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	<id>https://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Blakebenneset</id>
	<title>Avlis Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Blakebenneset"/>
	<link rel="alternate" type="text/html" href="https://wiki.avlis.org/Special:Contributions/Blakebenneset"/>
	<updated>2026-04-21T13:01:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=User:Blakebenneset&amp;diff=17628</id>
		<title>User:Blakebenneset</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=User:Blakebenneset&amp;diff=17628"/>
		<updated>2006-02-28T22:40:47Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: User:Blakebenneset moved to User:Xenophile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Xenophile]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8570</id>
		<title>Atlas of Avlis</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8570"/>
		<updated>2006-02-28T01:48:44Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[pg:Brekon|Brekon]] &lt;br /&gt;
| [[Deglos]] &lt;br /&gt;
| [[Drotid]] &lt;br /&gt;
| [[Dubunat]] &lt;br /&gt;
| [[Ferrell]] &lt;br /&gt;
| [[Galdos]]&lt;br /&gt;
| [[Jechran]] &lt;br /&gt;
| [[The Kurathene Empire|Kurathene]] &lt;br /&gt;
| [[M'Chek]] &lt;br /&gt;
| [[The Seven Cities|Seven Cities]] &lt;br /&gt;
| [[T'Nanshi]] &lt;br /&gt;
| [[Toran Shaarda]] &lt;br /&gt;
| [[Tyedu]] &lt;br /&gt;
| [[The Underdark|Underdark]]&lt;br /&gt;
| [[The Wastelands|Wastelands]] &lt;br /&gt;
----&lt;br /&gt;
{| &lt;br /&gt;
|__TOC__&lt;br /&gt;
|valign=top style=&amp;quot;width:50%&amp;quot;|&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;&lt;br /&gt;
|''Out Of Character Information:'' &lt;br /&gt;
The game servers on Avlis began in the south, extending further and further north as additional [[:Category:Servers|servers]] were added. In the begining the servers were the nations of [[M'Chek]], [[T'Nanshi]], [[Ferrell]] and [[Deglos]], as well as the cities of [[Mikona]] (capital&lt;br /&gt;
of M'Chek), [[Elysia]] (an independent city-state in T'Nanshi), and [[Le'Or T'Nanshi]] (capital of T'Nanshi). It has now grown to these: &lt;br /&gt;
&amp;lt;center&amp;gt; {{Servers}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maps below shows Negaria, the main continent of the world of [[Wikipedia:Avlis|Avlis]]. It is divided into a variety of nations and regions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:pg_politmap.png|right|Political Map of Avlis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nations and major regions==&lt;br /&gt;
This section will give descriptions of the nations and regions, starting with M'Chek and working north up to Tyedu.&lt;br /&gt;
&lt;br /&gt;
[[M'Chek]]&lt;br /&gt;
&lt;br /&gt;
[[T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[Toran Shaarda]]&lt;br /&gt;
&lt;br /&gt;
[[Ferrell]]&lt;br /&gt;
&lt;br /&gt;
[[Dubunat]]&lt;br /&gt;
&lt;br /&gt;
[[The Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
[[Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[Drotid]]&lt;br /&gt;
&lt;br /&gt;
[[Deglos]]&lt;br /&gt;
&lt;br /&gt;
[[Galdos]]&lt;br /&gt;
&lt;br /&gt;
[[The Wastelands]]&lt;br /&gt;
&lt;br /&gt;
[[The Kurathene Empire]]&lt;br /&gt;
&lt;br /&gt;
[[Jechran]]&lt;br /&gt;
&lt;br /&gt;
[[Tyedu|Tyedu]]&lt;br /&gt;
&lt;br /&gt;
[[The Underdark]]&lt;br /&gt;
&lt;br /&gt;
==Major Cities==&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Andarr|Andarr]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Brekon(city)|Brekon]] &amp;lt;small&amp;gt;(capital of the oricsh nation of Brekon)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Bullwark|Bullwark]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Crosstreams|Crosstreams]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Dormiria|Dormiria]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Grantir]]&lt;br /&gt;
&lt;br /&gt;
[[Kitanya]] &amp;lt;small&amp;gt;(base of the Ferrell Council of Elders)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kuras]]&lt;br /&gt;
&lt;br /&gt;
[[Le'Or T'Nanshi]] &amp;lt;small&amp;gt;(capital of the elven nation of T'Nanshi)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Malekia|Malekia]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mikona]] &amp;lt;small&amp;gt;(capital of the nation of M'Chek)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Myleah]]&lt;br /&gt;
&lt;br /&gt;
[[Qwanderal]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Qwandovia]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Red_Gate|Red Gate]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Stalwart|Stalwart]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Toostan]] &amp;lt;small&amp;gt;(ruins)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Visimontium]]&lt;br /&gt;
&lt;br /&gt;
==Towns and villages==&lt;br /&gt;
[[Bachwood]]&lt;br /&gt;
&lt;br /&gt;
[[The Village of Blandenberg|Blandenberg]]&lt;br /&gt;
&lt;br /&gt;
[[Dendigath Post]]&lt;br /&gt;
&lt;br /&gt;
[[Derrington Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elegemaera]]&lt;br /&gt;
&lt;br /&gt;
