:<br />
<br />
==Alchemy==<br />
In Avlis, Alchemy is the art of creating potions that emulate the effect of a spell. One gathers components needed, and mixes them to create the potion desired. There are many alchemists on Avlis, the publically best known ones being the alchemists and herbalists of the organisation [[Guild:AKN|The AKN]]. (Advancement of Knowledge and Nature)<br />
<br />
Alchemy is done on an Alchemist's Table.<br />
<br />
==Armorcrafting==<br />
Armorcrafting entails the making of helmets and armor, from padded clothes to Mithral carapaces, and more. Armorcrafting is done on an Anvil.<br />
<br />
<br />
[[Guild:AAAA|AAAA]], Avlis Arms and Armor Association.<br />
<br />
==Blacksmithing==<br />
Blacksmithing is prmarily about making ingots of suitable materials, but can be used for things not included in Armorcrafting or Weaponsmithing as well, such as arrowheads. Blacksmithing is done with a Forge and an Anvil.<br />
<br />
<br />
[[Guild:AAAA|AAAA]], Avlis Arms and Armor Association.<br />
<br />
==Carpentry==<br />
Carpentry entails the making of bows, composite bows, crossbows, arrows, shields, instruments, and more. Carpentry involves gathering and chopping wood from trees to create these things as well. Carpentry is done with a Sawhorse.<br />
<br />
<br />
[[Guild:ACE|ACE]] Avlis Carpentry Enterprises<br />
<br />
==Gemcutting==<br />
The polishing and cutting of gems to be used in Jewelcrafting. Gemcutting is done with a Jewelcrafting Table.<br />
<br />
==Herbalism==<br />
Herbalism is the creation of bandages, ointments and poultices. Many of the things created with Herbalism have a use in Alchemism as well. Herbalism is used with an Alchemist's Table.<br />
<br />
<br />
[[Guild:AKN|The AKN]]<br />
<br />
==Jewelcrafting==<br />
Once the gems used have been polished, they can be used to craft trinkets, such as amulets and rings. Often, these things are imbued with the quality of some being, enchanting the wearer in some way. Jewelcrafting is done on a Jewelcrafting table.<br />
It is a well known fact that Jewelcrafting is harder and more expensive to advance in than other crafts. This is intended, and is considered a [[:Category:Dead Horse|Dead Horse]]<br />
<br />
==Mining==<br />
The excavation of minerals from the base rock, the minerals can then be smelted to ingots afterwards. You need a suitable pick to be able to mine.<br />
<br />
==Tailoring==<br />
Creating any sort of dress, outfit or armor made of cloth. Often, proficient tailors can make their creations magical by using the right materials. Tailoring is done with a Bolt of Cloth or a Loom.<br />
<br />
==Weaponsmithing==<br />
The creation of weapons by forming the proper materials to the form desired and attaching it to a handle. Weaponsmithing is done with an anvil.<br />
<br />
See also:<br />
<br />
http://www.avlis.org/wiki/index.php/Crafting<br />
<br />
[[Guild:AAAA|AAAA]], Avlis Arms and Armor Association.<br />
[[Category:Dead Horse]][[Category:Systems]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Crafting&diff=12588Crafting2006-05-30T06:38:39Z<p>Midknight: </p>
<hr />
<div>In 2nd Edition AD&D, PCs could learn proficiencies such as bowyer/fletcher, armorer, and weaponsmith, which allowed that PC to make bows and arrows, armor, and weapons, respectively. But making such things took up time, and rarely would a party of adventurers allow one of their characters to spend months making a suit of armor when they could simply buy one in five minutes.<br />
<br />
This is not so on Avlis. In Avlis your character does not even have to fight monsters to gain XP if he wants to. Thanks to Avlis' crafting system a PC can spend his entire career being a blacksmith, a weaponsmith, an armorer, a jeweler, an alchemist, or even a tailor. Or he could spend some of his time doing the deeds a "traditional" adventurer would do and use the rest crafting items.<br />
<br />
PCs of any class can be crafters. To craft an item only two things are needed – the proper ingredients and the proper place at which to craft. For example, a blacksmith would first need to find some iron ore and smelt it at a forge. Then perhaps he would flatten that iron into sheets on an anvil. After that he might use those iron sheets along with other ingredients to form a suit of armor.<br />
<br />
Gathering ingredients can be both easy and difficult. In the blacksmith example, the blacksmith might have to enter a mine and gather ore. Or perhaps he would enlist others to do so for him, or perhaps join a group of people and enter the mine together, for it is often the case that mines are inhabited by all sorts of creatures come up from the underground world. And the blacksmith might find that he can't just pick the ore from the walls of the mine by hand – he might need some kind of hammer to knock the ore out. Finding a place to work the ingredients is usually a case of common sense. Blacksmiths use forges and anvils. Bowyers might use a sawhorse to work the wood they have found or cut.<br />
<br />
Actually, there is one other thing a crafter needs to make something – its recipe. There are many ways to find the proper recipe needed to make an item. One is simple trial and error. Many of the item recipes follow common sense. Another is to ask another PC. Of course, the PC may not know, or he may not be inclined to tell you. A third way is to do some in-game research. You might find certain item recipes in book, or you might learn an item recipe from a DM as a reward for good roleplay. And yet another way is to join a crafting guild. You probably have to pay some sort of fee or dues to the guild, but in exchange you will learn their recipes and have access to their crafting supplies and work areas.<br />
<br />
When you attempt to craft an item you may not always succeed; indeed, your chance of success depends on the difficulty rating of the item you are trying to craft. Whenever you successfully craft an item your PC will gain two types of XP – standard XP and crafting XP. Standard XP is the same type of XP you get for killing monsters and completing scripted quests; it goes toward advancing your character level. Crafting XP goes toward the type of skill associated with the item you made. If you smelt ore, you will gain XP in blacksmithing. If you make a potion, you will gain XP in alchemy. If you spin cotton into fabric, you will gain XP in tailoring.<br />
<br />
Levels can be gained in each of the different types of crafting. As a PC gains crafting levels the difficulty of making things goes down – items that were once impossible for him to try and craft become merely difficult, and formerly difficult items may become easy to craft. To keep track of your crafting XP you can review your crafting skills using the crafting menu located in the [[Emote Radial|Emote System]]<br />
<br />
-------<br />
'''Using the Crafting Menu'''<br />
<br />
A crafting location is usually a placeable set as a container. Upon placement of items in the container, a small user's fee will be deducted, and the crafting menu will open up, consisting of several options:<br />
<br />
1. Load Raw Materials<br />
- This command will check the items in the placeable and then transfer items with the same name and tag from your inventory into the placeable - manually moving each item into the placeable is not required.<br />
<br />
2. Crafting Type Options<br />
-These commands show what categories of crafting are available at this particular placeable.<br />
<br />
2a. Crafting Category Recipes<br />
-This forms the bulk of the crafting menu. These display the recipes that can be crafted at this placeable within the specific crafting category. They are further subdivided by difficulty - easy, normal, hard, and very hard. The recipes within do not give any information on the required ingredients - this is considered In-Character information that should be researched or learned IC. Selecting one of these options further provides you with more options:<br />
<br />
A. Craft Quantity<br />
-Makes a number of craft attempts for the selected item as specified. Crafting will stop when the number of attempts has been reached or until materials run out. Crafting items will take some time and will expend ingredients for each attempt. In the case of some recipes, an xp cost from your character must be paid per attempt - a prompt will be given to show the xp cost required and gives an option to cancel out of the process before beginning.<br />
<br />
B. Toggle Research/Bulk Mode.<br />
-Research Mode is primarily an experimental mode. Only small quantities may be crafted, but always give experience regardless of a success or failure.<br />
-Furthermore, research mode will inform you if you are missing ingredients or sufficient quantities to craft an item.<br />
-Bulk mode allows crafting in large quantities, but experience is only given for successes, and no information about ingredients is given.<br />
<br />
3. Unload Raw Materials<br />
-Moves the contents of the placeable to your inventory.<br />
<br />
4. Clean off Table<br />
-Deletes the contents of the placeable.<br />
<br />
5. Quit<br />
-Exits the crafting menu. Any items still on the placeable will remain there.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:In-Game_Rules:_Mikona&diff=3583Rules:Specific Rules:In-Game Rules: Mikona2006-01-23T04:47:46Z<p>Midknight: </p>
<hr />
<div>In M'chek, criminals are considered guilty until proven innocent.<br />
<br />
== M'Chekian Legal System==<br />
<br />
1. Makeup of the Court: Misdemeanours and Felonies will be tried on the spot. For High Crimes, a panel of three justices will form the court.<br />
<br />
2. Evidentiary Rules: Prosecution must disclose evidence gathered to the defense, but the defense isn't under the same obligation to the prosecution. Hearsay is allowable. Defendant is compelled to testify. Burden of proof is on the defense. This means persons are guilty until proven innocent.<br />
<br />
3. Anatomy of the trial: Opening statements from the prosecution and the defense. Prosecution calls witnesses and presents evidence. Defense cross-examines witnesses and tries to refute evidence. Defense calls its witnesses and presents its evidence. Prosecution cross-examines and refute evidence. Prosecution is allowed to call rebuttal witnesses. Closing statements by both sides. Panel deliberates. Verdict is reached. Sentencing if necessary, with arguments in mitigation and enhancement.<br />
<br />
4. Clear definition of statutes that were violated and penalties associated with them: It is then up to the prosecutor to decide what the charges against the defendants will be prior to the trial. It is their job to make the official filing of the charges.<br />
<br />
<br />
== Temple Law ==<br />
<br />
1. The High Priest of each Officially Recognized Temple (hereafter referred to as Temple) will be responsible for deciding the law which applies there. Each High Priest will represent their Temple in the M'Chekian Noble House of Government should cooperation with the City of Mikona be required in matters of law.<br />
<br />
2. Entering a Temple implies consent to its law. In addition, all rights under the M'Chekian Law are waived for the duration of time spent within the Temple.<br />
<br />
3. Should a crime against a Temple be committed and the perpetrator flee to the city, a priest of the Temple should seek out a member of the M'Chekian Guards or the Mikona City Guard. If the law enforcer deems it reasonable, then this priest will be granted the right to bring said perpetrator to justice. If the request is not deemed reasonable, then an appeal may be made to the M'Chekian Common House of Government. This appeal should be made by the representative of the Church in the M'Chekian Noble House of Government.<br />
<br />
4. A Temple is not to be considered sanctuary from the M'Chekian Law. Should a crime be committed in an area under the jurisdiction of the M'Chekian Law, members of the M'Chekian Guards or Mikona City Guard will be fully authorized to extend the M'Chekian Law into any Temple in order that the perpetrator be brought to justice. Citizens wishing to bring a perpetrator to justice will be empowered just as they are under the appropriate M'Chekian Law. If the Temple deems this improper, they may appeal to the M'Chekian Common House of Government for a ruling.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:In-Game_Rules:_Mikona&diff=2923Rules:Specific Rules:In-Game Rules: Mikona2006-01-23T04:46:13Z<p>Midknight: </p>
<hr />
<div>== '''M'Chekian Legal System''' ==<br />
<br />
<br />
<br />
1. Makeup of the Court: Misdemeanours and Felonies will be tried on the spot. For High Crimes, a panel of three justices will form the court.<br />
<br />
2. Evidentiary Rules: Prosecution must disclose evidence gathered to the defense, but the defense isn't under the same obligation to the prosecution. Hearsay is allowable. Defendant is compelled to testify. Burden of proof is on the defense. This means persons are guilty until proven innocent.<br />
<br />
3. Anatomy of the trial: Opening statements from the prosecution and the defense. Prosecution calls witnesses and presents evidence. Defense cross-examines witnesses and tries to refute evidence. Defense calls its witnesses and presents its evidence. Prosecution cross-examines and refute evidence. Prosecution is allowed to call rebuttal witnesses. Closing statements by both sides. Panel deliberates. Verdict is reached. Sentencing if necessary, with arguments in mitigation and enhancement.<br />
<br />
4. Clear definition of statutes that were violated and penalties associated with them: It is then up to the prosecutor to decide what the charges against the defendants will be prior to the trial. It is their job to make the official filing of the charges.<br />
<br />
<br />
== Temple Law ==<br />
<br />
<br />
1. The High Priest of each Officially Recognized Temple (hereafter referred to as Temple) will be responsible for deciding the law which applies there. Each High Priest will represent their Temple in the M'Chekian Noble House of Government should cooperation with the City of Mikona be required in matters of law.<br />
<br />
2. Entering a Temple implies consent to its law. In addition, all rights under the M'Chekian Law are waived for the duration of time spent within the Temple.<br />
<br />
3. Should a crime against a Temple be committed and the perpetrator flee to the city, a priest of the Temple should seek out a member of the M'Chekian Guards or the Mikona City Guard. If the law enforcer deems it reasonable, then this priest will be granted the right to bring said perpetrator to justice. If the request is not deemed reasonable, then an appeal may be made to the M'Chekian Common House of Government. This appeal should be made by the representative of the Church in the M'Chekian Noble House of Government.<br />
<br />
4. A Temple is not to be considered sanctuary from the M'Chekian Law. Should a crime be committed in an area under the jurisdiction of the M'Chekian Law, members of the M'Chekian Guards or Mikona City Guard will be fully authorized to extend the M'Chekian Law into any Temple in order that the perpetrator be brought to justice. Citizens wishing to bring a perpetrator to justice will be empowered just as they are under the appropriate M'Chekian Law. If the Temple deems this improper, they may appeal to the M'Chekian Common House of Government for a ruling.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:In-Game_Rules:_Mikona&diff=2922Rules:Specific Rules:In-Game Rules: Mikona2006-01-23T04:45:28Z<p>Midknight: /* '''M'Chekian Legal System''' */</p>
<hr />
<div><br />
== '''M'Chekian Legal System''' ==<br />
<br />
<br />
<br />
1. Makeup of the Court: Misdemeanours and Felonies will be tried on the spot. For High Crimes, a panel of three justices will form the court.<br />
<br />
2. Evidentiary Rules: Prosecution must disclose evidence gathered to the defense, but the defense isn't under the same obligation to the prosecution. Hearsay is allowable. Defendant is compelled to testify. Burden of proof is on the defense. This means persons are guilty until proven innocent.<br />
<br />
3. Anatomy of the trial: Opening statements from the prosecution and the defense. Prosecution calls witnesses and presents evidence. Defense cross-examines witnesses and tries to refute evidence. Defense calls its witnesses and presents its evidence. Prosecution cross-examines and refute evidence. Prosecution is allowed to call rebuttal witnesses. Closing statements by both sides. Panel deliberates. Verdict is reached. Sentencing if necessary, with arguments in mitigation and enhancement.<br />
<br />
4. Clear definition of statutes that were violated and penalties associated with them: It is then up to the prosecutor to decide what the charges against the defendants will be prior to the trial. It is their job to make the official filing of the charges.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:In-Game_Rules:_Mikona&diff=2921Rules:Specific Rules:In-Game Rules: Mikona2006-01-23T04:44:54Z<p>Midknight: </p>
<hr />
<div><br />
== '''M'Chekian Legal System''' ==<br />
<br />
<br />
<br />
1. Makeup of the Court: Misdemeanours and Felonies will be tried on the spot. For High Crimes, a panel of three justices will form the court.<br />
<br />
2. Evidentiary Rules: Prosecution must disclose evidence gathered to the defense, but the defense isn't under the same obligation to the prosecution. Hearsay is allowable. Defendant is compelled to testify. Burden of proof is on the defense. This means persons are guilty until proven innocent.<br />
<br />
3. Anatomy of the trial: Opening statements from the prosecution and the defense. Prosecution calls witnesses and presents evidence. Defense cross-examines witnesses and tries to refute evidence. Defense calls its witnesses and presents its evidence. Prosecution cross-examines and refute evidence. Prosecution is allowed to call rebuttal witnesses. Closing statements by both sides. Panel deliberates. Verdict is reached. Sentencing if necessary, with arguments in mitigation and enhancement.<br />
<br />
4. Clear definition of statutes that were violated and penalties associated with them: It is then up to the prosecutor to decide what the charges against the defendants will be prior to the trial. It is their job to make the official filing of the charges.<br />
<br />
<br />
Misdemeanours (Summary Conviction - Guard in Training)<br />
<br />
Accessory, after the fact<br />
Accessory, not otherwise shown<br />
Adulterating Food or Drink<br />
Assault<br />
Battery<br />
Breaking & Entering<br />
Criminal Tresspass<br />
Disorderly Conduct<br />
Disrespect to a Noble or Ecclesiastic<br />
Drunk & Disorderly Conduct<br />
Endangering Government Property<br />
Endangering Life by Careless Use of Magic<br />
Endangering Private Property<br />
Impersonation, petty<br />
Lewd Conduct<br />
Passing Off of Shoddy Goods<br />
Resisting Arrest<br />
Shop Lifting<br />
Theft, petty<br />
Use of False Weights<br />
Vagrancy<br />
<br />
<br />
<br />
Felonies (Summary Conviction - Guard)<br />
<br />
Arson<br />
Arson, accessory<br />
Assault with a Deadly Weapon<br />
Burglary<br />
Coin Shaving<br />
Destruction of Private Property<br />
Destruction / Theft of Government Property<br />
Embezzlement<br />
Extortion<br />
Forgery<br />
Gaol-breaking<br />
Gaol-breaking, accessory<br />
Grave Robbing<br />
Harboring a Felon<br />
Impersonation<br />
Inciting a Riot<br />
Maiming of an Innocent<br />
Mutilation of an Innocent<br />
Perjury<br />
Purse Cutting / Snatching<br />
Racketeering / Protection<br />
Receiving Stolen Goods<br />
Riot<br />
Robbery<br />
Sale of Stolen Goods<br />
Smuggling<br />
Swindling / Confidence Games<br />
Tax Evasion<br />
Theft<br />
Torture of an Innocent<br />
<br />
<br />
<br />
High Crimes (Tried by a Judge)<br />
<br />
Armed / Highway Robbery<br />
Armed / Highway Robbery, accessory<br />
Bribery of an Official<br />
Counterfeiting<br />
Counterfeiting, accessory<br />
Desecration of Holy Place<br />
Flight from / to Avoid Bond Servitude<br />
Kidnapping<br />
Kidnapping, accessory<br />
Manslaughter<br />
Murder<br />
Murder, accessory<br />
Sedition<br />
Sedition, accessory<br />
Shipwrecking<br />
Shipwrecking, accessory<br />
Treason<br />
Treason, accessory</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:In-Game_Rules&diff=18279Rules:Specific Rules:In-Game Rules2006-01-23T04:43:19Z<p>Midknight: </p>
<hr />
<div>Many different places on Avlis have different legal and judicial systems. What may be accepted in one place may be considered a crime somewhere else, and vice versa. Below are the different systems for the various cities in Avlis.<br />
<br />
[[Rules:Specific_Rules:In-Game Rules: Elysia|In-Game Rules: Elysia]]<br />
<br />
[[Rules:Specific_Rules:In-Game Rules: Mikona|In-Game Rules: Mikona]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Talk:Rules&diff=16123Talk:Rules2006-01-23T04:42:50Z<p>Midknight: </p>
<hr />
<div>Whoa, it's all in different pages now. I made the original a single page on purpose, so newbies wanting to read all rules before starting playing could do that. --[[User:Krator|Krator]] 10:44, 22 Jan 2006 (GMT)<br />
<br />
Moved some stuff around; there's now a general In-Game rules section with links to in-game rules for different cities. [[User:Midknight|Midknight]] 04:42, 23 Jan 2006 (GMT)</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules&diff=4607Rules2006-01-23T04:42:16Z<p>Midknight: </p>
<hr />
<div>Avlis tries to have as few rules as possible. However, there are standards that we enforce to ensure that our vision of a roleplay server is met and to make sure that everybody has fun.<br />
#[[Rules:General_Rules|General Rules]]<br />
##[[Rules:Servervault_Purges|Servervault Purges]]<br />
##[[Rules:Powergaming|Powergaming]]<br />
##[[Rules:Punishment_Procedure|The Avlis Procedure for Punishment]]<br />
###[[Rules:Punishment_Procedure#Warnings|Warnings]]<br />
###[[Rules:Punishment_Procedure#Punishment|Punishment]]<br />
###[[Rules:Punishment_Procedure#Banishment|Banishment]]<br />
###[[Rules:Punishment_Procedure#Review|Review]]<br />
##[[Rules:Interacting|Interacting with DMs]]<br />
##[[Rules:Contacting_Team|Contacting the Team]]<br />
#[[Rules:Specific_Rules|Specific Rules]]<br />
##[[Rules:Specific_Rules:Metagaming|Metagaming]]<br />
###[[Rules:Specific_Rules:Metagaming#Floaty_Name|Floaty Name]]<br />
###[[Rules:Specific_Rules:Metagaming#Changelings|Changelings]]<br />
###[[Rules:Specific_Rules:Metagaming#Invisibility|Invisibility]]<br />
###[[Rules:Specific_Rules:Metagaming#Disguise|Disguise]]<br />
###[[Rules:Specific_Rules:Metagaming#Crafting_Recipes|Crafting Recipes]]<br />
###[[Rules:Specific_Rules:Metagaming#Sharing_Inn_Rooms|Sharing Inn Rooms]]<br />
##[[Rules:Specific_Rules:Exploiting|Exploiting]]<br />
###[[Rules:Specific_Rules:Exploiting#Duping|Duping]]<br />
###[[Rules:Specific_Rules:Exploiting#Sneaking_behind_a_person_through_a_door|Sneaking behind a person through a door]]<br />
###[[Rules:Specific_Rules:Exploiting#Transition_Ambushes|Transition Ambushes]]<br />
###[[Rules:Specific_Rules:Exploiting#ISD|ISD]]<br />
##[[Rules:Specific_Rules:Cheesing|Cheesing]]<br />
###[[Rules:Specific_Rules:Cheesing#Character_Backgrounds|Character Backgrounds]]<br />
###[[Rules:Specific_Rules:Cheesing#Races|Races]]<br />
####[[Rules:Specific_Rules:Cheesing#Elves|Elves]]<br />
####[[Rules:Specific_Rules:Cheesing#Drow|Drow]]<br />
###[[Rules:Specific_Rules:Cheesing#Pregnancy|Pregnancy]]<br />
###[[Rules:Specific_Rules:Cheesing#Prestige_Classes|Prestige Classes]]<br />
##[[Rules:Specific_Rules:Roleplaying_Related|Roleplaying Related]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Speaking_for_NPCs|Speaking for NPCs]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Sexuality|Sexuality]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Spies|Spies]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#The_Domination_Effect|The Domination Effect]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Speaking: Familiars,Changelings,Shapeshifters &Telepathy|Speaking: Familiars,Changelings,Shapeshifters &Telepathy]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Languages|Languages]]<br />
###[[Rules:Specific_Rules:In-Game Rules|In-Game Rules]]<br />
#[[Rules:Player_Guidelines|Player_Guidelines]][1]<br />
##[[Rules:Player_Guidelines#CvC Gentlemen's Agreement|CvC Gentlemen's Agreement]]<br />
----<br />
[1]Player guidelines aren't official rules, and don't have formal punishments for breaking them, but they are community guidelines accepted and followed by the community of players.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:In-Game_Rules:_Elysia&diff=6119Rules:Specific Rules:In-Game Rules: Elysia2006-01-23T04:41:42Z<p>Midknight: </p>
<hr />
<div>*Posted on various bulletin boards though out the city. *<br />
<br />
In Elysia and the lands it controls, a person is considered innocent until proven guilty. This holds true for citizens and non-citizens alike.<br />
<br />
Murder - The willful or accidental killing of anyone in Elysia is against the law, unless done in self-defense. The law sees no difference between a citizen and non-citizen, noble or commoner.<br />
<br />
The first offence carries a 1,000gp per victim fine, paid to the city of Elysia. This money will be distributed to the victims or their family.<br />
<br />
The second offence carries a 5,000gp per victim fine, paid to the city of Elysia. This money will be distributed to the victims or their family.<br />
<br />
The third offence carries a 5,000gp per victim fine, as well as exile from Elysia, on pain of death. This money will be distributed to the victims or their family.<br />
<br />
Theft ? Stealing is illegal in Elysia and the lands it controls. If caught, the thief, will be forced to either return the stolen property or pay restitution equal to the value of items stolen, plus a 1,000gp fine paid to the city of Elysia.<br />
<br />
Summoned Creatures - Elysia does not bar summoned creatures of any sort with in the city limits, but the person who summoned said creature is fully responsible for any act the creature takes. And will be treated as if he or she was the one who committed the act. This includes payment of fines and possible exile from the city.<br />
<br />
Drugs ? The use of drugs within the city limits is illegal and caries a 500gp per offence fine paid to the city of Elysia. Also the person will be held fully responsible for any act committed when under the influence of drugs.<br />
<br />
*Signed by the ruling console of Elysia. *<br />
<br />
OOC: Ok here?s what all that means.<br />
<br />
Innocent until proven guilty, this means unless you actually see the act, or the person admits to it, there isn?t much you can do. Naturally a DM can work around this if he or she wishes, by providing ?proof? of the crime. Everyone is allowed to help enforce these laws, but if you act without proof, you will be guilty of whatever act you commit.<br />
<br />
So for example, you see someone fighting a NPC in Elysia, you move in and attack the PC, kill him and make him cough up a fine. Only to find out afterwards, that the PC was attacked by the NPC first due to a faction bug. You will then be guilty of murder yourself, and need to pay all appropriate fines, including the possibility of the 1,000gp fine for stealing, if you forced the person to pay the murder fine. So make damn sure you know the full story before acting.<br />
<br />
Murder, if you see someone whacking NPC?s feel free to stop them. But keep possible faction bugs in mind. If the person is unwilling to cough up the fine, your allowed to take a item to hold for ransom, until the fine is paid. Accidental death counts the same as willful murder. So if you catch a NPC with a fireball, you?re guilty of murder. People exiled from Elysia will have their names posted on the tavern boards, feel free to kill this person on sight, and take a single item given back to them only after they leave the city and surrounding area.<br />
<br />
Stealing, again you have to actually catch the person in the act, seeing someone walk out of a house isn?t enough. If someone picks a PC?s pocket, you?re free to ?subdue? them and take back what they took, but nothing more, unless you need to hold a item for ransom.<br />
<br />
Summoned creatures, anything goes here, you can?t stop someone from walking around with a Balor or undead, let alone a familiar or animal companion. But if the summoned creature goes apeshit and starts whacking NPC?s or something, feel free to nail the creature and make the person pay the fine required.<br />
<br />
Drugs, they are illegal to use or sell in Elysia, because they do not promote the greater good in any way. This doesn?t mean you can attack someone who you think is using them, but if you see someone in the act of using a drug or selling drugs, you can try and force them to pay the fine. I would say killing them to take a item for ransom would be going to far.<br />
<br />
Fines will be paid by dumping the money in a donation box in the temple of O?Ma. It?s not there yet but I asked Orleron to put one in.<br />
<br />
Ransom of items. The only way to make a PC do something quite often is to hold on to an item they want back. In order to avoid hard feelings and such, if you find yourself in a situation where you need to hold a item for ransom, please limit it to one item, and not something that will prevent the person from being able to effectively play anymore. Taking someone?s only weapon for example would be IMO bad, take a ring or something else instead. If you do take someone down, you must stand guard over their corpse and make sure no one loots them.<br />
<br />
All in all, common sense must be used in these situations. So if you see someone fighting a NPC but they seem to be trying to get away, don?t assume they are guilty of murder. But on the other hand, if you see someone kill a NPC then stand around waiting for the other NPC?s to attack him or her, you don?t have to buy their story about a faction bug either.<br />
<br />
Lastly, there are other laws in Elysia. But for the most part, they aren?t something a PC can do, for example arson would be illegal, but there?s no way for a PC to set fire to a building in NWN, so I didn?t bother addressing it. Bottom line, Elysia is a Neutral Good city, and as such, the laws always take a back seat to the greater good.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:Roleplaying_Related&diff=6693Rules:Specific Rules:Roleplaying Related2006-01-23T04:41:27Z<p>Midknight: </p>
<hr />
<div>==Roleplaying Related==<br />
===Speaking for NPCs===<br />
Simply said, don't do it unless you have the title "DM" underneath your name.<br />
<br />
You speak for your own characters but not NPC's (The City Guard, The Government, Commoners, Temples of various gods, etc. - all off limits to non-DMs)<br />
===Sexuality===<br />
A sex crime is any act that meets any of the following criteria:<br />
- Non-consentual, In Character sexuality of any kind.<br />
- Non-consentual, Out of Character sexuality of any kind.<br />
- Any form of sexuality with a minor (per the United States most strict definition of a minor).<br />
<br />
Roleplaying Sex Crimes in Avlis or any Avlis owned/controlled medium is prohibited.<br />
<br />
Roleplaying includes, but is not limited to: stories, rumors, and accusations In Character.<br />
<br />
This is a zero tolerance policy and anyone caught commiting sex crimes of any kind in Avlis or any Avlis owned/controlled medium will be immediately banned from ALL Avlis owned/controlled mediums.<br />
===Spies===<br />
Independent of your race, class, alignment, age, deity, length of beard, sexual preference, oppressive BO and other such stuff: the same rules apply to every character.<br />
<br />
1) The DM sponsor of the guild you're trying to spy and spying for knows about it.<br />
<br />
2) All information spied MUST pass through this DM.<br />
<br />
This includes Changelings.<br />
===The Domination Effect===<br />
Domination provides physical control over the victim of the spell, as long as the action would not bring the victim direct harm.<br />
<br />
Domination does not provide mental control over the victim of the spell.<br />
<br />
Domination does not allow you to force someone to tell the truth.<br />
<br />
Examples:<br><br />
1. "kill yourself" - BAD, can be ignored<br><br />
2. "jump off this building" - BAD, can be ignored<br><br />
3. "attack _____" - GOOD<br><br />
4. "did you ____" - BAD, victim does not have to answer truthfully<br><br />
5. "go into that house" - GOOD<br><br />
6. "return to your guild hall" - BAD<br><br />
7. "Show me the ring on your hand" - GOOD<br><br />
8. "show me the item that allows you to enter ______" - BAD<br><br />
<br />
===Speaking: Familiars,Changelings,Shapeshifters &Telepathy===<br />
Speaking Familiars<br />
While familiars are magical animals, they do not all gain the ability to speak. Only the following familiars have vocal chords allowing them to speak:<br />
Faerie Dragon<br />
Imp<br />
Mephits<br />
Pixie<br />
<br />
Speaking While Shapeshifted<br />
Shifting into a new form does not allow you to speak with animals of that type. Nor does it allow you to communicate with Druids or Rangers. Most shifter forms are incapable of speech. In addition to PC races, only the following forms have vocal chords which allow you to speak:<br />
Azer<br />
Balor<br />
Death Slaad<br />
Dragons (Wyrmlings to Ancient)<br />
Gargoyle<br />
Giants (Fire or otherwise)<br />
Harpy<br />
Lupin<br />
Medusa<br />
Mind Flayer (Illithid)<br />
Minotaur<br />
Manticore<br />
Rakshasa<br />
Risen Lord<br />
Spectre<br />
Tlincalli<br />
Troll<br />
Vampire<br />
<br />
Speaking as a Changeling<br />
When a changeling changes form, he changes internally as well as externally. This means that if a changeling assumes a form without vocal chords, he cannot speak.<br />
<br />
Telepathy<br />
Telepathy can exist between mages and their familiars, depending on the species of familiar. This is the only form of telepathy to exist in Avlis.<br />
<br />
No PC may speak telepathically to another PC. No PC may use telepathy or other similar powers to read another PC's mind. This is cheesing.<br />
===Languages===<br />
* English is the official language of the Avlis servers<br />
<br />
* For IC situations, English is considered to be Common<br />
<br />
<br />
For other languages in game, you must actually learn the language and use it at your leisure.<br />
<br />
An RL *accent* is fine, whatever the accent is.<br />
<br />
Importing a RL *language* into Avlis and saying it is an Avlisssian language is not fine.<br />
<br />
Avlissian languages are made up on their own. If you want to make a language for Race X from scratch and use French (or any other RL)grammar as the basis, or even take a bunch of French (or other foreign) words and switch around a bunch of letters and vowels to make them completely different words, I don't have a problem with that. The new resulting language must not be recognizable from the base RL language however.<br />
<br />
<br />
But the wholesale importation of another language is a no no.<br />
===In Game Rules===<br />
[[Rules:Specific_Rules:In-Game Rules|In-Game Rules]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:In-Game_Rules&diff=2920Rules:Specific Rules:In-Game Rules2006-01-23T04:40:27Z<p>Midknight: </p>
<hr />
<div>Many different places on Avlis have different legal and judicial systems. What may be accepted in one place may be considered a crime somewhere else, and vice versa. Below are the different systems for the various cities in Avlis.<br />
<br />
[[Rules:Specific_Rules:In-Game Rules: Elysia|In-Game Rules: Elysia]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules:In-Game_Rules&diff=2916Rules:Specific Rules:In-Game Rules2006-01-23T04:40:19Z<p>Midknight: </p>
<hr />
<div>Many different places on Avlis have different legal and judicial systems. What may be accepted in one place may be considered a crime somewhere else, and vice versa. Below are the different systems for the various cities in Avlis.<br />
<br />
###[[Rules:Specific_Rules:In-Game Rules: Elysia|In-Game Rules: Elysia]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules&diff=2918Rules2006-01-23T04:38:41Z<p>Midknight: </p>
<hr />
<div>Avlis tries to have as few rules as possible. However, there are standards that we enforce to ensure that our vision of a roleplay server is met and to make sure that everybody has fun.<br />
#[[Rules:General_Rules|General Rules]]<br />
##[[Rules:Servervault_Purges|Servervault Purges]]<br />
##[[Rules:Powergaming|Powergaming]]<br />
##[[Rules:Punishment_Procedure|The Avlis Procedure for Punishment]]<br />
###[[Rules:Punishment_Procedure#Warnings|Warnings]]<br />
###[[Rules:Punishment_Procedure#Punishment|Punishment]]<br />
###[[Rules:Punishment_Procedure#Banishment|Banishment]]<br />
###[[Rules:Punishment_Procedure#Review|Review]]<br />
##[[Rules:Interacting|Interacting with DMs]]<br />
##[[Rules:Contacting_Team|Contacting the Team]]<br />
#[[Rules:Specific_Rules|Specific Rules]]<br />
##[[Rules:Specific_Rules:Metagaming|Metagaming]]<br />
###[[Rules:Specific_Rules:Metagaming#Floaty_Name|Floaty Name]]<br />
###[[Rules:Specific_Rules:Metagaming#Changelings|Changelings]]<br />
###[[Rules:Specific_Rules:Metagaming#Invisibility|Invisibility]]<br />
###[[Rules:Specific_Rules:Metagaming#Disguise|Disguise]]<br />
###[[Rules:Specific_Rules:Metagaming#Crafting_Recipes|Crafting Recipes]]<br />
###[[Rules:Specific_Rules:Metagaming#Sharing_Inn_Rooms|Sharing Inn Rooms]]<br />
##[[Rules:Specific_Rules:Exploiting|Exploiting]]<br />
###[[Rules:Specific_Rules:Exploiting#Duping|Duping]]<br />
###[[Rules:Specific_Rules:Exploiting#Sneaking_behind_a_person_through_a_door|Sneaking behind a person through a door]]<br />
###[[Rules:Specific_Rules:Exploiting#Transition_Ambushes|Transition Ambushes]]<br />
###[[Rules:Specific_Rules:Exploiting#ISD|ISD]]<br />
##[[Rules:Specific_Rules:Cheesing|Cheesing]]<br />
###[[Rules:Specific_Rules:Cheesing#Character_Backgrounds|Character Backgrounds]]<br />
###[[Rules:Specific_Rules:Cheesing#Races|Races]]<br />
####[[Rules:Specific_Rules:Cheesing#Elves|Elves]]<br />
####[[Rules:Specific_Rules:Cheesing#Drow|Drow]]<br />
###[[Rules:Specific_Rules:Cheesing#Pregnancy|Pregnancy]]<br />
###[[Rules:Specific_Rules:Cheesing#Prestige_Classes|Prestige Classes]]<br />
##[[Rules:Specific_Rules:Roleplaying_Related|Roleplaying Related]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Speaking_for_NPCs|Speaking for NPCs]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Sexuality|Sexuality]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Spies|Spies]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#The_Domination_Effect|The Domination Effect]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Speaking: Familiars,Changelings,Shapeshifters &Telepathy|Speaking: Familiars,Changelings,Shapeshifters &Telepathy]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Languages|Languages]]<br />
###[[Rules:Specific_Rules:In-Game Rules|In-Game Rules]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#In Game Rules: Elysia|In Game Rules: Elysia]]<br />
#[[Rules:Player_Guidelines|Player_Guidelines]][1]<br />
##[[Rules:Player_Guidelines#CvC Gentlemen's Agreement|CvC Gentlemen's Agreement]]<br />
----<br />
[1]Player guidelines aren't official rules, and don't have formal punishments for breaking them, but they are community guidelines accepted and followed by the community of players.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules&diff=2915Rules2006-01-23T04:37:42Z<p>Midknight: </p>
<hr />
<div>Avlis tries to have as few rules as possible. However, there are standards that we enforce to ensure that our vision of a roleplay server is met and to make sure that everybody has fun.<br />
#[[Rules:General_Rules|General Rules]]<br />
##[[Rules:Servervault_Purges|Servervault Purges]]<br />
##[[Rules:Powergaming|Powergaming]]<br />
##[[Rules:Punishment_Procedure|The Avlis Procedure for Punishment]]<br />
###[[Rules:Punishment_Procedure#Warnings|Warnings]]<br />
###[[Rules:Punishment_Procedure#Punishment|Punishment]]<br />
###[[Rules:Punishment_Procedure#Banishment|Banishment]]<br />
###[[Rules:Punishment_Procedure#Review|Review]]<br />
##[[Rules:Interacting|Interacting with DMs]]<br />
##[[Rules:Contacting_Team|Contacting the Team]]<br />
#[[Rules:Specific_Rules|Specific Rules]]<br />
##[[Rules:Specific_Rules:Metagaming|Metagaming]]<br />
###[[Rules:Specific_Rules:Metagaming#Floaty_Name|Floaty Name]]<br />
###[[Rules:Specific_Rules:Metagaming#Changelings|Changelings]]<br />
###[[Rules:Specific_Rules:Metagaming#Invisibility|Invisibility]]<br />
###[[Rules:Specific_Rules:Metagaming#Disguise|Disguise]]<br />
###[[Rules:Specific_Rules:Metagaming#Crafting_Recipes|Crafting Recipes]]<br />
###[[Rules:Specific_Rules:Metagaming#Sharing_Inn_Rooms|Sharing Inn Rooms]]<br />
##[[Rules:Specific_Rules:Exploiting|Exploiting]]<br />
###[[Rules:Specific_Rules:Exploiting#Duping|Duping]]<br />
###[[Rules:Specific_Rules:Exploiting#Sneaking_behind_a_person_through_a_door|Sneaking behind a person through a door]]<br />
###[[Rules:Specific_Rules:Exploiting#Transition_Ambushes|Transition Ambushes]]<br />
###[[Rules:Specific_Rules:Exploiting#ISD|ISD]]<br />
##[[Rules:Specific_Rules:Cheesing|Cheesing]]<br />
###[[Rules:Specific_Rules:Cheesing#Character_Backgrounds|Character Backgrounds]]<br />
###[[Rules:Specific_Rules:Cheesing#Races|Races]]<br />
####[[Rules:Specific_Rules:Cheesing#Elves|Elves]]<br />
####[[Rules:Specific_Rules:Cheesing#Drow|Drow]]<br />
###[[Rules:Specific_Rules:Cheesing#Pregnancy|Pregnancy]]<br />
###[[Rules:Specific_Rules:Cheesing#Prestige_Classes|Prestige Classes]]<br />
##[[Rules:Specific_Rules:Roleplaying_Related|Roleplaying Related]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Speaking_for_NPCs|Speaking for NPCs]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Sexuality|Sexuality]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Spies|Spies]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#The_Domination_Effect|The Domination Effect]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Speaking: Familiars,Changelings,Shapeshifters &Telepathy|Speaking: Familiars,Changelings,Shapeshifters &Telepathy]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Languages|Languages]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#In Game Rules: Elysia|In Game Rules: Elysia]]<br />
#[[Rules:Player_Guidelines|Player_Guidelines]][1]<br />
##[[Rules:Player_Guidelines#CvC Gentlemen's Agreement|CvC Gentlemen's Agreement]]<br />
----<br />
[1]Player guidelines aren't official rules, and don't have formal punishments for breaking them, but they are community guidelines accepted and followed by the community of players.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules&diff=2914Rules2006-01-23T04:36:57Z<p>Midknight: </p>
<hr />
<div>Avlis tries to have as few rules as possible. However, there are standards that we enforce to ensure that our vision of a roleplay server is met and to make sure that everybody has fun.<br />
#[[Rules:General_Rules|General Rules]]<br />
##[[Rules:Servervault_Purges|Servervault Purges]]<br />
##[[Rules:Powergaming|Powergaming]]<br />
##[[Rules:Punishment_Procedure|The Avlis Procedure for Punishment]]<br />
###[[Rules:Punishment_Procedure#Warnings|Warnings]]<br />
###[[Rules:Punishment_Procedure#Punishment|Punishment]]<br />
###[[Rules:Punishment_Procedure#Banishment|Banishment]]<br />
###[[Rules:Punishment_Procedure#Review|Review]]<br />
##[[Rules:Interacting|Interacting with DMs]]<br />
##[[Rules:Contacting_Team|Contacting the Team]]<br />
#[[Rules:Specific_Rules|Specific Rules]]<br />
##[[Rules:Specific_Rules:Metagaming|Metagaming]]<br />
###[[Rules:Specific_Rules:Metagaming#Floaty_Name|Floaty Name]]<br />
###[[Rules:Specific_Rules:Metagaming#Changelings|Changelings]]<br />
###[[Rules:Specific_Rules:Metagaming#Invisibility|Invisibility]]<br />
###[[Rules:Specific_Rules:Metagaming#Disguise|Disguise]]<br />
###[[Rules:Specific_Rules:Metagaming#Crafting_Recipes|Crafting Recipes]]<br />
###[[Rules:Specific_Rules:Metagaming#Sharing_Inn_Rooms|Sharing Inn Rooms]]<br />
##[[Rules:Specific_Rules:Exploiting|Exploiting]]<br />
###[[Rules:Specific_Rules:Exploiting#Duping|Duping]]<br />
###[[Rules:Specific_Rules:Exploiting#Sneaking_behind_a_person_through_a_door|Sneaking behind a person through a door]]<br />
###[[Rules:Specific_Rules:Exploiting#Transition_Ambushes|Transition Ambushes]]<br />
###[[Rules:Specific_Rules:Exploiting#ISD|ISD]]<br />
##[[Rules:Specific_Rules:Cheesing|Cheesing]]<br />
###[[Rules:Specific_Rules:Cheesing#Character_Backgrounds|Character Backgrounds]]<br />
###[[Rules:Specific_Rules:Cheesing#Races|Races]]<br />
####[[Rules:Specific_Rules:Cheesing#Elves|Elves]]<br />
####[[Rules:Specific_Rules:Cheesing#Drow|Drow]]<br />
###[[Rules:Specific_Rules:Cheesing#Pregnancy|Pregnancy]]<br />
###[[Rules:Specific_Rules:Cheesing#Prestige_Classes|Prestige Classes]]<br />
##[[Rules:Specific_Rules:Roleplaying_Related|Roleplaying Related]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Speaking_for_NPCs|Speaking for NPCs]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Sexuality|Sexuality]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Spies|Spies]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#The_Domination_Effect|The Domination Effect]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Speaking: Familiars,Changelings,Shapeshifters &Telepathy|Speaking: Familiars,Changelings,Shapeshifters &Telepathy]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#Languages|Languages]]<br />
###[[Rules:Specific_Rules:Roleplaying_Related#In Game Rules|In Game Rules]]<br />
#[[Rules:Player_Guidelines|Player_Guidelines]][1]<br />
##[[Rules:Player_Guidelines#CvC Gentlemen's Agreement|CvC Gentlemen's Agreement]]<br />
----<br />
[1]Player guidelines aren't official rules, and don't have formal punishments for breaking them, but they are community guidelines accepted and followed by the community of players.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Talk:Nine_Major_Races&diff=17565Talk:Nine Major Races2006-01-23T04:33:25Z<p>Midknight: </p>
<hr />
<div>Added links to specific pages for each race for more in-depth info/RP tips/whatever-have-you as required - feel free to delete them if they're overly redundant. Also copied and pasted some race descriptions from the World Information Forum - http://www.avlis.org/viewforum.php?f=98 ; a lot of it still needs editing - [[User:Midknight|Midknight]] 04:27, 23 Jan 2006 (GMT)</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Avlissian_Elf&diff=6145Avlissian Elf2006-01-23T04:32:22Z<p>Midknight: </p>
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<div>Avlissian elves<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 />
Personality: 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 />
Physical Description: 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 />
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 />
Relations: Though they get along well with their distant cousins, the 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 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. 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 gnomes, however, for the amusement that they get from them.<br />
It is not known exactly what Dru?Elian high elves think of the sereg?wethrin and 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 />
Alignment: ?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 />
Avlissian Elf Lands: 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 Seven Cities in positions of power. Many others are found wandering or making meager livings in other cities around Negaria.<br />
Religion: 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, Dre?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 />
Language: 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 />
Names: 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 />
Male Names: Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri?as, Tre?lanin, Zeerestova, Zero?dru?el<br />
Female Names: Ailinara, Delenari, Levana, Naia, Nansha, Nir?hirefya, Talyooma, Toova, Yeledela?dru?el, Yoofeh<br />
Family Names: Ju?Eir, Niltaurwen, Rinthon, Sunmar, Verwinovel<br />
Adventurers: 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.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Galdokin&diff=6035Galdokin2006-01-23T04:31:39Z<p>Midknight: </p>
<hr />
<div>Galdokin<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 />
Personality: 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 />
Physical Description: Galdokin heights range between 4 and 4 ? 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 />
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 />
Relations: 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 dubgaldokin, to outright calls for blood, as in the case of the giant-kin and 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 />
Alignment: 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 />
Galdokin Lands: 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 to become the nation of Deglos. Few galdokin are found in Deglos today, and few adventure beyond the confines of their mountain kingdom.<br />
Religion: 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 />
Language: 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. 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 />
Names: 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 />
Male Names: Adhin, Hargas, Harthgrepa, Kharak, Lagnar, Rald, Teran, Thalin, Thorgrim, Tinzuc<br />
Female Names: Amber, Diamond, Hanni, Lilla, Odella, Opal, Tagnara, Threlli, Triphella, Varda<br />
Clan Names: Gald, Ironfist, Steelhead, Stormhammer, Thund<br />
Adventurers: 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.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Dubgaldokin&diff=6044Dubgaldokin2006-01-23T04:31:03Z<p>Midknight: </p>
<hr />
<div>Dubgaldokin<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 />
Personality: Though they are seen as slightly less caustic than their 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 />
Physical Description: Dubgaldokin heights are between 3 ? and 4 ? 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 />
Both male and female dubgaldokin dress in earth tones and make their clothing often from the skins of surface animals.<br />
Relations: 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 orcish, goblinoid, or 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 elves or 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 />
Alignment: 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 />
Dubgaldokin Lands: 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 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 Seven Cities and parts of T?Nanshi.<br />
Religion: 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 />
Languages: Dwarven is the main language spoken by dwarves of all kinds. The dubgaldokin form borrows heavily from 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 />
Names: 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 />
Male Names: Adhin, Hargas, Harthgrepa, Kharak, Lagnar, Rald, Teran, Thalin, Thorgrim, Tinzuc<br />
Female Names: Amber, Diamond, Hanni, Lilla, Odella, Opal, Tagnara, Threlli, Triphella, Varda<br />
Family Names: Forgefire, Cooper, Limecrusher, Rivetdriver, Smithy<br />
Adventurers: 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.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Half-nymphs&diff=6285Half-nymphs2006-01-23T04:29:58Z<p>Midknight: </p>
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<div>Half-Nymphs:<br />
Half-nymphs are the offspring of a human or elven parent with a 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 />
Personality: 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 />
Physical Description: 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 />
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 />
Relations: 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 />
Alignment: 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 />
Half-Nymph Lands: 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, 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 />
Religion: 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 />
Language: 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 />
Names: 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 />
Male Names: Alarn, Arbor, Cha?or, Elerenon, Kendle, Liam, Moonlake, Sun, Tavin, Zeal<br />
Female Names: Abera, Belana, Daria, Heliana, Juine, Lavenda, Star, Tupaia, Telina, Yuria<br />
Last Names: Brenton, E?Lyan, Grumbald, Tal?Raethe, Warick<br />
Adventurers: 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.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Half-Elf&diff=3921Half-Elf2006-01-23T04:29:20Z<p>Midknight: </p>
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<div>Half-elves<br />
Half-elves are born of a union between a human and an elf. On Avlis, there are a number of different elven subraces: Dru?Elian high elves, ghost elves, drangonari elves, and sereg?wethrin. All of these 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. 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 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 />
Physical Description: 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 />
When fathered by a 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 />
Combinations with 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 />
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 />
Relations: 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 two or three centuries, the elves will never believe that they can know nature as they do. 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. 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 />
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 />
Alignment: 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 />
Half-elf Lands: There is no singular country ruled by these beings. Many of them exist among humans in M?Chek and the 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 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 />
Religion: 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 />
Language: Half-elves raised around humans will use the common tongue as their main language. Many speak 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 />
Names: 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 />
Male Names: Alaran, Earar, Kohav, Maher, Lonovan, Larold, Saman, Tinan, Zeke<br />
Female Names: Amelia, Delia, Gene, Melina, Nansha, Samara, Talyooma, Toova, Yeledela?dru?el, Yoofeh<br />
Last Names: Arkald, Fenton, Ju?Eir, Sunstreamer, Trellewin<br />
Adventurers: 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.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Talk:Nine_Major_Races&diff=2912Talk:Nine Major Races2006-01-23T04:27:34Z<p>Midknight: </p>
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<div>Added links to specific pages for each race for more in-depth info/RP tips/whatever-have-you as required - feel free to delete them if they're overly redundant [[User:Midknight|Midknight]] 04:27, 23 Jan 2006 (GMT)</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Talk:Rules:Specific_Rules&diff=18265Talk:Rules:Specific Rules2006-01-23T04:26:14Z<p>Midknight: </p>
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<div>Created a seperate In-Game Rules section for IC laws, and moved the elysian info there.<br />
[[User:Midknight|Midknight]] 04:26, 23 Jan 2006 (GMT)</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules&diff=5341Rules:Specific Rules2006-01-23T04:25:25Z<p>Midknight: </p>
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<div>='''Specific Rules'''=<br />
==Metagaming==<br />
Metagaming is simply another term for using out of character (OOC)information rather than just the in character (IC) information your character has learnt whilst you are playing him. The term loosely means ?Game with in a Game? in the case of Avlis this means the game of Never Winter Nights (NWN) within the game of Avlis.<br />
<br />
Avlis is in many ways a game unto itself. It?s derived from a long running pen and paper (PnP) D&D Campaign world, with it?s own set of rules and history. When playing on Avlis things work differently than in standard NWN, like death, treasure, experience gain, ect.<br />
<br />
Metagaming is when you think more about the way NWN works then how Avlis works. Or OOC vs IC.<br />
<br />
Picking stats, skills, feats, and so on are all examples of metagaming. When you level up, you again are metagaming, because you pick skills, feats, and so on. There can be IC reasons for what you decide, such as muticlassing because of something that happened to your character, say he now lives in the woods so you think he will develop ranger skills. But most character development is done though metagaming but this not always bad.<br />
<br />
But it can be a bad thing, if it?s done in a way that harms or effects other PC?s. The best example of this, being the whole 'floating name' issues, that has been discussed and argued over on the avlis boards many times. The floating name is completely OOC information, and using it to identify someone you don?t really know or couldn?t identify normally is considered a ?sin? on Avlis.<br />
<br />
Some examples of both good and bad Metagaming or OOC behavior; (these aren?t hard and fast rules, just examples of the type of behavior so you can judge if what your doing is acceptable or not.)<br />
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Good:<br />
* Increasing your Int/Wis/Cha score so you can cast higher level spells.<br />
* Taking levels of another class, for IC reasons. (i.e. you had a religious experience and decide to take levels as a cleric.)<br />
* Increasing a stat, that isn?t of primary use for your class, to qualify for feats that are useful to you. (i.e. Increasing Int to 13 so you can get improved knockdown)<br />
* Taking a feat, not for the sake of the feat, but for other feats you can now qualify for.<br />
* Using the floating name to identify someone you know well, but whose avatar looks like other PC?s.<br />
* Using the Player list, to see if a friend is online at the time.<br />
* Using the examine option to read the bio someone has put in there.<br />
<br />
Bad:<br />
* Taking levels of another class with no logical IC reason for doing so.(i.e. Your PC isn?t religious, but want to be able to cast buffs (protective spells like stoneskin) so you take levels as a cleric.)<br />
* Cancelling out of a level up process to get a better HP roll.<br />
* Using the floating name to identify someone you?ve never met before.<br />
* Using the Player list, to see if PC you want to attack is online at the time.<br />
* Using the examine option, to see what buffs someone has or what level they are.<br />
===Floaty Name===<br />
''Rule 1''<br />
<br />
The floating name above a character's head DOES NOT actually exist IC. It cannot be used to reveal a character's name if the said character has not told you his/her name.<br />
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example: Joe meets Sarah for the first time. Joe's player sees the name "Sarah" above Sarah's head. Joe (the character) DOES NOT. Joe cannot say "Hi Sarah"<br />
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example 2: Joe meets Tara for the first time. Joe says "Hi my name is Joe". Tara says "Hi my name is Jennifer". As far as Joe is concerned, Tara's name is Jennifer. He does not know that she is lieing.<br />
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''Rule 2:''<br />
<br />
The floating name can be used if your character already knows the other character (as long as the other character told you their real name).<br />
<br />
example: Joe and Chris know each other. They also told each other their real names Joe and Chris see each other and say "Hi Chris" and "Hi Joe" respectively. This is fine<br />
<br />
example 2: Joe meets the same Tara he met in "example 2 of rule 1" again. If Joe says "Hi Tara" i will personally send a dragon to eat him. If Joe says" Hi Jennifer" he gets to avoid dragons for a little bit.<br />
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Exception to Rule 2:<br />
<br />
A person you know under the effects of "Invisibilty" or "Improved invisibilty" cannot be identified by the floating name unless your character is under the effects of "see invisibility" or "true seeing".<br />
<br />
example: Joe and Kelly know each other. Kelly is invisible but Joe "hears" her. Joe DOES NOT have "see invis." or "true seeing" on him and the floating name above Kelly's character says Kelly. If Joe says "Hi Kelly" Joe will soon feel the blades of a Sereg'wethrin Nwalmaer turning him into mincemeat. If Joe says "Who's there? I can hear you", Joe gets a cookie.<br />
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===Changelings===<br />
When a changeling uses the Changeling Special Ability, a message is sent to everyone in the area that the ability has been used. This is an OOC message.<br />
<br />
When a changeling changes form, everyone in the immediate vicinity gets to make a spellcraft check (DC 16). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message. If someone changes in front of your face, you do know that they can change form. However you do not know how they are accomplishing this feat unless you succeed in your spellcraft check.<br />
<br />
When a changeling memorizes or purges a form, everyone in the immediate vicinity gets to make a spellcraft check (DC 30). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message.<br />
<br />
In both the above cases, the changeling does not know if someone made a check or if they succeeded at a check. When a changeling reviews their forms, no one gets to make a spellcraft check to identify a changeling.<br />
<br />
This means that anyone without ranks in spellcraft will never be able to identify someone as a changeling. Those with some ranks will be able to identify changelings with a good degree of accuracy whenever they change shape or revert to their true form. Only characters of at least level 6 will have any chance of identifying changelings when memorizing or purging forms, and only epics with any degree of regularity.<br />
<br />
If you cannot make spellcraft checks, the only other IC way to find out someone is a changeling is to have someone who ICly knows tell you that person is a changeling. So unless you succeed at a spellcraft check you do not know someone is a changeling, even if they change shape in front of your face.<br />
===Invisibility===<br />
''RULE 1:''<br />
<br />
An invisible character or creature CANNOT be seen and identified by anyone not under to effects of the spells "true seeing" and "see invisibility" as they can only be detected through hearing.<br />
<br />
example: Joe "hears" John while John is invisible. Joe has neither "see invis." or "true seeing" on him. Even though Joe knows John and John shows up on his screen because Joe's character "hears" John, Joe DOES NOT know that it is John because he cannot identify John solely from John's footsteps.<br />
<br />
''RULE 2:''<br />
<br />
Creatures and characters under the effects of the spell "improved invisibilty" cannot be identified even after they have taken an action to make them "partially visible" unless the perceiving creature has "true seeing" or "see invis". Characters know that the person/creature is there, but sees only a blurry, semi transparent figure.<br />
<br />
example: Joe is in the warzone fighting the elves. Karla is in the warzone and has the spell "improved invisibility" cast on her. Karla doesn't like Joe killing elves. Karla flames Joe's ass. Joe cannot identify Karla as the sassy lass that killed him unless Joe had "true seeing" or "see invis" on him when Karla attacked.<br />
===Disguise===<br />
It has become very clear to the Avlis Staff as a whole, that not everyone playing on Avlis is following the same rules when it comes to disguises. Considering that there are no rules regarding them right now, that seems natural.<br />
<br />
So first point. If you believe that there are rules regarding disguises, you are wrong. There were none prior to this post.<br />
<br />
Ok, here's the basic rule, boiled down to its purest form. Consider this the guiding principle for disguises, or any other form of hiding your identity from someone.<br />
<br />
The PC trying to keep his/her identity hidden, is the one who must make all the effort. The less effort put into it, the less likely the disguise is to work.<br />
<br />
For example, There are no helms out there that somehow alter someone's voice, and by simply putting one on, no one can recognize your voice. By the same token, stating once at the begging of an encounter that you are masking your voice or a single emote, is not enough to cut it.<br />
<br />
You must constantly remind people you are altering your voice somehow. A emote every line isn't required, but the person attempting to alter their voice must be the one making the effort to do so. It must be clear to everyone what he or she is doing. If those interacting with the PC can't clearly tell they are trying to be disguised. Then that PC isn't putting enough effort into it.<br />
<br />
This helps the PC as well, as it makes for a constant reminder and makes mistakes much less likely.<br />
<br />
By the same token, simply putting on a different outfit is not enough to make you unidentifiable. There are several things you have left on that might provide clues to who you really are. So if you want to disguise yourself via clothing/armor, you need to change more then just the torso piece.<br />
<br />
The more effort a PC goes to, to hide their identity the more likely they are to actually do so. The less effort the PC makes, the easier it will be to ID them. But it up to the person wishing to keep his/her identity hidden to make all the effort, and make it very clear to everyone else what he or she are attempting to do.<br />
<br />
Of course the amount of disguise required is all based on how well the PC in question is known by those interacting with him or her. For my PC, trying to fool Kira his IC wife would be extremely difficult. Fooling someone he's knows fairly well, like say Jorio, or Arena would be less difficult, someone he knows hardly at all, would be fairly easy.<br />
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Also the simple fact that your PC's avatar has a hood on, or the hood/mask on, does nothing to help mask their identity, as they are always wearing one so it is as much a disquinshing feature as it hides things.<br />
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Any magical item higher then +2 will also be unique, and could be used to ID someone, especially if it's a weapon, or shield. Provided that of course the PC in question has been seen with it before.<br />
<br />
For example...<br />
<br />
If I want to disguise my PC, I would need to do all of the following to make the disguise 98% foolproof, as there is no 100% foolproof disguise.<br />
<br />
I would need to put on armor or clothing that is unlike anything I've ever worn before. I would need to wear a helm unlike what I normally wear. I would need to begin every other or perhaps every 3rd line of speech with an emote of some sort, stating that I am disguising my voice. I would need to put on different boots, and maybe a different pair of gloves. If I have a holy symbol or some other jewelry that is unquine, I would need to change those out.<br />
<br />
So to sum up. If you want to hide your identity from those around you, you not them will need to make that clear to everyone. Tells or ooc statements that you are in disguise and no further effort on the PC's part, isn't enough. Simply putting on a different outfit and holding a different weapon isn't enough. Simply putting on a helmet isn't enough.<br />
<br />
This works in favor of everyone. For those who wish to remain unidentified, they can show the DM's what efforts they made in remaining so. It also serves as a nearly constant reminder to those involved what the PC is attempting to do, so a mistake is less likely.<br />
===Crafting Recipes===<br />
I would like to clarify the Avlis crafting recipe restrictions that have been brought up in the proposal for a free crafting guild in Avlis. A while back the team ruled that guilds could not post master recipe lists in the forums for all members to see and learn from. For the most part all guilds pass their information in character, which is how it should be. We have further clarified this rule.<br />
<br />
All Avlis crafting recipes must be learned/discovered in game<br />
<br />
Distributing a master list of all known recipes is a flagrant violation of this. I don't care who you share your knowledge with as long as you do it in game. If you want to reveal secrets for nothing, that's your business. But there will be no listserv of crafting recipes.<br />
<br />
This is a roleplaying server and while we can't enforce certain aspects of crafting that we'd like to, we can certainly set OOC guidelines that you should follow. Yes, there are ways you can get around this but you are violating the spirit of Avlis and this server's atmosphere. Because of limiting game mechanics I cannot create a realistic crafting experience. All recipes are boiled down to a list of ingredients and quantities. IC this is not so simple. Being a master alchemist is much more than slapping down half a dozen ingredients and choosing your recipe. There's skill involved in mixing certain ingredients, under certain conditions (heat, pressure, friction, etc), and observing the changes. This is why you have to have a certain level in a craft to even attempt a certain recipe. All trades are handled this way IC. If I could enforce it I'd require you to either experiment to discover your own recipes -OR- get a mentor to teach it to you.<br />
===Sharing Inn Rooms===<br />
We have noticed that some players are sharing an Inn Room between two (or more) of their own characters. (ie One player multiple characters)<br />
This is not allowed because of the ability to easily share items/gold between these characters...basicly what one has, all have.<br />
As these characters can never know each other IG and can never meet it is Metagaming to share items between them.<br />
<br />
If you are doing this, stop.<br />
If you are thinking about it, dont do it.<br />
<br />
This type of metagaming will be handled in the following manner:<br />
1) Warning (this is it)<br />
2) If you continue to do so after the warning then all characters will be placed in Vault Jail for 5 days, and the DB entriesfor that Inn room chest will be deleted without chance for restore<br />
3) You will be banned<br />
<br />
==Exploiting==<br />
Exploiting, is in many ways, the same thing as cheating. It is the practice of doing something you know you shouldn?t be able to and then repeating it as many times as you can. In nearly every case exploiting, involves a bug of some sort, be it one created by the Avlis staff, or one from Bioware. Anyone found exploiting, will be put on the watch list, and is likely to be banned from playing on Avlis.<br />
<br />
If you ever find yourself thinking ?That seemed way too easy for what I got? or ?Odd! He already gave me a reward? because you got a reward you didn?t earn, then it?s likely you found something that could be exploited. We try very hard to make sure that the rewards you get are fitting to what you did. A different form of exploiting is using a trick to avoid something really bad happening. In either case you are doing something that shouldn?t be able to happen, to benefit you in some way.<br />
<br />
There is one and only one case where doing something you think is an exploit, is acceptable, and it will be clear to us if you?re doing this or not. That is testing something you think might be an exploit, to make sure what you think just happened, did in fact happen. Provided you only do it that one more time, and report it, then you won?t be punished for exploiting. However a DM may still take what ever you got from it away from you. It?s important to note that if you had benefited from something you think may be a bug, doesn?t mean you?re guilty of exploiting. It?s when you keep doing it, over and over again, that you?re guilty of exploiting. If you run across something that you think might be a bug, please report it so we can fix what ever is wrong.<br />
<br />
Some examples of exploiting.<br />
* Hitting 'escape' and quitting the game, when you?re at negative hit points, to avoid dying and going to the after life.<br />
* Giving a NPC a quest item, then finding you have the option of giving it to him again, even though you don?t have it any longer.<br />
* Dying, and having someone grab your gear, then crashing the server so you can come back before your character is saved, so you have all your gear back, but your friend still has everything he grabbed off your corpse.<br />
* Logging in with a character that doesn?t belong to you. (It can happen by accident, but you need to quit as soon as you realize your not using one of your characters)<br />
* Giving all your gear to a friend, or leaving it in a chest, then logging into a different world, and coming back to Avlis via a portal, so you have all your gear, plus copies of it in your chest or with your friend.<br />
* Finding a chest that spawns in an item that should never be there (i.e. +3 flaming long sword), and going to it every chance you get.<br />
* Collecting the reward for a quest you never actually finished, or even started. But because of a bug in the dialog you can collect the reward anyway.<br />
* Getting into a really bad situation, and logging out rather then sticking around to take what?s coming to you. (i.e. surrounded by a bunch of really tough NPC?s you know will be able to kill you).<br />
* Logging out, then logging back in again, to restore your lost hp?s and spells.<br />
* Finding an item needed to complete a quest, you were given some place else, logging out and logging into that server to finish the quest, rather then walking there.<br />
* Finding out that by doing X, Y, and Z, or because of some server glitch you become invincible, then running around and killing NPC?s you would normally never stand a chance against.<br />
* Asking high level PC?s to take you places you have no place being, then hanging way back so you can get massive amounts of exp?s with doing no real work.<br />
* Asking low level PC?s to go with you to places they have no place being, then having them hang way back so you can get a massive amount more exp?s then you should normally.<br />
===Duping===<br />
What to do when your items dupe?<br />
<br />
1) Report to staff@avlis.org of the exact situation that the items are duped.<br />
2) Dump all duped item in a trash can, or ask a DM to help you if a DM is on line.<br />
<br />
Simple as that.<br />
<br />
Anyone caught duping and using these items in any way, will be subject to disciplinary actions.<br />
<br />
===Sneaking behind a person through a door===<br />
You can not sneak in behind someone who is walking though a door. Try it IRL and see how well it works.<br />
<br />
The only reason you can do it at all on Avlis, is the scripts we use by default have a 5 sec delay before it closes the door automaticlly. This was done so more then one person could enter a house at once... Without the owner standing there and unlocking and opening the door for everyone who wants to come in.<br />
<br />
Also there is the delay between hitting the area trans and the new area loading up. Which is completely OOC... I can tell you for a fact, that it does not take me 10-30 sec's to walk though the door at my house.<br />
<br />
So once again, you are not allowed to sneak into someone's house by following them though a open door.<br />
===Transition Ambushes===<br />
Ambushing someone on a transition = uber bad form.<br />
<br />
If you want the element of suprise, HIDE somewhere on the map. Using the limitations of the engine (transitions) to gain such is meta gaming and a NO NO.<br />
<br />
Now, as far as chasing someone accross a transition... I have not really clarified that here, and I will let someone else do the rulesing on that one.<br />
===ISD===<br />
As a player, it is your repsonsibility to report ISD's to the world leader where you found it.<br />
<br />
What is an ISD?<br />
<br />
An Illegal Static Drop is a fancy term for an item that drops off of a monster or container that is too powerful. The key words:<br />
<br />
ILLEGAL: CoPaP is a low magic conglomerate of servers. Most high-powered magic items are given out by DM's in quests, and VERY rarely, you'll strike it rich and get one in random loot. However for static loot (see below), you should never get items of +1 or greater enchancement bonus, or greater value than 1000 gp. If you see something like this as static loot, it is a bug, and you should report it to the world where you found it. We do this because we do not want people to start "farming" items, i.e. going out and collecting hundreds of copies of the items so they can be sold or traded, thereby hurting the economy we have set up.<br />
<br />
<br />
STATIC. Static means that the monster has that item as part of their loot EVERY time you kill them. It is not random loot generated by the treasure system.<br />
<br />
<br />
DROPS. A drop is any item you get from killing a monster or opening a chest, or bashing some other placeable. They can be either static (see above), or random. Random drops are variable and usually controlled by the database on most CoPaP worlds.<br />
<br />
<br />
Consequences<br />
<br />
If you are caught farming an illegal drop, you will be subject to whatever punishment the affected worlds want to give you. Each world in CoPaP controls discipline on their server independently, so you might get off easy on some worlds and banned on others.<br />
<br />
If you farm and item in World A, and sell it in World B, you very well might get banned in both A and B if the leaders of those worlds do not like what you are doing.<br />
<br />
However, reporting the item drop on the bugs board of the world where you found the item will usually avert this fate. So please help us to maintain the economy of this confederation and you'll be grateful you did it, and so will we.<br />
<br />
==Cheesing==<br />
"Cheesing" of races or abilities is not acceptable on Avlis.<br />
<br />
*ahem* *puts on his professor cap*<br />
<br />
"Cheesing" a race is the act of picking one of the standard NWN player character races and then entering some other non-NWN race into the subrace in order to try and pass yourself off as a non-standard race. "Cheesing" an ability is the act of playing your character as if they have an ability which the NWN engine would not otherwise allow them to have.<br />
<br />
Example: You cannot be a giant-kin by picking half-orc and writing "Veerbeeg" in the subrace field. This is not allowed, and if you are caught doing this you will be forced to re-make your character.<br />
<br />
ONLY real races are allowed. Custom races are goblin, kobold, half-ogre, half-nymph, half-dryad, drangonari elf, lizardman, and orc. You CANNOT play any other races other than these and the standard elf, dwarf, human, halfling, etc.<br />
<br />
Example2: You cannot say your character is a vampire with exceptional strength and the ability to make other characters into a vampire by biting them. ONLY abilities that are granted by your class, race, and level within NWN are in-game. Extra powers that you make up or pretend to have are unacceptable.<br />
<br />
There is a very very good reason that we have this rule. A long time ago *evil grin* a player came in and decided they wanted to be a vampire. So they did all kinds of things to fake being a vampire, and none of the abilities were really implimented in NWN. It got to be really bad because in order for that vampire to be successful, OTHER player characters had to PRETEND that this person was a vampire. So it became this whole big thing about having REAL NWN abilities and abilities that you are PRETENDING to have. Not only is that really cheesy, IMO, it can get very confusing.<br />
<br />
Player1: *pretends to whack Player2 over the head*<br />
Player2: What was that for?<br />
Player1: You're unconcious now. I whacked you over the head.<br />
Player2: No I'm not. You didn't do any damage to me at all.<br />
Player1: But I have a 42 strength. I'm a giant.<br />
Player2: No you aren't. You look like a halfling, and your character sheet says you have a 7 strength.<br />
Player1: I know. I know. That's what my character sheet says. But I'm REALLY a giant and I have a 42 strength, so you better roleplay being knocked out, buster.<br />
Player2: That is the stupidest fucking thing I have ever heard.<br />
<br />
<br />
That's just an example. You can substitute *pretends to bite your neck and suck blood* in there for the first line if you want. But I think you see my point.<br />
<br />
<br />
Anyone caught doing these things will be asked to remake their character to conform with the NWN engine and to stop faking abilities.<br />
===Character Backgrounds===<br />
In addition to Player Character races, the PC's background could have the possibility of falling into this cheesing category. Though it is perfectly IC to have one of the following traits in your background, you MUST have an approval of a (vet or senior) DM before you can RP this out.<br />
<br />
This list is an example, not exclusive.<br />
<br />
1) PC's are assumed to NOT to have any direct/blood relationship (Son, Daughter, wife, husband, lover, etc...) to deities.<br />
<br />
2) PC's are assumed to NOT to have any special "gateway" from a foreign world to Avlis, ie: Magical Cloud, Divine intervention, Special Borg Spaceship, Birth from a Rock, Formed by the faeces of a god, transport via a microbiomolecular transport, etc. (Exception: Other than CoPaP, in which case, you must make your character in that CoPaP World then come to Avlis ICly).<br />
<br />
3) PC's are assumed to NOT to have any special blood of non-playable avlisian races. (Drow, Vampires, Vampyres, Balors, chickens, demons, badgers, Celestials, Dragons[*See below for Dragon Disciple Exception] etc..)<br />
<br />
We encourage players to come up with great backgrounds for their PC's, but like in PnP, if your character has a special background, you must clear it with the DM. We are just making sure the players know that.<br />
<br />
Thank you<br />
<br />
Avlis DM's<br />
<br />
*Exception to Dragon Disciples - There's an exception to this bloodline PC's, namely, Dragon Disciples. However, notice we didn't mention the "color" of this dragon disciple. As of this posting, the Red Dragon Disciples simply do NOT exist. NO Native Avlisian character (Characters that are made in Avlis) have the blood of a "Red" Dragon. However, in the future, if the team has enough time, we may implement some kind of Dragon Disciple that is similar, if not the same as Red Dragon Disciple. But as of the time of this posting, there are no dragon blood in any of the Avlisian characters. <br />
===Races===<br />
You cannot play a custom race that is not created by the AutoBic golem. Filling in the subrace field is not acceptable. [[Pg:Custom_Races|Custom Races]]<br />
====Elves====<br />
All this information is already posted on the boards or in the players guide. I have consolidated these statements into one place, since players are claiming to not be aware of them. Ignorance is no excuse.<br />
<br />
1) Do not make elves with dark skin and white hair on Avlis.<br />
<br />
2) Avlisian Elf (directly form the players guide)<br />
The most common type of Elf, referred to simply as an Avlissian Elf, is 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 />
3) Ghost Elf<br />
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.<br />
<br />
4) Drangonari Elf<br />
They 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.<br />
*Drangonari PCs always have black hair and green skin regardless of the colours chosen in character generation<br />
<br />
5) Sereg'wethrin<br />
Sereg'wethrin look very much like Elves. The main differences are their dark skin and black hair<br />
====Drow====<br />
* Avlis reserves the right to protect what we call the "Tone & Feel" of Avlis. This is defined by the entire Avlis works that make up the world's history, culture, and traditions, and is marked by its contrast to other famous campaign settings such as Forgotten Realms, Greyhawk, and Dragonlance.<br />
<br />
* Native Avlis Drow are against the Tone & Feel of Avlis and are illegal. You may not play any drow character that is purported to be born on Avlis or from any ficticious drow societies on Avlis, of which there are none.<br />
<br />
* Drow PC's from OTHER CoPaP are wholly welcome to play on Avlis so long as they go by the following stipulations:<br />
<br />
1) The PC must be created with Red Golem's AutoBic character generator on another CoPaP world, otherwise it will be considered "cheesing".<br />
<br />
2) The drow must be roleplayed as a drow in the biological sense, i.e. sensitive to light, and any other physical drow characteristic.<br />
<br />
3) The drow may be of any alignment so long as it follows 1) and 2).<br />
<br />
<br />
* Drow PC's from other CoPaP worlds must be aware of their IC plight on Avlis: There exists another race called Sereg'wethrin which are a dark-skinned elven race that is native to Avlis. This race is hated and feared by the inhabitants of Avlis even more than the inhabitants of the Forgotten Realms hate drow. There are NO examples of good Sereg'wethrin. Thus the inhabitants of Avlis will automatically assume that any dark-skinned elves are up to no good. If you play a drow and come to Avlis, you WILL be mistaken for a Sereg'wethrin by those you encounter, unless they are otherwise educated ICly. This is regardless of your drow's alignment.<br />
<br />
* Actions taken against your character by other players within the bounds of Sereg'wethrin treatment are not considered griefing if it is a legitimate IC/CvC situation.<br />
<br />
* The actions of Avlis inhabitants against Sereg'wethrin or drow mistaken as sereg are not a personal attack against you as a player. They are the mistaken ignorances of a society that does not know any better, and was designed that way by me.<br />
<br />
If you feel your drow PC has been treated unfairly by another player in game, take the appropriate measures listed in our rules for reporting grief behavior.<br />
<br />
If you feel your drow PC has been mistreated by a DM, report the incident immediately to the Avlis Team, staff@avlis.org. Avlis does NOT condone DM-harrassment of drow PC's simply because they are drow. However, they WILL mobilize the NPC population of Avlis to react appropriately to you, thus giving you a hard time in that way. Please do not confuse the two:<br />
<br />
Good:<br />
Your drow walks into a bar. Five barmaids and the bartender freak out and refuse to serve you. They pee their pants and run.<br />
<br />
<br />
Good:<br />
Your drow wanders into the forest and comes across a M'Chekian army encampment with some really buff Equalizers among them. The entire group of soldiers turns on you and attacks.<br />
<br />
Bad:<br />
You are walking on a road in the middle of nowhere, and 20 Balors and 8 Pit Fiends spawn out of nowhere and kill you. There was no story going on to give a reason for this. It just happened.<br />
<br />
===Pregnancy===<br />
Female PC's cannot become pregnant.<br />
<br />
If you want your character to become pregnant, you:<br />
<br />
1) Have to retire her permanently from PC status and make her an NPC.<br />
<br />
2) Need to have team approval to do this.<br />
<br />
There are no if's, no but's, and all those things. I really hope this doesn't need to be clarified any further.<br />
===Prestige Classes===<br />
1. Red Dragon Disciple (RDD) and Champion of Torm (CoT) prestige classes are not, should not and will not be available for taking for Avlis characters on Avlis.<br />
<br />
- ad. RDD: Red dragons do not exist on Avlis, your native Avlis character will not be able to have the most important IC requirement: red dragon blood in his/her veins. He/she should not even know a Red Dragon exists, unless he has knowledge about other planes.<br />
Your Avlis character should in no way be able to take this PrC, not even on other worlds, unless he/she is not a native to Avlis because of the lack of said dragon blood.<br />
If your character is not a native to Avlis, you should have made it on another world in the first place. Characters native to Avlis that have RDD class will be deleveled by DMs.<br />
The argument that certain spells allow you to summon or change your shape into a red dragon will no longer hold ground. Coders are all set to remove those effects from the involved spells and replace them with Avlis specific creatures.<br />
<br />
- ad CoT: Champion of Torm can only be made by Torm or an order dedicated to Torm. Torm does also not exist on Avlis as a god, so you should head over to another world that does have the Deity Torm in its pantheon if you want to ever be able to take this PrC.<br />
<br />
<br />
Prestige classes in general: The option to gain a prestige class on Avlis should only be available if you meet the requirements AND have done a quest to unlock the class (either scripted or by DM intervention).<br />
<br />
If you have taken a PrC on Avlis without meeting these requirements you have intentionally or unintentionally abused a bug in the PrC disabling code. You should contact a DM to get rid of the levels, if you do so on your own you will receive your XP back.<br />
<br />
==Roleplaying Related==<br />
===Speaking for NPCs===<br />
Simply said, don't do it unless you have the title "DM" underneath your name.<br />
<br />
You speak for your own characters but not NPC's (The City Guard, The Government, Commoners, Temples of various gods, etc. - all off limits to non-DMs)<br />
===Sexuality===<br />
A sex crime is any act that meets any of the following criteria:<br />
- Non-consentual, In Character sexuality of any kind.<br />
- Non-consentual, Out of Character sexuality of any kind.<br />
- Any form of sexuality with a minor (per the United States most strict definition of a minor).<br />
<br />
Roleplaying Sex Crimes in Avlis or any Avlis owned/controlled medium is prohibited.<br />
<br />
Roleplaying includes, but is not limited to: stories, rumors, and accusations In Character.<br />
<br />
This is a zero tolerance policy and anyone caught commiting sex crimes of any kind in Avlis or any Avlis owned/controlled medium will be immediately banned from ALL Avlis owned/controlled mediums.<br />
===Spies===<br />
Independent of your race, class, alignment, age, deity, length of beard, sexual preference, oppressive BO and other such stuff: the same rules apply to every character.<br />
<br />
1) The DM sponsor of the guild you're trying to spy and spying for knows about it.<br />
<br />
2) All information spied MUST pass through this DM.<br />
<br />
This includes Changelings.<br />
===The Domination Effect===<br />
Domination provides physical control over the victim of the spell, as long as the action would not bring the victim direct harm.<br />
<br />
Domination does not provide mental control over the victim of the spell.<br />
<br />
Domination does not allow you to force someone to tell the truth.<br />
<br />
Examples:<br><br />
1. "kill yourself" - BAD, can be ignored<br><br />
2. "jump off this building" - BAD, can be ignored<br><br />
3. "attack _____" - GOOD<br><br />
4. "did you ____" - BAD, victim does not have to answer truthfully<br><br />
5. "go into that house" - GOOD<br><br />
6. "return to your guild hall" - BAD<br><br />
7. "Show me the ring on your hand" - GOOD<br><br />
8. "show me the item that allows you to enter ______" - BAD<br><br />
<br />
===Speaking: Familiars,Changelings,Shapeshifters &Telepathy===<br />
Speaking Familiars<br />
While familiars are magical animals, they do not all gain the ability to speak. Only the following familiars have vocal chords allowing them to speak:<br />
Faerie Dragon<br />
Imp<br />
Mephits<br />
Pixie<br />
<br />
Speaking While Shapeshifted<br />
Shifting into a new form does not allow you to speak with animals of that type. Nor does it allow you to communicate with Druids or Rangers. Most shifter forms are incapable of speech. In addition to PC races, only the following forms have vocal chords which allow you to speak:<br />
Azer<br />
Balor<br />
Death Slaad<br />
Dragons (Wyrmlings to Ancient)<br />
Gargoyle<br />
Giants (Fire or otherwise)<br />
Harpy<br />
Lupin<br />
Medusa<br />
Mind Flayer (Illithid)<br />
Minotaur<br />
Manticore<br />
Rakshasa<br />
Risen Lord<br />
Spectre<br />
Tlincalli<br />
Troll<br />
Vampire<br />
<br />
Speaking as a Changeling<br />
When a changeling changes form, he changes internally as well as externally. This means that if a changeling assumes a form without vocal chords, he cannot speak.<br />
<br />
Telepathy<br />
Telepathy can exist between mages and their familiars, depending on the species of familiar. This is the only form of telepathy to exist in Avlis.<br />
<br />
No PC may speak telepathically to another PC. No PC may use telepathy or other similar powers to read another PC's mind. This is cheesing.<br />
===Languages===<br />
* English is the official language of the Avlis servers<br />
<br />
* For IC situations, English is considered to be Common<br />
<br />
<br />
For other languages in game, you must actually learn the language and use it at your leisure.<br />
<br />
An RL *accent* is fine, whatever the accent is.<br />
<br />
Importing a RL *language* into Avlis and saying it is an Avlisssian language is not fine.<br />
<br />
Avlissian languages are made up on their own. If you want to make a language for Race X from scratch and use French (or any other RL)grammar as the basis, or even take a bunch of French (or other foreign) words and switch around a bunch of letters and vowels to make them completely different words, I don't have a problem with that. The new resulting language must not be recognizable from the base RL language however.<br />
<br />
<br />
But the wholesale importation of another language is a no no.<br />
<br />
===In Game Rules===<br />
Various cities and regions in the game itself usually will have their own set of laws and codes of conduct; as well as differing judicial systems. A crime in one can sometimes be tolerable in another place, and vice-versa.<br />
<br />
[[Pg:In_Game_Rules|Elysian Law]]<br />
[[Pg:In_Game_Rules|M'chekian Law]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Talk:Rules:Specific_Rules&diff=2910Talk:Rules:Specific Rules2006-01-23T04:24:21Z<p>Midknight: </p>
<hr />
<div>Created a seperate In-Game Rules section for IC laws, and moved the elysian info there.<br />
-Midknight</div>Midknighthttp://wiki.avlis.org/w/index.php?title=In_Game_Rules&diff=5470In Game Rules2006-01-23T04:23:32Z<p>Midknight: </p>
<hr />
<div>===In Game Rules: Elysia===<br />
*Posted on various bulletin boards though out the city. *<br />
<br />
In Elysia and the lands it controls, a person is considered innocent until proven guilty. This holds true for citizens and non-citizens alike.<br />
<br />
Murder - The willful or accidental killing of anyone in Elysia is against the law, unless done in self-defense. The law sees no difference between a citizen and non-citizen, noble or commoner.<br />
<br />
The first offence carries a 1,000gp per victim fine, paid to the city of Elysia. This money will be distributed to the victims or their family.<br />
<br />
The second offence carries a 5,000gp per victim fine, paid to the city of Elysia. This money will be distributed to the victims or their family.<br />
<br />
The third offence carries a 5,000gp per victim fine, as well as exile from Elysia, on pain of death. This money will be distributed to the victims or their family.<br />
<br />
Theft - Stealing is illegal in Elysia and the lands it controls. If caught, the thief, will be forced to either return the stolen property or pay restitution equal to the value of items stolen, plus a 1,000gp fine paid to the city of Elysia.<br />
<br />
Summoned Creatures - Elysia does not bar summoned creatures of any sort with in the city limits, but the person who summoned said creature is fully responsible for any act the creature takes. And will be treated as if he or she was the one who committed the act. This includes payment of fines and possible exile from the city.<br />
<br />
Drugs - The use of drugs within the city limits is illegal and caries a 500gp per offence fine paid to the city of Elysia. Also the person will be held fully responsible for any act committed when under the influence of drugs.<br />
<br />
*Signed by the ruling council of Elysia. *<br />
<br />
OOC: Ok here?s what all that means.<br />
<br />
Innocent until proven guilty, this means unless you actually see the act, or the person admits to it, there isn?t much you can do. Naturally a DM can work around this if he or she wishes, by providing proof of the crime. Everyone is allowed to help enforce these laws, but if you act without proof, you will be guilty of whatever act you commit.<br />
<br />
So for example, you see someone fighting a NPC in Elysia, you move in and attack the PC, kill him and make him cough up a fine. Only to find out afterwards, that the PC was attacked by the NPC first due to a faction bug. You will then be guilty of murder yourself, and need to pay all appropriate fines, including the possibility of the 1,000gp fine for stealing, if you forced the person to pay the murder fine. So make damn sure you know the full story before acting.<br />
<br />
Murder, if you see someone whacking NPC?s feel free to stop them. But keep possible faction bugs in mind. If the person is unwilling to cough up the fine, your allowed to take a item to hold for ransom, until the fine is paid. Accidental death counts the same as willful murder. So if you catch a NPC with a fireball, you?re guilty of murder. People exiled from Elysia will have their names posted on the tavern boards, feel free to kill this person on sight, and take a single item given back to them only after they leave the city and surrounding area.<br />
<br />
Stealing, again you have to actually catch the person in the act, seeing someone walk out of a house isn't enough. If someone picks a PC's pocket, you're free to subdue them and take back what they took, but nothing more, unless you need to hold a item for ransom.<br />
<br />
Summoned creatures, anything goes here, you can't stop someone from walking around with a Balor or undead, let alone a familiar or animal companion. But if the summoned creature goes apeshit and starts whacking NPC's or something, feel free to nail the creature and make the person pay the fine required.<br />
<br />
Drugs are illegal to use or sell in Elysia, because they do not promote the greater good in any way. This doesn't mean you can attack someone who you think is using them, but if you see someone in the act of using a drug or selling drugs, you can try and force them to pay the fine. I would say killing them to take a item for ransom would be going to far.<br />
<br />
Fines will be paid by dumping the money in a donation box in the temple of O'Ma. It's not there yet but I asked Orleron to put one in.<br />
<br />
Ransom of items. The only way to make a PC do something quite often is to hold on to an item they want back. In order to avoid hard feelings and such, if you find yourself in a situation where you need to hold a item for ransom, please limit it to one item, and not something that will prevent the person from being able to effectively play anymore. Taking someone?s only weapon for example would be IMO bad, take a ring or something else instead. If you do take someone down, you must stand guard over their corpse and make sure no one loots them.<br />
<br />
All in all, common sense must be used in these situations. So if you see someone fighting a NPC but they seem to be trying to get away, don?t assume they are guilty of murder. But on the other hand, if you see someone kill a NPC then stand around waiting for the other NPC's to attack him or her, you don't have to buy their story about a faction bug either.<br />
<br />
Lastly, there are other laws in Elysia. But for the most part, they aren't something a PC can do, for example arson would be illegal, but there's no way for a PC to set fire to a building in NWN, so I didn't bother addressing it. Bottom line, Elysia is a Neutral Good city, and as such, the laws always take a back seat to the greater good.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules&diff=2909Rules:Specific Rules2006-01-23T04:21:56Z<p>Midknight: </p>
<hr />
<div>='''Specific Rules'''=<br />
==Metagaming==<br />
Metagaming is simply another term for using out of character (OOC)information rather than just the in character (IC) information your character has learnt whilst you are playing him. The term loosely means ?Game with in a Game? in the case of Avlis this means the game of Never Winter Nights (NWN) within the game of Avlis.<br />
<br />
Avlis is in many ways a game unto itself. It?s derived from a long running pen and paper (PnP) D&D Campaign world, with it?s own set of rules and history. When playing on Avlis things work differently than in standard NWN, like death, treasure, experience gain, ect.<br />
<br />
Metagaming is when you think more about the way NWN works then how Avlis works. Or OOC vs IC.<br />
<br />
Picking stats, skills, feats, and so on are all examples of metagaming. When you level up, you again are metagaming, because you pick skills, feats, and so on. There can be IC reasons for what you decide, such as muticlassing because of something that happened to your character, say he now lives in the woods so you think he will develop ranger skills. But most character development is done though metagaming but this not always bad.<br />
<br />
But it can be a bad thing, if it?s done in a way that harms or effects other PC?s. The best example of this, being the whole 'floating name' issues, that has been discussed and argued over on the avlis boards many times. The floating name is completely OOC information, and using it to identify someone you don?t really know or couldn?t identify normally is considered a ?sin? on Avlis.<br />
<br />
Some examples of both good and bad Metagaming or OOC behavior; (these aren?t hard and fast rules, just examples of the type of behavior so you can judge if what your doing is acceptable or not.)<br />
<br />
Good:<br />
* Increasing your Int/Wis/Cha score so you can cast higher level spells.<br />
* Taking levels of another class, for IC reasons. (i.e. you had a religious experience and decide to take levels as a cleric.)<br />
* Increasing a stat, that isn?t of primary use for your class, to qualify for feats that are useful to you. (i.e. Increasing Int to 13 so you can get improved knockdown)<br />
* Taking a feat, not for the sake of the feat, but for other feats you can now qualify for.<br />
* Using the floating name to identify someone you know well, but whose avatar looks like other PC?s.<br />
* Using the Player list, to see if a friend is online at the time.<br />
* Using the examine option to read the bio someone has put in there.<br />
<br />
Bad:<br />
* Taking levels of another class with no logical IC reason for doing so.(i.e. Your PC isn?t religious, but want to be able to cast buffs (protective spells like stoneskin) so you take levels as a cleric.)<br />
* Cancelling out of a level up process to get a better HP roll.<br />
* Using the floating name to identify someone you?ve never met before.<br />
* Using the Player list, to see if PC you want to attack is online at the time.<br />
* Using the examine option, to see what buffs someone has or what level they are.<br />
===Floaty Name===<br />
''Rule 1''<br />
<br />
The floating name above a character's head DOES NOT actually exist IC. It cannot be used to reveal a character's name if the said character has not told you his/her name.<br />
<br />
example: Joe meets Sarah for the first time. Joe's player sees the name "Sarah" above Sarah's head. Joe (the character) DOES NOT. Joe cannot say "Hi Sarah"<br />
<br />
example 2: Joe meets Tara for the first time. Joe says "Hi my name is Joe". Tara says "Hi my name is Jennifer". As far as Joe is concerned, Tara's name is Jennifer. He does not know that she is lieing.<br />
<br />
''Rule 2:''<br />
<br />
The floating name can be used if your character already knows the other character (as long as the other character told you their real name).<br />
<br />
example: Joe and Chris know each other. They also told each other their real names Joe and Chris see each other and say "Hi Chris" and "Hi Joe" respectively. This is fine<br />
<br />
example 2: Joe meets the same Tara he met in "example 2 of rule 1" again. If Joe says "Hi Tara" i will personally send a dragon to eat him. If Joe says" Hi Jennifer" he gets to avoid dragons for a little bit.<br />
<br />
Exception to Rule 2:<br />
<br />
A person you know under the effects of "Invisibilty" or "Improved invisibilty" cannot be identified by the floating name unless your character is under the effects of "see invisibility" or "true seeing".<br />
<br />
example: Joe and Kelly know each other. Kelly is invisible but Joe "hears" her. Joe DOES NOT have "see invis." or "true seeing" on him and the floating name above Kelly's character says Kelly. If Joe says "Hi Kelly" Joe will soon feel the blades of a Sereg'wethrin Nwalmaer turning him into mincemeat. If Joe says "Who's there? I can hear you", Joe gets a cookie.<br />
<br />
===Changelings===<br />
When a changeling uses the Changeling Special Ability, a message is sent to everyone in the area that the ability has been used. This is an OOC message.<br />
<br />
When a changeling changes form, everyone in the immediate vicinity gets to make a spellcraft check (DC 16). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message. If someone changes in front of your face, you do know that they can change form. However you do not know how they are accomplishing this feat unless you succeed in your spellcraft check.<br />
<br />
When a changeling memorizes or purges a form, everyone in the immediate vicinity gets to make a spellcraft check (DC 30). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message.<br />
<br />
In both the above cases, the changeling does not know if someone made a check or if they succeeded at a check. When a changeling reviews their forms, no one gets to make a spellcraft check to identify a changeling.<br />
<br />
This means that anyone without ranks in spellcraft will never be able to identify someone as a changeling. Those with some ranks will be able to identify changelings with a good degree of accuracy whenever they change shape or revert to their true form. Only characters of at least level 6 will have any chance of identifying changelings when memorizing or purging forms, and only epics with any degree of regularity.<br />
<br />
If you cannot make spellcraft checks, the only other IC way to find out someone is a changeling is to have someone who ICly knows tell you that person is a changeling. So unless you succeed at a spellcraft check you do not know someone is a changeling, even if they change shape in front of your face.<br />
===Invisibility===<br />
''RULE 1:''<br />
<br />
An invisible character or creature CANNOT be seen and identified by anyone not under to effects of the spells "true seeing" and "see invisibility" as they can only be detected through hearing.<br />
<br />
example: Joe "hears" John while John is invisible. Joe has neither "see invis." or "true seeing" on him. Even though Joe knows John and John shows up on his screen because Joe's character "hears" John, Joe DOES NOT know that it is John because he cannot identify John solely from John's footsteps.<br />
<br />
''RULE 2:''<br />
<br />
Creatures and characters under the effects of the spell "improved invisibilty" cannot be identified even after they have taken an action to make them "partially visible" unless the perceiving creature has "true seeing" or "see invis". Characters know that the person/creature is there, but sees only a blurry, semi transparent figure.<br />
<br />
example: Joe is in the warzone fighting the elves. Karla is in the warzone and has the spell "improved invisibility" cast on her. Karla doesn't like Joe killing elves. Karla flames Joe's ass. Joe cannot identify Karla as the sassy lass that killed him unless Joe had "true seeing" or "see invis" on him when Karla attacked.<br />
===Disguise===<br />
It has become very clear to the Avlis Staff as a whole, that not everyone playing on Avlis is following the same rules when it comes to disguises. Considering that there are no rules regarding them right now, that seems natural.<br />
<br />
So first point. If you believe that there are rules regarding disguises, you are wrong. There were none prior to this post.<br />
<br />
Ok, here's the basic rule, boiled down to its purest form. Consider this the guiding principle for disguises, or any other form of hiding your identity from someone.<br />
<br />
The PC trying to keep his/her identity hidden, is the one who must make all the effort. The less effort put into it, the less likely the disguise is to work.<br />
<br />
For example, There are no helms out there that somehow alter someone's voice, and by simply putting one on, no one can recognize your voice. By the same token, stating once at the begging of an encounter that you are masking your voice or a single emote, is not enough to cut it.<br />
<br />
You must constantly remind people you are altering your voice somehow. A emote every line isn't required, but the person attempting to alter their voice must be the one making the effort to do so. It must be clear to everyone what he or she is doing. If those interacting with the PC can't clearly tell they are trying to be disguised. Then that PC isn't putting enough effort into it.<br />
<br />
This helps the PC as well, as it makes for a constant reminder and makes mistakes much less likely.<br />
<br />
By the same token, simply putting on a different outfit is not enough to make you unidentifiable. There are several things you have left on that might provide clues to who you really are. So if you want to disguise yourself via clothing/armor, you need to change more then just the torso piece.<br />
<br />
The more effort a PC goes to, to hide their identity the more likely they are to actually do so. The less effort the PC makes, the easier it will be to ID them. But it up to the person wishing to keep his/her identity hidden to make all the effort, and make it very clear to everyone else what he or she are attempting to do.<br />
<br />
Of course the amount of disguise required is all based on how well the PC in question is known by those interacting with him or her. For my PC, trying to fool Kira his IC wife would be extremely difficult. Fooling someone he's knows fairly well, like say Jorio, or Arena would be less difficult, someone he knows hardly at all, would be fairly easy.<br />
<br />
Also the simple fact that your PC's avatar has a hood on, or the hood/mask on, does nothing to help mask their identity, as they are always wearing one so it is as much a disquinshing feature as it hides things.<br />
<br />
Any magical item higher then +2 will also be unique, and could be used to ID someone, especially if it's a weapon, or shield. Provided that of course the PC in question has been seen with it before.<br />
<br />
For example...<br />
<br />
If I want to disguise my PC, I would need to do all of the following to make the disguise 98% foolproof, as there is no 100% foolproof disguise.<br />
<br />
I would need to put on armor or clothing that is unlike anything I've ever worn before. I would need to wear a helm unlike what I normally wear. I would need to begin every other or perhaps every 3rd line of speech with an emote of some sort, stating that I am disguising my voice. I would need to put on different boots, and maybe a different pair of gloves. If I have a holy symbol or some other jewelry that is unquine, I would need to change those out.<br />
<br />
So to sum up. If you want to hide your identity from those around you, you not them will need to make that clear to everyone. Tells or ooc statements that you are in disguise and no further effort on the PC's part, isn't enough. Simply putting on a different outfit and holding a different weapon isn't enough. Simply putting on a helmet isn't enough.<br />
<br />
This works in favor of everyone. For those who wish to remain unidentified, they can show the DM's what efforts they made in remaining so. It also serves as a nearly constant reminder to those involved what the PC is attempting to do, so a mistake is less likely.<br />
===Crafting Recipes===<br />
I would like to clarify the Avlis crafting recipe restrictions that have been brought up in the proposal for a free crafting guild in Avlis. A while back the team ruled that guilds could not post master recipe lists in the forums for all members to see and learn from. For the most part all guilds pass their information in character, which is how it should be. We have further clarified this rule.<br />
<br />
All Avlis crafting recipes must be learned/discovered in game<br />
<br />
Distributing a master list of all known recipes is a flagrant violation of this. I don't care who you share your knowledge with as long as you do it in game. If you want to reveal secrets for nothing, that's your business. But there will be no listserv of crafting recipes.<br />
<br />
This is a roleplaying server and while we can't enforce certain aspects of crafting that we'd like to, we can certainly set OOC guidelines that you should follow. Yes, there are ways you can get around this but you are violating the spirit of Avlis and this server's atmosphere. Because of limiting game mechanics I cannot create a realistic crafting experience. All recipes are boiled down to a list of ingredients and quantities. IC this is not so simple. Being a master alchemist is much more than slapping down half a dozen ingredients and choosing your recipe. There's skill involved in mixing certain ingredients, under certain conditions (heat, pressure, friction, etc), and observing the changes. This is why you have to have a certain level in a craft to even attempt a certain recipe. All trades are handled this way IC. If I could enforce it I'd require you to either experiment to discover your own recipes -OR- get a mentor to teach it to you.<br />
===Sharing Inn Rooms===<br />
We have noticed that some players are sharing an Inn Room between two (or more) of their own characters. (ie One player multiple characters)<br />
This is not allowed because of the ability to easily share items/gold between these characters...basicly what one has, all have.<br />
As these characters can never know each other IG and can never meet it is Metagaming to share items between them.<br />
<br />
If you are doing this, stop.<br />
If you are thinking about it, dont do it.<br />
<br />
This type of metagaming will be handled in the following manner:<br />
1) Warning (this is it)<br />
2) If you continue to do so after the warning then all characters will be placed in Vault Jail for 5 days, and the DB entriesfor that Inn room chest will be deleted without chance for restore<br />
3) You will be banned<br />
<br />
==Exploiting==<br />
Exploiting, is in many ways, the same thing as cheating. It is the practice of doing something you know you shouldn?t be able to and then repeating it as many times as you can. In nearly every case exploiting, involves a bug of some sort, be it one created by the Avlis staff, or one from Bioware. Anyone found exploiting, will be put on the watch list, and is likely to be banned from playing on Avlis.<br />
<br />
If you ever find yourself thinking ?That seemed way too easy for what I got? or ?Odd! He already gave me a reward? because you got a reward you didn?t earn, then it?s likely you found something that could be exploited. We try very hard to make sure that the rewards you get are fitting to what you did. A different form of exploiting is using a trick to avoid something really bad happening. In either case you are doing something that shouldn?t be able to happen, to benefit you in some way.<br />
<br />
There is one and only one case where doing something you think is an exploit, is acceptable, and it will be clear to us if you?re doing this or not. That is testing something you think might be an exploit, to make sure what you think just happened, did in fact happen. Provided you only do it that one more time, and report it, then you won?t be punished for exploiting. However a DM may still take what ever you got from it away from you. It?s important to note that if you had benefited from something you think may be a bug, doesn?t mean you?re guilty of exploiting. It?s when you keep doing it, over and over again, that you?re guilty of exploiting. If you run across something that you think might be a bug, please report it so we can fix what ever is wrong.<br />
<br />
Some examples of exploiting.<br />
* Hitting 'escape' and quitting the game, when you?re at negative hit points, to avoid dying and going to the after life.<br />
* Giving a NPC a quest item, then finding you have the option of giving it to him again, even though you don?t have it any longer.<br />
* Dying, and having someone grab your gear, then crashing the server so you can come back before your character is saved, so you have all your gear back, but your friend still has everything he grabbed off your corpse.<br />
* Logging in with a character that doesn?t belong to you. (It can happen by accident, but you need to quit as soon as you realize your not using one of your characters)<br />
* Giving all your gear to a friend, or leaving it in a chest, then logging into a different world, and coming back to Avlis via a portal, so you have all your gear, plus copies of it in your chest or with your friend.<br />
* Finding a chest that spawns in an item that should never be there (i.e. +3 flaming long sword), and going to it every chance you get.<br />
* Collecting the reward for a quest you never actually finished, or even started. But because of a bug in the dialog you can collect the reward anyway.<br />
* Getting into a really bad situation, and logging out rather then sticking around to take what?s coming to you. (i.e. surrounded by a bunch of really tough NPC?s you know will be able to kill you).<br />
* Logging out, then logging back in again, to restore your lost hp?s and spells.<br />
* Finding an item needed to complete a quest, you were given some place else, logging out and logging into that server to finish the quest, rather then walking there.<br />
* Finding out that by doing X, Y, and Z, or because of some server glitch you become invincible, then running around and killing NPC?s you would normally never stand a chance against.<br />
* Asking high level PC?s to take you places you have no place being, then hanging way back so you can get massive amounts of exp?s with doing no real work.<br />
* Asking low level PC?s to go with you to places they have no place being, then having them hang way back so you can get a massive amount more exp?s then you should normally.<br />
===Duping===<br />
What to do when your items dupe?<br />
<br />
1) Report to staff@avlis.org of the exact situation that the items are duped.<br />
2) Dump all duped item in a trash can, or ask a DM to help you if a DM is on line.<br />
<br />
Simple as that.<br />
<br />
Anyone caught duping and using these items in any way, will be subject to disciplinary actions.<br />
<br />
===Sneaking behind a person through a door===<br />
You can not sneak in behind someone who is walking though a door. Try it IRL and see how well it works.<br />
<br />
The only reason you can do it at all on Avlis, is the scripts we use by default have a 5 sec delay before it closes the door automaticlly. This was done so more then one person could enter a house at once... Without the owner standing there and unlocking and opening the door for everyone who wants to come in.<br />
<br />
Also there is the delay between hitting the area trans and the new area loading up. Which is completely OOC... I can tell you for a fact, that it does not take me 10-30 sec's to walk though the door at my house.<br />
<br />
So once again, you are not allowed to sneak into someone's house by following them though a open door.<br />
===Transition Ambushes===<br />
Ambushing someone on a transition = uber bad form.<br />
<br />
If you want the element of suprise, HIDE somewhere on the map. Using the limitations of the engine (transitions) to gain such is meta gaming and a NO NO.<br />
<br />
Now, as far as chasing someone accross a transition... I have not really clarified that here, and I will let someone else do the rulesing on that one.<br />
===ISD===<br />
As a player, it is your repsonsibility to report ISD's to the world leader where you found it.<br />
<br />
What is an ISD?<br />
<br />
An Illegal Static Drop is a fancy term for an item that drops off of a monster or container that is too powerful. The key words:<br />
<br />
ILLEGAL: CoPaP is a low magic conglomerate of servers. Most high-powered magic items are given out by DM's in quests, and VERY rarely, you'll strike it rich and get one in random loot. However for static loot (see below), you should never get items of +1 or greater enchancement bonus, or greater value than 1000 gp. If you see something like this as static loot, it is a bug, and you should report it to the world where you found it. We do this because we do not want people to start "farming" items, i.e. going out and collecting hundreds of copies of the items so they can be sold or traded, thereby hurting the economy we have set up.<br />
<br />
<br />
STATIC. Static means that the monster has that item as part of their loot EVERY time you kill them. It is not random loot generated by the treasure system.<br />
<br />
<br />
DROPS. A drop is any item you get from killing a monster or opening a chest, or bashing some other placeable. They can be either static (see above), or random. Random drops are variable and usually controlled by the database on most CoPaP worlds.<br />
<br />
<br />
Consequences<br />
<br />
If you are caught farming an illegal drop, you will be subject to whatever punishment the affected worlds want to give you. Each world in CoPaP controls discipline on their server independently, so you might get off easy on some worlds and banned on others.<br />
<br />
If you farm and item in World A, and sell it in World B, you very well might get banned in both A and B if the leaders of those worlds do not like what you are doing.<br />
<br />
However, reporting the item drop on the bugs board of the world where you found the item will usually avert this fate. So please help us to maintain the economy of this confederation and you'll be grateful you did it, and so will we.<br />
<br />
==Cheesing==<br />
"Cheesing" of races or abilities is not acceptable on Avlis.<br />
<br />
*ahem* *puts on his professor cap*<br />
<br />
"Cheesing" a race is the act of picking one of the standard NWN player character races and then entering some other non-NWN race into the subrace in order to try and pass yourself off as a non-standard race. "Cheesing" an ability is the act of playing your character as if they have an ability which the NWN engine would not otherwise allow them to have.<br />
<br />
Example: You cannot be a giant-kin by picking half-orc and writing "Veerbeeg" in the subrace field. This is not allowed, and if you are caught doing this you will be forced to re-make your character.<br />
<br />
ONLY real races are allowed. Custom races are goblin, kobold, half-ogre, half-nymph, half-dryad, drangonari elf, lizardman, and orc. You CANNOT play any other races other than these and the standard elf, dwarf, human, halfling, etc.<br />
<br />
Example2: You cannot say your character is a vampire with exceptional strength and the ability to make other characters into a vampire by biting them. ONLY abilities that are granted by your class, race, and level within NWN are in-game. Extra powers that you make up or pretend to have are unacceptable.<br />
<br />
There is a very very good reason that we have this rule. A long time ago *evil grin* a player came in and decided they wanted to be a vampire. So they did all kinds of things to fake being a vampire, and none of the abilities were really implimented in NWN. It got to be really bad because in order for that vampire to be successful, OTHER player characters had to PRETEND that this person was a vampire. So it became this whole big thing about having REAL NWN abilities and abilities that you are PRETENDING to have. Not only is that really cheesy, IMO, it can get very confusing.<br />
<br />
Player1: *pretends to whack Player2 over the head*<br />
Player2: What was that for?<br />
Player1: You're unconcious now. I whacked you over the head.<br />
Player2: No I'm not. You didn't do any damage to me at all.<br />
Player1: But I have a 42 strength. I'm a giant.<br />
Player2: No you aren't. You look like a halfling, and your character sheet says you have a 7 strength.<br />
Player1: I know. I know. That's what my character sheet says. But I'm REALLY a giant and I have a 42 strength, so you better roleplay being knocked out, buster.<br />
Player2: That is the stupidest fucking thing I have ever heard.<br />
<br />
<br />
That's just an example. You can substitute *pretends to bite your neck and suck blood* in there for the first line if you want. But I think you see my point.<br />
<br />
<br />
Anyone caught doing these things will be asked to remake their character to conform with the NWN engine and to stop faking abilities.<br />
===Character Backgrounds===<br />
In addition to Player Character races, the PC's background could have the possibility of falling into this cheesing category. Though it is perfectly IC to have one of the following traits in your background, you MUST have an approval of a (vet or senior) DM before you can RP this out.<br />
<br />
This list is an example, not exclusive.<br />
<br />
1) PC's are assumed to NOT to have any direct/blood relationship (Son, Daughter, wife, husband, lover, etc...) to deities.<br />
<br />
2) PC's are assumed to NOT to have any special "gateway" from a foreign world to Avlis, ie: Magical Cloud, Divine intervention, Special Borg Spaceship, Birth from a Rock, Formed by the faeces of a god, transport via a microbiomolecular transport, etc. (Exception: Other than CoPaP, in which case, you must make your character in that CoPaP World then come to Avlis ICly).<br />
<br />
3) PC's are assumed to NOT to have any special blood of non-playable avlisian races. (Drow, Vampires, Vampyres, Balors, chickens, demons, badgers, Celestials, Dragons[*See below for Dragon Disciple Exception] etc..)<br />
<br />
We encourage players to come up with great backgrounds for their PC's, but like in PnP, if your character has a special background, you must clear it with the DM. We are just making sure the players know that.<br />
<br />
Thank you<br />
<br />
Avlis DM's<br />
<br />
*Exception to Dragon Disciples - There's an exception to this bloodline PC's, namely, Dragon Disciples. However, notice we didn't mention the "color" of this dragon disciple. As of this posting, the Red Dragon Disciples simply do NOT exist. NO Native Avlisian character (Characters that are made in Avlis) have the blood of a "Red" Dragon. However, in the future, if the team has enough time, we may implement some kind of Dragon Disciple that is similar, if not the same as Red Dragon Disciple. But as of the time of this posting, there are no dragon blood in any of the Avlisian characters. <br />
===Races===<br />
You cannot play a custom race that is not created by the AutoBic golem. Filling in the subrace field is not acceptable. [[Pg:Custom_Races|Custom Races]]<br />
====Elves====<br />
All this information is already posted on the boards or in the players guide. I have consolidated these statements into one place, since players are claiming to not be aware of them. Ignorance is no excuse.<br />
<br />
1) Do not make elves with dark skin and white hair on Avlis.<br />
<br />
2) Avlisian Elf (directly form the players guide)<br />
The most common type of Elf, referred to simply as an Avlissian Elf, is 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 />
3) Ghost Elf<br />
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.<br />
<br />
4) Drangonari Elf<br />
They 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.<br />
*Drangonari PCs always have black hair and green skin regardless of the colours chosen in character generation<br />
<br />
5) Sereg'wethrin<br />
Sereg'wethrin look very much like Elves. The main differences are their dark skin and black hair<br />
====Drow====<br />
* Avlis reserves the right to protect what we call the "Tone & Feel" of Avlis. This is defined by the entire Avlis works that make up the world's history, culture, and traditions, and is marked by its contrast to other famous campaign settings such as Forgotten Realms, Greyhawk, and Dragonlance.<br />
<br />
* Native Avlis Drow are against the Tone & Feel of Avlis and are illegal. You may not play any drow character that is purported to be born on Avlis or from any ficticious drow societies on Avlis, of which there are none.<br />
<br />
* Drow PC's from OTHER CoPaP are wholly welcome to play on Avlis so long as they go by the following stipulations:<br />
<br />
1) The PC must be created with Red Golem's AutoBic character generator on another CoPaP world, otherwise it will be considered "cheesing".<br />
<br />
2) The drow must be roleplayed as a drow in the biological sense, i.e. sensitive to light, and any other physical drow characteristic.<br />
<br />
3) The drow may be of any alignment so long as it follows 1) and 2).<br />
<br />
<br />
* Drow PC's from other CoPaP worlds must be aware of their IC plight on Avlis: There exists another race called Sereg'wethrin which are a dark-skinned elven race that is native to Avlis. This race is hated and feared by the inhabitants of Avlis even more than the inhabitants of the Forgotten Realms hate drow. There are NO examples of good Sereg'wethrin. Thus the inhabitants of Avlis will automatically assume that any dark-skinned elves are up to no good. If you play a drow and come to Avlis, you WILL be mistaken for a Sereg'wethrin by those you encounter, unless they are otherwise educated ICly. This is regardless of your drow's alignment.<br />
<br />
* Actions taken against your character by other players within the bounds of Sereg'wethrin treatment are not considered griefing if it is a legitimate IC/CvC situation.<br />
<br />
* The actions of Avlis inhabitants against Sereg'wethrin or drow mistaken as sereg are not a personal attack against you as a player. They are the mistaken ignorances of a society that does not know any better, and was designed that way by me.<br />
<br />
If you feel your drow PC has been treated unfairly by another player in game, take the appropriate measures listed in our rules for reporting grief behavior.<br />
<br />
If you feel your drow PC has been mistreated by a DM, report the incident immediately to the Avlis Team, staff@avlis.org. Avlis does NOT condone DM-harrassment of drow PC's simply because they are drow. However, they WILL mobilize the NPC population of Avlis to react appropriately to you, thus giving you a hard time in that way. Please do not confuse the two:<br />
<br />
Good:<br />
Your drow walks into a bar. Five barmaids and the bartender freak out and refuse to serve you. They pee their pants and run.<br />
<br />
<br />
Good:<br />
Your drow wanders into the forest and comes across a M'Chekian army encampment with some really buff Equalizers among them. The entire group of soldiers turns on you and attacks.<br />
<br />
Bad:<br />
You are walking on a road in the middle of nowhere, and 20 Balors and 8 Pit Fiends spawn out of nowhere and kill you. There was no story going on to give a reason for this. It just happened.<br />
<br />
===Pregnancy===<br />
Female PC's cannot become pregnant.<br />
<br />
If you want your character to become pregnant, you:<br />
<br />
1) Have to retire her permanently from PC status and make her an NPC.<br />
<br />
2) Need to have team approval to do this.<br />
<br />
There are no if's, no but's, and all those things. I really hope this doesn't need to be clarified any further.<br />
===Prestige Classes===<br />
1. Red Dragon Disciple (RDD) and Champion of Torm (CoT) prestige classes are not, should not and will not be available for taking for Avlis characters on Avlis.<br />
<br />
- ad. RDD: Red dragons do not exist on Avlis, your native Avlis character will not be able to have the most important IC requirement: red dragon blood in his/her veins. He/she should not even know a Red Dragon exists, unless he has knowledge about other planes.<br />
Your Avlis character should in no way be able to take this PrC, not even on other worlds, unless he/she is not a native to Avlis because of the lack of said dragon blood.<br />
If your character is not a native to Avlis, you should have made it on another world in the first place. Characters native to Avlis that have RDD class will be deleveled by DMs.<br />
The argument that certain spells allow you to summon or change your shape into a red dragon will no longer hold ground. Coders are all set to remove those effects from the involved spells and replace them with Avlis specific creatures.<br />
<br />
- ad CoT: Champion of Torm can only be made by Torm or an order dedicated to Torm. Torm does also not exist on Avlis as a god, so you should head over to another world that does have the Deity Torm in its pantheon if you want to ever be able to take this PrC.<br />
<br />
<br />
Prestige classes in general: The option to gain a prestige class on Avlis should only be available if you meet the requirements AND have done a quest to unlock the class (either scripted or by DM intervention).<br />
<br />
If you have taken a PrC on Avlis without meeting these requirements you have intentionally or unintentionally abused a bug in the PrC disabling code. You should contact a DM to get rid of the levels, if you do so on your own you will receive your XP back.<br />
<br />
==Roleplaying Related==<br />
===Speaking for NPCs===<br />
Simply said, don't do it unless you have the title "DM" underneath your name.<br />
<br />
You speak for your own characters but not NPC's (The City Guard, The Government, Commoners, Temples of various gods, etc. - all off limits to non-DMs)<br />
===Sexuality===<br />
A sex crime is any act that meets any of the following criteria:<br />
- Non-consentual, In Character sexuality of any kind.<br />
- Non-consentual, Out of Character sexuality of any kind.<br />
- Any form of sexuality with a minor (per the United States most strict definition of a minor).<br />
<br />
Roleplaying Sex Crimes in Avlis or any Avlis owned/controlled medium is prohibited.<br />
<br />
Roleplaying includes, but is not limited to: stories, rumors, and accusations In Character.<br />
<br />
This is a zero tolerance policy and anyone caught commiting sex crimes of any kind in Avlis or any Avlis owned/controlled medium will be immediately banned from ALL Avlis owned/controlled mediums.<br />
===Spies===<br />
Independent of your race, class, alignment, age, deity, length of beard, sexual preference, oppressive BO and other such stuff: the same rules apply to every character.<br />
<br />
1) The DM sponsor of the guild you're trying to spy and spying for knows about it.<br />
<br />
2) All information spied MUST pass through this DM.<br />
<br />
This includes Changelings.<br />
===The Domination Effect===<br />
Domination provides physical control over the victim of the spell, as long as the action would not bring the victim direct harm.<br />
<br />
Domination does not provide mental control over the victim of the spell.<br />
<br />
Domination does not allow you to force someone to tell the truth.<br />
<br />
Examples:<br><br />
1. "kill yourself" - BAD, can be ignored<br><br />
2. "jump off this building" - BAD, can be ignored<br><br />
3. "attack _____" - GOOD<br><br />
4. "did you ____" - BAD, victim does not have to answer truthfully<br><br />
5. "go into that house" - GOOD<br><br />
6. "return to your guild hall" - BAD<br><br />
7. "Show me the ring on your hand" - GOOD<br><br />
8. "show me the item that allows you to enter ______" - BAD<br><br />
<br />
===Speaking: Familiars,Changelings,Shapeshifters &Telepathy===<br />
Speaking Familiars<br />
While familiars are magical animals, they do not all gain the ability to speak. Only the following familiars have vocal chords allowing them to speak:<br />
Faerie Dragon<br />
Imp<br />
Mephits<br />
Pixie<br />
<br />
Speaking While Shapeshifted<br />
Shifting into a new form does not allow you to speak with animals of that type. Nor does it allow you to communicate with Druids or Rangers. Most shifter forms are incapable of speech. In addition to PC races, only the following forms have vocal chords which allow you to speak:<br />
Azer<br />
Balor<br />
Death Slaad<br />
Dragons (Wyrmlings to Ancient)<br />
Gargoyle<br />
Giants (Fire or otherwise)<br />
Harpy<br />
Lupin<br />
Medusa<br />
Mind Flayer (Illithid)<br />
Minotaur<br />
Manticore<br />
Rakshasa<br />
Risen Lord<br />
Spectre<br />
Tlincalli<br />
Troll<br />
Vampire<br />
<br />
Speaking as a Changeling<br />
When a changeling changes form, he changes internally as well as externally. This means that if a changeling assumes a form without vocal chords, he cannot speak.<br />
<br />
Telepathy<br />
Telepathy can exist between mages and their familiars, depending on the species of familiar. This is the only form of telepathy to exist in Avlis.<br />
<br />
No PC may speak telepathically to another PC. No PC may use telepathy or other similar powers to read another PC's mind. This is cheesing.<br />
===Languages===<br />
* English is the official language of the Avlis servers<br />
<br />
* For IC situations, English is considered to be Common<br />
<br />
<br />
For other languages in game, you must actually learn the language and use it at your leisure.<br />
<br />
An RL *accent* is fine, whatever the accent is.<br />
<br />
Importing a RL *language* into Avlis and saying it is an Avlisssian language is not fine.<br />
<br />
Avlissian languages are made up on their own. If you want to make a language for Race X from scratch and use French (or any other RL)grammar as the basis, or even take a bunch of French (or other foreign) words and switch around a bunch of letters and vowels to make them completely different words, I don't have a problem with that. The new resulting language must not be recognizable from the base RL language however.<br />
<br />
<br />
But the wholesale importation of another language is a no no.<br />
<br />
===In Game Rules===<br />
Various cities and regions in the game itself usually will have their own set of laws and codes of conduct; as well as differing judicial systems. A crime in one can sometimes be tolerable in another place, and vice-versa.<br />
<br />
[[Pg:In_Game_Rules|Elysian Law]]</div>Midknighthttp://wiki.avlis.org/w/index.php?title=In_Game_Rules&diff=2908In Game Rules2006-01-23T04:21:45Z<p>Midknight: </p>
<hr />
<div><br />
===In Game Rules: Elysia===<br />
*Posted on various bulletin boards though out the city. *<br />
<br />
In Elysia and the lands it controls, a person is considered innocent until proven guilty. This holds true for citizens and non-citizens alike.<br />
<br />
Murder - The willful or accidental killing of anyone in Elysia is against the law, unless done in self-defense. The law sees no difference between a citizen and non-citizen, noble or commoner.<br />
<br />
The first offence carries a 1,000gp per victim fine, paid to the city of Elysia. This money will be distributed to the victims or their family.<br />
<br />
The second offence carries a 5,000gp per victim fine, paid to the city of Elysia. This money will be distributed to the victims or their family.<br />
<br />
The third offence carries a 5,000gp per victim fine, as well as exile from Elysia, on pain of death. This money will be distributed to the victims or their family.<br />
<br />
Theft ? Stealing is illegal in Elysia and the lands it controls. If caught, the thief, will be forced to either return the stolen property or pay restitution equal to the value of items stolen, plus a 1,000gp fine paid to the city of Elysia.<br />
<br />
Summoned Creatures - Elysia does not bar summoned creatures of any sort with in the city limits, but the person who summoned said creature is fully responsible for any act the creature takes. And will be treated as if he or she was the one who committed the act. This includes payment of fines and possible exile from the city.<br />
<br />
Drugs ? The use of drugs within the city limits is illegal and caries a 500gp per offence fine paid to the city of Elysia. Also the person will be held fully responsible for any act committed when under the influence of drugs.<br />
<br />
*Signed by the ruling console of Elysia. *<br />
<br />
OOC: Ok here?s what all that means.<br />
<br />
Innocent until proven guilty, this means unless you actually see the act, or the person admits to it, there isn?t much you can do. Naturally a DM can work around this if he or she wishes, by providing ?proof? of the crime. Everyone is allowed to help enforce these laws, but if you act without proof, you will be guilty of whatever act you commit.<br />
<br />
So for example, you see someone fighting a NPC in Elysia, you move in and attack the PC, kill him and make him cough up a fine. Only to find out afterwards, that the PC was attacked by the NPC first due to a faction bug. You will then be guilty of murder yourself, and need to pay all appropriate fines, including the possibility of the 1,000gp fine for stealing, if you forced the person to pay the murder fine. So make damn sure you know the full story before acting.<br />
<br />
Murder, if you see someone whacking NPC?s feel free to stop them. But keep possible faction bugs in mind. If the person is unwilling to cough up the fine, your allowed to take a item to hold for ransom, until the fine is paid. Accidental death counts the same as willful murder. So if you catch a NPC with a fireball, you?re guilty of murder. People exiled from Elysia will have their names posted on the tavern boards, feel free to kill this person on sight, and take a single item given back to them only after they leave the city and surrounding area.<br />
<br />
Stealing, again you have to actually catch the person in the act, seeing someone walk out of a house isn?t enough. If someone picks a PC?s pocket, you?re free to ?subdue? them and take back what they took, but nothing more, unless you need to hold a item for ransom.<br />
<br />
Summoned creatures, anything goes here, you can?t stop someone from walking around with a Balor or undead, let alone a familiar or animal companion. But if the summoned creature goes apeshit and starts whacking NPC?s or something, feel free to nail the creature and make the person pay the fine required.<br />
<br />
Drugs, they are illegal to use or sell in Elysia, because they do not promote the greater good in any way. This doesn?t mean you can attack someone who you think is using them, but if you see someone in the act of using a drug or selling drugs, you can try and force them to pay the fine. I would say killing them to take a item for ransom would be going to far.<br />
<br />
Fines will be paid by dumping the money in a donation box in the temple of O?Ma. It?s not there yet but I asked Orleron to put one in.<br />
<br />
Ransom of items. The only way to make a PC do something quite often is to hold on to an item they want back. In order to avoid hard feelings and such, if you find yourself in a situation where you need to hold a item for ransom, please limit it to one item, and not something that will prevent the person from being able to effectively play anymore. Taking someone?s only weapon for example would be IMO bad, take a ring or something else instead. If you do take someone down, you must stand guard over their corpse and make sure no one loots them.<br />
<br />
All in all, common sense must be used in these situations. So if you see someone fighting a NPC but they seem to be trying to get away, don?t assume they are guilty of murder. But on the other hand, if you see someone kill a NPC then stand around waiting for the other NPC?s to attack him or her, you don?t have to buy their story about a faction bug either.<br />
<br />
Lastly, there are other laws in Elysia. But for the most part, they aren?t something a PC can do, for example arson would be illegal, but there?s no way for a PC to set fire to a building in NWN, so I didn?t bother addressing it. Bottom line, Elysia is a Neutral Good city, and as such, the laws always take a back seat to the greater good.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules&diff=2907Rules:Specific Rules2006-01-23T04:21:06Z<p>Midknight: </p>
<hr />
<div>='''Specific Rules'''=<br />
==Metagaming==<br />
Metagaming is simply another term for using out of character (OOC)information rather than just the in character (IC) information your character has learnt whilst you are playing him. The term loosely means ?Game with in a Game? in the case of Avlis this means the game of Never Winter Nights (NWN) within the game of Avlis.<br />
<br />
Avlis is in many ways a game unto itself. It?s derived from a long running pen and paper (PnP) D&D Campaign world, with it?s own set of rules and history. When playing on Avlis things work differently than in standard NWN, like death, treasure, experience gain, ect.<br />
<br />
Metagaming is when you think more about the way NWN works then how Avlis works. Or OOC vs IC.<br />
<br />
Picking stats, skills, feats, and so on are all examples of metagaming. When you level up, you again are metagaming, because you pick skills, feats, and so on. There can be IC reasons for what you decide, such as muticlassing because of something that happened to your character, say he now lives in the woods so you think he will develop ranger skills. But most character development is done though metagaming but this not always bad.<br />
<br />
But it can be a bad thing, if it?s done in a way that harms or effects other PC?s. The best example of this, being the whole 'floating name' issues, that has been discussed and argued over on the avlis boards many times. The floating name is completely OOC information, and using it to identify someone you don?t really know or couldn?t identify normally is considered a ?sin? on Avlis.<br />
<br />
Some examples of both good and bad Metagaming or OOC behavior; (these aren?t hard and fast rules, just examples of the type of behavior so you can judge if what your doing is acceptable or not.)<br />
<br />
Good:<br />
* Increasing your Int/Wis/Cha score so you can cast higher level spells.<br />
* Taking levels of another class, for IC reasons. (i.e. you had a religious experience and decide to take levels as a cleric.)<br />
* Increasing a stat, that isn?t of primary use for your class, to qualify for feats that are useful to you. (i.e. Increasing Int to 13 so you can get improved knockdown)<br />
* Taking a feat, not for the sake of the feat, but for other feats you can now qualify for.<br />
* Using the floating name to identify someone you know well, but whose avatar looks like other PC?s.<br />
* Using the Player list, to see if a friend is online at the time.<br />
* Using the examine option to read the bio someone has put in there.<br />
<br />
Bad:<br />
* Taking levels of another class with no logical IC reason for doing so.(i.e. Your PC isn?t religious, but want to be able to cast buffs (protective spells like stoneskin) so you take levels as a cleric.)<br />
* Cancelling out of a level up process to get a better HP roll.<br />
* Using the floating name to identify someone you?ve never met before.<br />
* Using the Player list, to see if PC you want to attack is online at the time.<br />
* Using the examine option, to see what buffs someone has or what level they are.<br />
===Floaty Name===<br />
''Rule 1''<br />
<br />
The floating name above a character's head DOES NOT actually exist IC. It cannot be used to reveal a character's name if the said character has not told you his/her name.<br />
<br />
example: Joe meets Sarah for the first time. Joe's player sees the name "Sarah" above Sarah's head. Joe (the character) DOES NOT. Joe cannot say "Hi Sarah"<br />
<br />
example 2: Joe meets Tara for the first time. Joe says "Hi my name is Joe". Tara says "Hi my name is Jennifer". As far as Joe is concerned, Tara's name is Jennifer. He does not know that she is lieing.<br />
<br />
''Rule 2:''<br />
<br />
The floating name can be used if your character already knows the other character (as long as the other character told you their real name).<br />
<br />
example: Joe and Chris know each other. They also told each other their real names Joe and Chris see each other and say "Hi Chris" and "Hi Joe" respectively. This is fine<br />
<br />
example 2: Joe meets the same Tara he met in "example 2 of rule 1" again. If Joe says "Hi Tara" i will personally send a dragon to eat him. If Joe says" Hi Jennifer" he gets to avoid dragons for a little bit.<br />
<br />
Exception to Rule 2:<br />
<br />
A person you know under the effects of "Invisibilty" or "Improved invisibilty" cannot be identified by the floating name unless your character is under the effects of "see invisibility" or "true seeing".<br />
<br />
example: Joe and Kelly know each other. Kelly is invisible but Joe "hears" her. Joe DOES NOT have "see invis." or "true seeing" on him and the floating name above Kelly's character says Kelly. If Joe says "Hi Kelly" Joe will soon feel the blades of a Sereg'wethrin Nwalmaer turning him into mincemeat. If Joe says "Who's there? I can hear you", Joe gets a cookie.<br />
<br />
===Changelings===<br />
When a changeling uses the Changeling Special Ability, a message is sent to everyone in the area that the ability has been used. This is an OOC message.<br />
<br />
When a changeling changes form, everyone in the immediate vicinity gets to make a spellcraft check (DC 16). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message. If someone changes in front of your face, you do know that they can change form. However you do not know how they are accomplishing this feat unless you succeed in your spellcraft check.<br />
<br />
When a changeling memorizes or purges a form, everyone in the immediate vicinity gets to make a spellcraft check (DC 30). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message.<br />
<br />
In both the above cases, the changeling does not know if someone made a check or if they succeeded at a check. When a changeling reviews their forms, no one gets to make a spellcraft check to identify a changeling.<br />
<br />
This means that anyone without ranks in spellcraft will never be able to identify someone as a changeling. Those with some ranks will be able to identify changelings with a good degree of accuracy whenever they change shape or revert to their true form. Only characters of at least level 6 will have any chance of identifying changelings when memorizing or purging forms, and only epics with any degree of regularity.<br />
<br />
If you cannot make spellcraft checks, the only other IC way to find out someone is a changeling is to have someone who ICly knows tell you that person is a changeling. So unless you succeed at a spellcraft check you do not know someone is a changeling, even if they change shape in front of your face.<br />
===Invisibility===<br />
''RULE 1:''<br />
<br />
An invisible character or creature CANNOT be seen and identified by anyone not under to effects of the spells "true seeing" and "see invisibility" as they can only be detected through hearing.<br />
<br />
example: Joe "hears" John while John is invisible. Joe has neither "see invis." or "true seeing" on him. Even though Joe knows John and John shows up on his screen because Joe's character "hears" John, Joe DOES NOT know that it is John because he cannot identify John solely from John's footsteps.<br />
<br />
''RULE 2:''<br />
<br />
Creatures and characters under the effects of the spell "improved invisibilty" cannot be identified even after they have taken an action to make them "partially visible" unless the perceiving creature has "true seeing" or "see invis". Characters know that the person/creature is there, but sees only a blurry, semi transparent figure.<br />
<br />
example: Joe is in the warzone fighting the elves. Karla is in the warzone and has the spell "improved invisibility" cast on her. Karla doesn't like Joe killing elves. Karla flames Joe's ass. Joe cannot identify Karla as the sassy lass that killed him unless Joe had "true seeing" or "see invis" on him when Karla attacked.<br />
===Disguise===<br />
It has become very clear to the Avlis Staff as a whole, that not everyone playing on Avlis is following the same rules when it comes to disguises. Considering that there are no rules regarding them right now, that seems natural.<br />
<br />
So first point. If you believe that there are rules regarding disguises, you are wrong. There were none prior to this post.<br />
<br />
Ok, here's the basic rule, boiled down to its purest form. Consider this the guiding principle for disguises, or any other form of hiding your identity from someone.<br />
<br />
The PC trying to keep his/her identity hidden, is the one who must make all the effort. The less effort put into it, the less likely the disguise is to work.<br />
<br />
For example, There are no helms out there that somehow alter someone's voice, and by simply putting one on, no one can recognize your voice. By the same token, stating once at the begging of an encounter that you are masking your voice or a single emote, is not enough to cut it.<br />
<br />
You must constantly remind people you are altering your voice somehow. A emote every line isn't required, but the person attempting to alter their voice must be the one making the effort to do so. It must be clear to everyone what he or she is doing. If those interacting with the PC can't clearly tell they are trying to be disguised. Then that PC isn't putting enough effort into it.<br />
<br />
This helps the PC as well, as it makes for a constant reminder and makes mistakes much less likely.<br />
<br />
By the same token, simply putting on a different outfit is not enough to make you unidentifiable. There are several things you have left on that might provide clues to who you really are. So if you want to disguise yourself via clothing/armor, you need to change more then just the torso piece.<br />
<br />
The more effort a PC goes to, to hide their identity the more likely they are to actually do so. The less effort the PC makes, the easier it will be to ID them. But it up to the person wishing to keep his/her identity hidden to make all the effort, and make it very clear to everyone else what he or she are attempting to do.<br />
<br />
Of course the amount of disguise required is all based on how well the PC in question is known by those interacting with him or her. For my PC, trying to fool Kira his IC wife would be extremely difficult. Fooling someone he's knows fairly well, like say Jorio, or Arena would be less difficult, someone he knows hardly at all, would be fairly easy.<br />
<br />
Also the simple fact that your PC's avatar has a hood on, or the hood/mask on, does nothing to help mask their identity, as they are always wearing one so it is as much a disquinshing feature as it hides things.<br />
<br />
Any magical item higher then +2 will also be unique, and could be used to ID someone, especially if it's a weapon, or shield. Provided that of course the PC in question has been seen with it before.<br />
<br />
For example...<br />
<br />
If I want to disguise my PC, I would need to do all of the following to make the disguise 98% foolproof, as there is no 100% foolproof disguise.<br />
<br />
I would need to put on armor or clothing that is unlike anything I've ever worn before. I would need to wear a helm unlike what I normally wear. I would need to begin every other or perhaps every 3rd line of speech with an emote of some sort, stating that I am disguising my voice. I would need to put on different boots, and maybe a different pair of gloves. If I have a holy symbol or some other jewelry that is unquine, I would need to change those out.<br />
<br />
So to sum up. If you want to hide your identity from those around you, you not them will need to make that clear to everyone. Tells or ooc statements that you are in disguise and no further effort on the PC's part, isn't enough. Simply putting on a different outfit and holding a different weapon isn't enough. Simply putting on a helmet isn't enough.<br />
<br />
This works in favor of everyone. For those who wish to remain unidentified, they can show the DM's what efforts they made in remaining so. It also serves as a nearly constant reminder to those involved what the PC is attempting to do, so a mistake is less likely.<br />
===Crafting Recipes===<br />
I would like to clarify the Avlis crafting recipe restrictions that have been brought up in the proposal for a free crafting guild in Avlis. A while back the team ruled that guilds could not post master recipe lists in the forums for all members to see and learn from. For the most part all guilds pass their information in character, which is how it should be. We have further clarified this rule.<br />
<br />
All Avlis crafting recipes must be learned/discovered in game<br />
<br />
Distributing a master list of all known recipes is a flagrant violation of this. I don't care who you share your knowledge with as long as you do it in game. If you want to reveal secrets for nothing, that's your business. But there will be no listserv of crafting recipes.<br />
<br />
This is a roleplaying server and while we can't enforce certain aspects of crafting that we'd like to, we can certainly set OOC guidelines that you should follow. Yes, there are ways you can get around this but you are violating the spirit of Avlis and this server's atmosphere. Because of limiting game mechanics I cannot create a realistic crafting experience. All recipes are boiled down to a list of ingredients and quantities. IC this is not so simple. Being a master alchemist is much more than slapping down half a dozen ingredients and choosing your recipe. There's skill involved in mixing certain ingredients, under certain conditions (heat, pressure, friction, etc), and observing the changes. This is why you have to have a certain level in a craft to even attempt a certain recipe. All trades are handled this way IC. If I could enforce it I'd require you to either experiment to discover your own recipes -OR- get a mentor to teach it to you.<br />
===Sharing Inn Rooms===<br />
We have noticed that some players are sharing an Inn Room between two (or more) of their own characters. (ie One player multiple characters)<br />
This is not allowed because of the ability to easily share items/gold between these characters...basicly what one has, all have.<br />
As these characters can never know each other IG and can never meet it is Metagaming to share items between them.<br />
<br />
If you are doing this, stop.<br />
If you are thinking about it, dont do it.<br />
<br />
This type of metagaming will be handled in the following manner:<br />
1) Warning (this is it)<br />
2) If you continue to do so after the warning then all characters will be placed in Vault Jail for 5 days, and the DB entriesfor that Inn room chest will be deleted without chance for restore<br />
3) You will be banned<br />
<br />
==Exploiting==<br />
Exploiting, is in many ways, the same thing as cheating. It is the practice of doing something you know you shouldn?t be able to and then repeating it as many times as you can. In nearly every case exploiting, involves a bug of some sort, be it one created by the Avlis staff, or one from Bioware. Anyone found exploiting, will be put on the watch list, and is likely to be banned from playing on Avlis.<br />
<br />
If you ever find yourself thinking ?That seemed way too easy for what I got? or ?Odd! He already gave me a reward? because you got a reward you didn?t earn, then it?s likely you found something that could be exploited. We try very hard to make sure that the rewards you get are fitting to what you did. A different form of exploiting is using a trick to avoid something really bad happening. In either case you are doing something that shouldn?t be able to happen, to benefit you in some way.<br />
<br />
There is one and only one case where doing something you think is an exploit, is acceptable, and it will be clear to us if you?re doing this or not. That is testing something you think might be an exploit, to make sure what you think just happened, did in fact happen. Provided you only do it that one more time, and report it, then you won?t be punished for exploiting. However a DM may still take what ever you got from it away from you. It?s important to note that if you had benefited from something you think may be a bug, doesn?t mean you?re guilty of exploiting. It?s when you keep doing it, over and over again, that you?re guilty of exploiting. If you run across something that you think might be a bug, please report it so we can fix what ever is wrong.<br />
<br />
Some examples of exploiting.<br />
* Hitting 'escape' and quitting the game, when you?re at negative hit points, to avoid dying and going to the after life.<br />
* Giving a NPC a quest item, then finding you have the option of giving it to him again, even though you don?t have it any longer.<br />
* Dying, and having someone grab your gear, then crashing the server so you can come back before your character is saved, so you have all your gear back, but your friend still has everything he grabbed off your corpse.<br />
* Logging in with a character that doesn?t belong to you. (It can happen by accident, but you need to quit as soon as you realize your not using one of your characters)<br />
* Giving all your gear to a friend, or leaving it in a chest, then logging into a different world, and coming back to Avlis via a portal, so you have all your gear, plus copies of it in your chest or with your friend.<br />
* Finding a chest that spawns in an item that should never be there (i.e. +3 flaming long sword), and going to it every chance you get.<br />
* Collecting the reward for a quest you never actually finished, or even started. But because of a bug in the dialog you can collect the reward anyway.<br />
* Getting into a really bad situation, and logging out rather then sticking around to take what?s coming to you. (i.e. surrounded by a bunch of really tough NPC?s you know will be able to kill you).<br />
* Logging out, then logging back in again, to restore your lost hp?s and spells.<br />
* Finding an item needed to complete a quest, you were given some place else, logging out and logging into that server to finish the quest, rather then walking there.<br />
* Finding out that by doing X, Y, and Z, or because of some server glitch you become invincible, then running around and killing NPC?s you would normally never stand a chance against.<br />
* Asking high level PC?s to take you places you have no place being, then hanging way back so you can get massive amounts of exp?s with doing no real work.<br />
* Asking low level PC?s to go with you to places they have no place being, then having them hang way back so you can get a massive amount more exp?s then you should normally.<br />
===Duping===<br />
What to do when your items dupe?<br />
<br />
1) Report to staff@avlis.org of the exact situation that the items are duped.<br />
2) Dump all duped item in a trash can, or ask a DM to help you if a DM is on line.<br />
<br />
Simple as that.<br />
<br />
Anyone caught duping and using these items in any way, will be subject to disciplinary actions.<br />
<br />
===Sneaking behind a person through a door===<br />
You can not sneak in behind someone who is walking though a door. Try it IRL and see how well it works.<br />
<br />
The only reason you can do it at all on Avlis, is the scripts we use by default have a 5 sec delay before it closes the door automaticlly. This was done so more then one person could enter a house at once... Without the owner standing there and unlocking and opening the door for everyone who wants to come in.<br />
<br />
Also there is the delay between hitting the area trans and the new area loading up. Which is completely OOC... I can tell you for a fact, that it does not take me 10-30 sec's to walk though the door at my house.<br />
<br />
So once again, you are not allowed to sneak into someone's house by following them though a open door.<br />
===Transition Ambushes===<br />
Ambushing someone on a transition = uber bad form.<br />
<br />
If you want the element of suprise, HIDE somewhere on the map. Using the limitations of the engine (transitions) to gain such is meta gaming and a NO NO.<br />
<br />
Now, as far as chasing someone accross a transition... I have not really clarified that here, and I will let someone else do the rulesing on that one.<br />
===ISD===<br />
As a player, it is your repsonsibility to report ISD's to the world leader where you found it.<br />
<br />
What is an ISD?<br />
<br />
An Illegal Static Drop is a fancy term for an item that drops off of a monster or container that is too powerful. The key words:<br />
<br />
ILLEGAL: CoPaP is a low magic conglomerate of servers. Most high-powered magic items are given out by DM's in quests, and VERY rarely, you'll strike it rich and get one in random loot. However for static loot (see below), you should never get items of +1 or greater enchancement bonus, or greater value than 1000 gp. If you see something like this as static loot, it is a bug, and you should report it to the world where you found it. We do this because we do not want people to start "farming" items, i.e. going out and collecting hundreds of copies of the items so they can be sold or traded, thereby hurting the economy we have set up.<br />
<br />
<br />
STATIC. Static means that the monster has that item as part of their loot EVERY time you kill them. It is not random loot generated by the treasure system.<br />
<br />
<br />
DROPS. A drop is any item you get from killing a monster or opening a chest, or bashing some other placeable. They can be either static (see above), or random. Random drops are variable and usually controlled by the database on most CoPaP worlds.<br />
<br />
<br />
Consequences<br />
<br />
If you are caught farming an illegal drop, you will be subject to whatever punishment the affected worlds want to give you. Each world in CoPaP controls discipline on their server independently, so you might get off easy on some worlds and banned on others.<br />
<br />
If you farm and item in World A, and sell it in World B, you very well might get banned in both A and B if the leaders of those worlds do not like what you are doing.<br />
<br />
However, reporting the item drop on the bugs board of the world where you found the item will usually avert this fate. So please help us to maintain the economy of this confederation and you'll be grateful you did it, and so will we.<br />
<br />
==Cheesing==<br />
"Cheesing" of races or abilities is not acceptable on Avlis.<br />
<br />
*ahem* *puts on his professor cap*<br />
<br />
"Cheesing" a race is the act of picking one of the standard NWN player character races and then entering some other non-NWN race into the subrace in order to try and pass yourself off as a non-standard race. "Cheesing" an ability is the act of playing your character as if they have an ability which the NWN engine would not otherwise allow them to have.<br />
<br />
Example: You cannot be a giant-kin by picking half-orc and writing "Veerbeeg" in the subrace field. This is not allowed, and if you are caught doing this you will be forced to re-make your character.<br />
<br />
ONLY real races are allowed. Custom races are goblin, kobold, half-ogre, half-nymph, half-dryad, drangonari elf, lizardman, and orc. You CANNOT play any other races other than these and the standard elf, dwarf, human, halfling, etc.<br />
<br />
Example2: You cannot say your character is a vampire with exceptional strength and the ability to make other characters into a vampire by biting them. ONLY abilities that are granted by your class, race, and level within NWN are in-game. Extra powers that you make up or pretend to have are unacceptable.<br />
<br />
There is a very very good reason that we have this rule. A long time ago *evil grin* a player came in and decided they wanted to be a vampire. So they did all kinds of things to fake being a vampire, and none of the abilities were really implimented in NWN. It got to be really bad because in order for that vampire to be successful, OTHER player characters had to PRETEND that this person was a vampire. So it became this whole big thing about having REAL NWN abilities and abilities that you are PRETENDING to have. Not only is that really cheesy, IMO, it can get very confusing.<br />
<br />
Player1: *pretends to whack Player2 over the head*<br />
Player2: What was that for?<br />
Player1: You're unconcious now. I whacked you over the head.<br />
Player2: No I'm not. You didn't do any damage to me at all.<br />
Player1: But I have a 42 strength. I'm a giant.<br />
Player2: No you aren't. You look like a halfling, and your character sheet says you have a 7 strength.<br />
Player1: I know. I know. That's what my character sheet says. But I'm REALLY a giant and I have a 42 strength, so you better roleplay being knocked out, buster.<br />
Player2: That is the stupidest fucking thing I have ever heard.<br />
<br />
<br />
That's just an example. You can substitute *pretends to bite your neck and suck blood* in there for the first line if you want. But I think you see my point.<br />
<br />
<br />
Anyone caught doing these things will be asked to remake their character to conform with the NWN engine and to stop faking abilities.<br />
===Character Backgrounds===<br />
In addition to Player Character races, the PC's background could have the possibility of falling into this cheesing category. Though it is perfectly IC to have one of the following traits in your background, you MUST have an approval of a (vet or senior) DM before you can RP this out.<br />
<br />
This list is an example, not exclusive.<br />
<br />
1) PC's are assumed to NOT to have any direct/blood relationship (Son, Daughter, wife, husband, lover, etc...) to deities.<br />
<br />
2) PC's are assumed to NOT to have any special "gateway" from a foreign world to Avlis, ie: Magical Cloud, Divine intervention, Special Borg Spaceship, Birth from a Rock, Formed by the faeces of a god, transport via a microbiomolecular transport, etc. (Exception: Other than CoPaP, in which case, you must make your character in that CoPaP World then come to Avlis ICly).<br />
<br />
3) PC's are assumed to NOT to have any special blood of non-playable avlisian races. (Drow, Vampires, Vampyres, Balors, chickens, demons, badgers, Celestials, Dragons[*See below for Dragon Disciple Exception] etc..)<br />
<br />
We encourage players to come up with great backgrounds for their PC's, but like in PnP, if your character has a special background, you must clear it with the DM. We are just making sure the players know that.<br />
<br />
Thank you<br />
<br />
Avlis DM's<br />
<br />
*Exception to Dragon Disciples - There's an exception to this bloodline PC's, namely, Dragon Disciples. However, notice we didn't mention the "color" of this dragon disciple. As of this posting, the Red Dragon Disciples simply do NOT exist. NO Native Avlisian character (Characters that are made in Avlis) have the blood of a "Red" Dragon. However, in the future, if the team has enough time, we may implement some kind of Dragon Disciple that is similar, if not the same as Red Dragon Disciple. But as of the time of this posting, there are no dragon blood in any of the Avlisian characters. <br />
===Races===<br />
You cannot play a custom race that is not created by the AutoBic golem. Filling in the subrace field is not acceptable. [[Pg:Custom_Races|Custom Races]]<br />
====Elves====<br />
All this information is already posted on the boards or in the players guide. I have consolidated these statements into one place, since players are claiming to not be aware of them. Ignorance is no excuse.<br />
<br />
1) Do not make elves with dark skin and white hair on Avlis.<br />
<br />
2) Avlisian Elf (directly form the players guide)<br />
The most common type of Elf, referred to simply as an Avlissian Elf, is 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 />
3) Ghost Elf<br />
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.<br />
<br />
4) Drangonari Elf<br />
They 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.<br />
*Drangonari PCs always have black hair and green skin regardless of the colours chosen in character generation<br />
<br />
5) Sereg'wethrin<br />
Sereg'wethrin look very much like Elves. The main differences are their dark skin and black hair<br />
====Drow====<br />
* Avlis reserves the right to protect what we call the "Tone & Feel" of Avlis. This is defined by the entire Avlis works that make up the world's history, culture, and traditions, and is marked by its contrast to other famous campaign settings such as Forgotten Realms, Greyhawk, and Dragonlance.<br />
<br />
* Native Avlis Drow are against the Tone & Feel of Avlis and are illegal. You may not play any drow character that is purported to be born on Avlis or from any ficticious drow societies on Avlis, of which there are none.<br />
<br />
* Drow PC's from OTHER CoPaP are wholly welcome to play on Avlis so long as they go by the following stipulations:<br />
<br />
1) The PC must be created with Red Golem's AutoBic character generator on another CoPaP world, otherwise it will be considered "cheesing".<br />
<br />
2) The drow must be roleplayed as a drow in the biological sense, i.e. sensitive to light, and any other physical drow characteristic.<br />
<br />
3) The drow may be of any alignment so long as it follows 1) and 2).<br />
<br />
<br />
* Drow PC's from other CoPaP worlds must be aware of their IC plight on Avlis: There exists another race called Sereg'wethrin which are a dark-skinned elven race that is native to Avlis. This race is hated and feared by the inhabitants of Avlis even more than the inhabitants of the Forgotten Realms hate drow. There are NO examples of good Sereg'wethrin. Thus the inhabitants of Avlis will automatically assume that any dark-skinned elves are up to no good. If you play a drow and come to Avlis, you WILL be mistaken for a Sereg'wethrin by those you encounter, unless they are otherwise educated ICly. This is regardless of your drow's alignment.<br />
<br />
* Actions taken against your character by other players within the bounds of Sereg'wethrin treatment are not considered griefing if it is a legitimate IC/CvC situation.<br />
<br />
* The actions of Avlis inhabitants against Sereg'wethrin or drow mistaken as sereg are not a personal attack against you as a player. They are the mistaken ignorances of a society that does not know any better, and was designed that way by me.<br />
<br />
If you feel your drow PC has been treated unfairly by another player in game, take the appropriate measures listed in our rules for reporting grief behavior.<br />
<br />
If you feel your drow PC has been mistreated by a DM, report the incident immediately to the Avlis Team, staff@avlis.org. Avlis does NOT condone DM-harrassment of drow PC's simply because they are drow. However, they WILL mobilize the NPC population of Avlis to react appropriately to you, thus giving you a hard time in that way. Please do not confuse the two:<br />
<br />
Good:<br />
Your drow walks into a bar. Five barmaids and the bartender freak out and refuse to serve you. They pee their pants and run.<br />
<br />
<br />
Good:<br />
Your drow wanders into the forest and comes across a M'Chekian army encampment with some really buff Equalizers among them. The entire group of soldiers turns on you and attacks.<br />
<br />
Bad:<br />
You are walking on a road in the middle of nowhere, and 20 Balors and 8 Pit Fiends spawn out of nowhere and kill you. There was no story going on to give a reason for this. It just happened.<br />
<br />
===Pregnancy===<br />
Female PC's cannot become pregnant.<br />
<br />
If you want your character to become pregnant, you:<br />
<br />
1) Have to retire her permanently from PC status and make her an NPC.<br />
<br />
2) Need to have team approval to do this.<br />
<br />
There are no if's, no but's, and all those things. I really hope this doesn't need to be clarified any further.<br />
===Prestige Classes===<br />
1. Red Dragon Disciple (RDD) and Champion of Torm (CoT) prestige classes are not, should not and will not be available for taking for Avlis characters on Avlis.<br />
<br />
- ad. RDD: Red dragons do not exist on Avlis, your native Avlis character will not be able to have the most important IC requirement: red dragon blood in his/her veins. He/she should not even know a Red Dragon exists, unless he has knowledge about other planes.<br />
Your Avlis character should in no way be able to take this PrC, not even on other worlds, unless he/she is not a native to Avlis because of the lack of said dragon blood.<br />
If your character is not a native to Avlis, you should have made it on another world in the first place. Characters native to Avlis that have RDD class will be deleveled by DMs.<br />
The argument that certain spells allow you to summon or change your shape into a red dragon will no longer hold ground. Coders are all set to remove those effects from the involved spells and replace them with Avlis specific creatures.<br />
<br />
- ad CoT: Champion of Torm can only be made by Torm or an order dedicated to Torm. Torm does also not exist on Avlis as a god, so you should head over to another world that does have the Deity Torm in its pantheon if you want to ever be able to take this PrC.<br />
<br />
<br />
Prestige classes in general: The option to gain a prestige class on Avlis should only be available if you meet the requirements AND have done a quest to unlock the class (either scripted or by DM intervention).<br />
<br />
If you have taken a PrC on Avlis without meeting these requirements you have intentionally or unintentionally abused a bug in the PrC disabling code. You should contact a DM to get rid of the levels, if you do so on your own you will receive your XP back.<br />
<br />
==Roleplaying Related==<br />
===Speaking for NPCs===<br />
Simply said, don't do it unless you have the title "DM" underneath your name.<br />
<br />
You speak for your own characters but not NPC's (The City Guard, The Government, Commoners, Temples of various gods, etc. - all off limits to non-DMs)<br />
===Sexuality===<br />
A sex crime is any act that meets any of the following criteria:<br />
- Non-consentual, In Character sexuality of any kind.<br />
- Non-consentual, Out of Character sexuality of any kind.<br />
- Any form of sexuality with a minor (per the United States most strict definition of a minor).<br />
<br />
Roleplaying Sex Crimes in Avlis or any Avlis owned/controlled medium is prohibited.<br />
<br />
Roleplaying includes, but is not limited to: stories, rumors, and accusations In Character.<br />
<br />
This is a zero tolerance policy and anyone caught commiting sex crimes of any kind in Avlis or any Avlis owned/controlled medium will be immediately banned from ALL Avlis owned/controlled mediums.<br />
===Spies===<br />
Independent of your race, class, alignment, age, deity, length of beard, sexual preference, oppressive BO and other such stuff: the same rules apply to every character.<br />
<br />
1) The DM sponsor of the guild you're trying to spy and spying for knows about it.<br />
<br />
2) All information spied MUST pass through this DM.<br />
<br />
This includes Changelings.<br />
===The Domination Effect===<br />
Domination provides physical control over the victim of the spell, as long as the action would not bring the victim direct harm.<br />
<br />
Domination does not provide mental control over the victim of the spell.<br />
<br />
Domination does not allow you to force someone to tell the truth.<br />
<br />
Examples:<br><br />
1. "kill yourself" - BAD, can be ignored<br><br />
2. "jump off this building" - BAD, can be ignored<br><br />
3. "attack _____" - GOOD<br><br />
4. "did you ____" - BAD, victim does not have to answer truthfully<br><br />
5. "go into that house" - GOOD<br><br />
6. "return to your guild hall" - BAD<br><br />
7. "Show me the ring on your hand" - GOOD<br><br />
8. "show me the item that allows you to enter ______" - BAD<br><br />
<br />
===Speaking: Familiars,Changelings,Shapeshifters &Telepathy===<br />
Speaking Familiars<br />
While familiars are magical animals, they do not all gain the ability to speak. Only the following familiars have vocal chords allowing them to speak:<br />
Faerie Dragon<br />
Imp<br />
Mephits<br />
Pixie<br />
<br />
Speaking While Shapeshifted<br />
Shifting into a new form does not allow you to speak with animals of that type. Nor does it allow you to communicate with Druids or Rangers. Most shifter forms are incapable of speech. In addition to PC races, only the following forms have vocal chords which allow you to speak:<br />
Azer<br />
Balor<br />
Death Slaad<br />
Dragons (Wyrmlings to Ancient)<br />
Gargoyle<br />
Giants (Fire or otherwise)<br />
Harpy<br />
Lupin<br />
Medusa<br />
Mind Flayer (Illithid)<br />
Minotaur<br />
Manticore<br />
Rakshasa<br />
Risen Lord<br />
Spectre<br />
Tlincalli<br />
Troll<br />
Vampire<br />
<br />
Speaking as a Changeling<br />
When a changeling changes form, he changes internally as well as externally. This means that if a changeling assumes a form without vocal chords, he cannot speak.<br />
<br />
Telepathy<br />
Telepathy can exist between mages and their familiars, depending on the species of familiar. This is the only form of telepathy to exist in Avlis.<br />
<br />
No PC may speak telepathically to another PC. No PC may use telepathy or other similar powers to read another PC's mind. This is cheesing.<br />
===Languages===<br />
* English is the official language of the Avlis servers<br />
<br />
* For IC situations, English is considered to be Common<br />
<br />
<br />
For other languages in game, you must actually learn the language and use it at your leisure.<br />
<br />
An RL *accent* is fine, whatever the accent is.<br />
<br />
Importing a RL *language* into Avlis and saying it is an Avlisssian language is not fine.<br />
<br />
Avlissian languages are made up on their own. If you want to make a language for Race X from scratch and use French (or any other RL)grammar as the basis, or even take a bunch of French (or other foreign) words and switch around a bunch of letters and vowels to make them completely different words, I don't have a problem with that. The new resulting language must not be recognizable from the base RL language however.<br />
<br />
<br />
But the wholesale importation of another language is a no no.<br />
<br />
===In Game Rules===<br />
Various cities and regions in the game itself usually will have their own set of laws and codes of conduct; as well as differing judicial systems. A crime in one can sometimes be tolerable in another place, and vice-versa.<br />
<br />
[[Pg:In_Game_Rules|Elysian Law]]<br />
<br />
<br />
===In Game Rules: Elysia===<br />
*Posted on various bulletin boards though out the city. *<br />
<br />
In Elysia and the lands it controls, a person is considered innocent until proven guilty. This holds true for citizens and non-citizens alike.<br />
<br />
Murder - The willful or accidental killing of anyone in Elysia is against the law, unless done in self-defense. The law sees no difference between a citizen and non-citizen, noble or commoner.<br />
<br />
The first offence carries a 1,000gp per victim fine, paid to the city of Elysia. This money will be distributed to the victims or their family.<br />
<br />
The second offence carries a 5,000gp per victim fine, paid to the city of Elysia. This money will be distributed to the victims or their family.<br />
<br />
The third offence carries a 5,000gp per victim fine, as well as exile from Elysia, on pain of death. This money will be distributed to the victims or their family.<br />
<br />
Theft ? Stealing is illegal in Elysia and the lands it controls. If caught, the thief, will be forced to either return the stolen property or pay restitution equal to the value of items stolen, plus a 1,000gp fine paid to the city of Elysia.<br />
<br />
Summoned Creatures - Elysia does not bar summoned creatures of any sort with in the city limits, but the person who summoned said creature is fully responsible for any act the creature takes. And will be treated as if he or she was the one who committed the act. This includes payment of fines and possible exile from the city.<br />
<br />
Drugs ? The use of drugs within the city limits is illegal and caries a 500gp per offence fine paid to the city of Elysia. Also the person will be held fully responsible for any act committed when under the influence of drugs.<br />
<br />
*Signed by the ruling console of Elysia. *<br />
<br />
OOC: Ok here?s what all that means.<br />
<br />
Innocent until proven guilty, this means unless you actually see the act, or the person admits to it, there isn?t much you can do. Naturally a DM can work around this if he or she wishes, by providing ?proof? of the crime. Everyone is allowed to help enforce these laws, but if you act without proof, you will be guilty of whatever act you commit.<br />
<br />
So for example, you see someone fighting a NPC in Elysia, you move in and attack the PC, kill him and make him cough up a fine. Only to find out afterwards, that the PC was attacked by the NPC first due to a faction bug. You will then be guilty of murder yourself, and need to pay all appropriate fines, including the possibility of the 1,000gp fine for stealing, if you forced the person to pay the murder fine. So make damn sure you know the full story before acting.<br />
<br />
Murder, if you see someone whacking NPC?s feel free to stop them. But keep possible faction bugs in mind. If the person is unwilling to cough up the fine, your allowed to take a item to hold for ransom, until the fine is paid. Accidental death counts the same as willful murder. So if you catch a NPC with a fireball, you?re guilty of murder. People exiled from Elysia will have their names posted on the tavern boards, feel free to kill this person on sight, and take a single item given back to them only after they leave the city and surrounding area.<br />
<br />
Stealing, again you have to actually catch the person in the act, seeing someone walk out of a house isn?t enough. If someone picks a PC?s pocket, you?re free to ?subdue? them and take back what they took, but nothing more, unless you need to hold a item for ransom.<br />
<br />
Summoned creatures, anything goes here, you can?t stop someone from walking around with a Balor or undead, let alone a familiar or animal companion. But if the summoned creature goes apeshit and starts whacking NPC?s or something, feel free to nail the creature and make the person pay the fine required.<br />
<br />
Drugs, they are illegal to use or sell in Elysia, because they do not promote the greater good in any way. This doesn?t mean you can attack someone who you think is using them, but if you see someone in the act of using a drug or selling drugs, you can try and force them to pay the fine. I would say killing them to take a item for ransom would be going to far.<br />
<br />
Fines will be paid by dumping the money in a donation box in the temple of O?Ma. It?s not there yet but I asked Orleron to put one in.<br />
<br />
Ransom of items. The only way to make a PC do something quite often is to hold on to an item they want back. In order to avoid hard feelings and such, if you find yourself in a situation where you need to hold a item for ransom, please limit it to one item, and not something that will prevent the person from being able to effectively play anymore. Taking someone?s only weapon for example would be IMO bad, take a ring or something else instead. If you do take someone down, you must stand guard over their corpse and make sure no one loots them.<br />
<br />
All in all, common sense must be used in these situations. So if you see someone fighting a NPC but they seem to be trying to get away, don?t assume they are guilty of murder. But on the other hand, if you see someone kill a NPC then stand around waiting for the other NPC?s to attack him or her, you don?t have to buy their story about a faction bug either.<br />
<br />
Lastly, there are other laws in Elysia. But for the most part, they aren?t something a PC can do, for example arson would be illegal, but there?s no way for a PC to set fire to a building in NWN, so I didn?t bother addressing it. Bottom line, Elysia is a Neutral Good city, and as such, the laws always take a back seat to the greater good.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Major_Meeting_Points&diff=3117Major Meeting Points2006-01-23T04:04:34Z<p>Midknight: /* Mikona */</p>
<hr />
<div>Ever log onto a relatively full server, only to wander around for 10 minutes wondering where the hell everyone is? Well, here is the complete guide for each server on where the hotspots are. You may not find other players here 100% of the time, but these will certainly be your best bet.<br />
<hr><br />
<br />
= [[Deglos]] =<br />
<br />
'''Fegall Mining Temple''' -- in Nanshi Urbaz.<br />
<br />
'''Nutzdagezehesple Marketplace''' -- the forge.<br />
<br />
'''Minur Khuzad''' -- the forge.<br />
<br />
<br />
<br />
= [[Elysia]] =<br />
<br />
'''Elf Gate''' -- Just outside of the Northen Residential district in Elysia. A lot of people tend to gather there, because it's the major entrance to the city and the way out to the wilderness. <br />
<br />
'''Fanos' Shop''' -- In the Artisans District. This is a major hangout for crafters and there's almost always a couple people there.<br />
<br />
'''Mr. SorBen's Fine Threads''' -- Southeast corner of Artisan's District.<br />
<br />
'''H.E.A.L Basement''' -- Most of the people who previously were in Fanos and SorBen, now craft here.<br />
<br />
= [[Ferrell]] =<br />
<br />
'''The Port Hole Inn''' -- Outside.<br />
<br />
'''Port Eridanus''' -- With the AKN and the Porthole this is probably the best you will do. It's also the first area you will encounter if you take the road from Elysia to Ferrell.<br />
<br />
<br />
<br />
= [[Kuras]] =<br />
<br />
'''The Tradesman's District''' --<br />
<br />
'''Alemby's Alchemical''' -- Alemby is the new Fanos!<br />
<br />
<br />
<br />
= [[Le'Or T'Nanshi]] =<br />
<br />
'''Le'Etzeth'Levena, The Moon Tree''' -- (open-air bar in the Lower Nobles Residences) has been a hotbed of activity recently. <br />
<br />
'''Faav Cornath Etzev, Tree Haven Inn''' -- (tavern in the Marketplace) is also a good place to check, as is the Marketplace itself.<br />
<br />
'''Summerleaf/Silverfall Crafting Center''' -- This region has lots to do and the Silverfall crafting center, in particular, tends to be busy. To get to Summerleaf, go north of the Le'Or main city entrance (with the visitor's center and all). To get to Silverfall from Summerleaf, go east. (I think it's east - bottom right exit in the Summerleaf canopies anyway.)<br />
<br />
<br />
<br />
= [[Mikona]] =<br />
<br />
'''The Rock''' -- Just outside the city gates there is a large stone. Just stand right there and people will come, as it tends to be a high-traffic area.<br />
<br />
'''Privateer Enterprises''' -- Located in the Docks district; a crafting centre as well as major buyer/seller of player goods.<br />
<br />
= [[Visimontium]] =<br />
<br />
'''The Plough and Scythe''' -- Outside.<br />
<br />
<br />
<br />
= [[Wilderness]] =<br />
<br />
'''Blandenberg Ferry''' -- The area just south of it also is sometimes good. <br />
<br />
'''The Order of the Way''' -- also gets a bit of traffic.<br />
<br />
'''Westshore/Bachwood''' -- get a fair amount of traffic, or used to, as there are quite a few quests etc around there. <br />
<br />
'''Zvidureth''' -- traditionally one of the better meeting spots in T'Nanshi, since it's fairly centrally located and near a major crossroads. The three zones North of Zvidureth (crossroads, Dwarf Trade, Entrance to Deglos) are also pretty popular.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Major_Meeting_Points&diff=2904Major Meeting Points2006-01-23T04:04:22Z<p>Midknight: /* Mikona */</p>
<hr />
<div>Ever log onto a relatively full server, only to wander around for 10 minutes wondering where the hell everyone is? Well, here is the complete guide for each server on where the hotspots are. You may not find other players here 100% of the time, but these will certainly be your best bet.<br />
<hr><br />
<br />
= [[Deglos]] =<br />
<br />
'''Fegall Mining Temple''' -- in Nanshi Urbaz.<br />
<br />
'''Nutzdagezehesple Marketplace''' -- the forge.<br />
<br />
'''Minur Khuzad''' -- the forge.<br />
<br />
<br />
<br />
= [[Elysia]] =<br />
<br />
'''Elf Gate''' -- Just outside of the Northen Residential district in Elysia. A lot of people tend to gather there, because it's the major entrance to the city and the way out to the wilderness. <br />
<br />
'''Fanos' Shop''' -- In the Artisans District. This is a major hangout for crafters and there's almost always a couple people there.<br />
<br />
'''Mr. SorBen's Fine Threads''' -- Southeast corner of Artisan's District.<br />
<br />
'''H.E.A.L Basement''' -- Most of the people who previously were in Fanos and SorBen, now craft here.<br />
<br />
= [[Ferrell]] =<br />
<br />
'''The Port Hole Inn''' -- Outside.<br />
<br />
'''Port Eridanus''' -- With the AKN and the Porthole this is probably the best you will do. It's also the first area you will encounter if you take the road from Elysia to Ferrell.<br />
<br />
<br />
<br />
= [[Kuras]] =<br />
<br />
'''The Tradesman's District''' --<br />
<br />
'''Alemby's Alchemical''' -- Alemby is the new Fanos!<br />
<br />
<br />
<br />
= [[Le'Or T'Nanshi]] =<br />
<br />
'''Le'Etzeth'Levena, The Moon Tree''' -- (open-air bar in the Lower Nobles Residences) has been a hotbed of activity recently. <br />
<br />
'''Faav Cornath Etzev, Tree Haven Inn''' -- (tavern in the Marketplace) is also a good place to check, as is the Marketplace itself.<br />
<br />
'''Summerleaf/Silverfall Crafting Center''' -- This region has lots to do and the Silverfall crafting center, in particular, tends to be busy. To get to Summerleaf, go north of the Le'Or main city entrance (with the visitor's center and all). To get to Silverfall from Summerleaf, go east. (I think it's east - bottom right exit in the Summerleaf canopies anyway.)<br />
<br />
<br />
<br />
= [[Mikona]] =<br />
<br />
'''The Rock''' -- Just outside the city gates there is a large stone. Just stand right there and people will come, as it tends to be a high-traffic area.<br />
'''Privateer Enterprises''' -- Located in the Docks district; a crafting centre as well as major buyer/seller of player goods.<br />
<br />
= [[Visimontium]] =<br />
<br />
'''The Plough and Scythe''' -- Outside.<br />
<br />
<br />
<br />
= [[Wilderness]] =<br />
<br />
'''Blandenberg Ferry''' -- The area just south of it also is sometimes good. <br />
<br />
'''The Order of the Way''' -- also gets a bit of traffic.<br />
<br />
'''Westshore/Bachwood''' -- get a fair amount of traffic, or used to, as there are quite a few quests etc around there. <br />
<br />
'''Zvidureth''' -- traditionally one of the better meeting spots in T'Nanshi, since it's fairly centrally located and near a major crossroads. The three zones North of Zvidureth (crossroads, Dwarf Trade, Entrance to Deglos) are also pretty popular.</div>Midknighthttp://wiki.avlis.org/w/index.php?title=Major_Meeting_Points&diff=2903Major Meeting Points2006-01-23T04:01:20Z<p>Midknight: /* Elysia */</p>
<hr />
<div>Ever log onto a relatively full server, only to wander around for 10 minutes wondering where the hell everyone is? Well, here is the complete guide for each server on where the hotspots are. You may not find other players here 100% of the time, but these will certainly be your best bet.<br />
<hr><br />
<br />
= [[Deglos]] =<br />
<br />
'''Fegall Mining Temple''' -- in Nanshi Urbaz.<br />
<br />
'''Nutzdagezehesple Marketplace''' -- the forge.<br />
<br />
'''Minur Khuzad''' -- the forge.<br />
<br />
<br />
<br />
= [[Elysia]] =<br />
<br />
'''Elf Gate''' -- Just outside of the Northen Residential district in Elysia. A lot of people tend to gather there, because it's the major entrance to the city and the way out to the wilderness. <br />
<br />
'''Fanos' Shop''' -- In the Artisans District. This is a major hangout for crafters and there's almost always a couple people there.<br />
<br />
'''Mr. SorBen's Fine Threads''' -- Southeast corner of Artisan's District.<br />
<br />
'''H.E.A.L Basement''' -- Most of the people who previously were in Fanos and SorBen, now craft here.<br />
<br />
= [[Ferrell]] =<br />
<br />
'''The Port Hole Inn''' -- Outside.<br />
<br />
'''Port Eridanus''' -- With the AKN and the Porthole this is probably the best you will do. It's also the first area you will encounter if you take the road from Elysia to Ferrell.<br />
<br />
<br />
<br />
= [[Kuras]] =<br />
<br />
'''The Tradesman's District''' --<br />
<br />
'''Alemby's Alchemical''' -- Alemby is the new Fanos!<br />
<br />
<br />
<br />
= [[Le'Or T'Nanshi]] =<br />
<br />
'''Le'Etzeth'Levena, The Moon Tree''' -- (open-air bar in the Lower Nobles Residences) has been a hotbed of activity recently. <br />
<br />
'''Faav Cornath Etzev, Tree Haven Inn''' -- (tavern in the Marketplace) is also a good place to check, as is the Marketplace itself.<br />
<br />
'''Summerleaf/Silverfall Crafting Center''' -- This region has lots to do and the Silverfall crafting center, in particular, tends to be busy. To get to Summerleaf, go north of the Le'Or main city entrance (with the visitor's center and all). To get to Silverfall from Summerleaf, go east. (I think it's east - bottom right exit in the Summerleaf canopies anyway.)<br />
<br />
<br />
<br />
= [[Mikona]] =<br />
<br />
'''The Rock''' -- Just outside the city gates there is a large stone. Just stand right there and people will come, as it tends to be a high-traffic area.<br />
<br />
= [[Visimontium]] =<br />
<br />
'''The Plough and Scythe''' -- Outside.<br />
<br />
<br />
<br />
= [[Wilderness]] =<br />
<br />
'''Blandenberg Ferry''' -- The area just south of it also is sometimes good. <br />
<br />
'''The Order of the Way''' -- also gets a bit of traffic.<br />
<br />
'''Westshore/Bachwood''' -- get a fair amount of traffic, or used to, as there are quite a few quests etc around there. <br />
<br />
'''Zvidureth''' -- traditionally one of the better meeting spots in T'Nanshi, since it's fairly centrally located and near a major crossroads. The three zones North of Zvidureth (crossroads, Dwarf Trade, Entrance to Deglos) are also pretty popular.</div>Midknight