[[Equaloria Keep and Dunster Commons]]&lt;br /&gt;
&lt;br /&gt;
[[Finmaegan Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Hel'Byssia]]&lt;br /&gt;
&lt;br /&gt;
[[Huntingcreek Hills]]&lt;br /&gt;
&lt;br /&gt;
[[Nelthrope Keep]]&lt;br /&gt;
&lt;br /&gt;
[[The Order of the Way]]&lt;br /&gt;
&lt;br /&gt;
[[Kharak Zvidurat]] (Dwarf Trade)&lt;br /&gt;
&lt;br /&gt;
[[Nan Sh'Tal]]&lt;br /&gt;
&lt;br /&gt;
[[Noritath Sh'al]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
[[Quithranos]] (Fishaven)&lt;br /&gt;
&lt;br /&gt;
[[SilverFall]]&lt;br /&gt;
&lt;br /&gt;
[[Southill]]&lt;br /&gt;
&lt;br /&gt;
[[Summerleaf]]&lt;br /&gt;
&lt;br /&gt;
[[Suneal Thorp]]&lt;br /&gt;
&lt;br /&gt;
[[Westshore]]&lt;br /&gt;
&lt;br /&gt;
[[Zvidureth]]&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Avlis800width.jpg|thumb|left|600px|Negaria, the main continent of the world of Avlis]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Negaria possesses a wide variety of landscapes, from coastal plains to central mountain ranges and grand valleys and canyons traversed by extensive river systems.&lt;br /&gt;
&lt;br /&gt;
===Mountain Ranges===&lt;br /&gt;
The two largest '''mountatin ranges''' lie in the nation of Degolos.&lt;br /&gt;
&lt;br /&gt;
:'''Hills and Plateaus'''&lt;br /&gt;
&lt;br /&gt;
::[[The Hills of Tumult]]&lt;br /&gt;
&lt;br /&gt;
::[[The Warrens]]&lt;br /&gt;
&lt;br /&gt;
:'''Mountains and Volcanoes'''&lt;br /&gt;
&lt;br /&gt;
::[[Doreg-Magret]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Bolinar]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Geritri]]&lt;br /&gt;
&lt;br /&gt;
===Chasms and Caverns===&lt;br /&gt;
[[The Lost River Caverns]]&lt;br /&gt;
&lt;br /&gt;
[[Orcscourge Chasm]]&lt;br /&gt;
&lt;br /&gt;
===Forests and Gardens===&lt;br /&gt;
[[Dagroth Woods]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Midnight]]&lt;br /&gt;
&lt;br /&gt;
[[Fairy Gardens]]&lt;br /&gt;
&lt;br /&gt;
[[Geritri Forest]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Arlasdor]]&lt;br /&gt;
&lt;br /&gt;
===Islands===&lt;br /&gt;
[[Desolation Island]] west of M'Chek&lt;br /&gt;
&lt;br /&gt;
[[The_Sahuagin_Archipelago|The Sahuagin Archipelago]] southeast of Drotid&lt;br /&gt;
&lt;br /&gt;
[[Sargone (island)]] in Amelede Bay&lt;br /&gt;
&lt;br /&gt;
[[Image:Avlis political2.jpg|thumb|400px|]]&lt;br /&gt;
&lt;br /&gt;
===Lakes===&lt;br /&gt;
[[Braegan Pond]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Hurine]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Mantith]]&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
[[Divalok River]]&lt;br /&gt;
&lt;br /&gt;
[[Eridanian River]]&lt;br /&gt;
&lt;br /&gt;
[[Lost_river|Lost River]]&lt;br /&gt;
&lt;br /&gt;
[[Methran River]]&lt;br /&gt;
&lt;br /&gt;
[[Nomad River]]&lt;br /&gt;
&lt;br /&gt;
[[Spriteblood River]]&lt;br /&gt;
&lt;br /&gt;
===Major Ports===&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Mikona]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abundant Minerals==&lt;br /&gt;
[[Quartz]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=10278</id>
		<title>Wemic</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=10278"/>
		<updated>2006-02-28T01:46:04Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt; {{Races}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Half-Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 3&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +7 Str +1 Dex +1 Con -2 Cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alertness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skill Affinity: Hide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skill Affinity: Move Silently]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skill Affinity: Listen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skill Affinity: Spot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' [[Deflection Armor Bonus]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''NOTES:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Unlike Centaur, Wemics are a dynamic models - torso of a wemic is a half-elf, I believe, and will show any tattoos selected during character generation. Skin and hair colour are also as selected during character generation.&amp;lt;br&amp;gt;&lt;br /&gt;
- Wemics only have 4 head models for males, and 2 for females. The &amp;quot;Customise Character&amp;quot; step of character creation defaults to head 1, and the right arrow counts up.&amp;lt;br&amp;gt;&lt;br /&gt;
- The ECL of a wemic makes it level 4, which means that you do not get the same kid gloves as most characters (There are no XP penalties or resting restrictions before level 4). You can also lose your class level (eg if you start a barbarian1/beast3, you will become a beast/3 - this causes problems assigning skill points when you regain level 4 (reasons to be elaborated on with some testing.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A '''[[Wikipedia:wemic|wemic]]''' (or '''liontaur''') is a fantastical creature found in [[WikiPedia:role-playing game|role-playing game]]s (such as [[Wikipedia:Dungeons &amp;amp; Dragons|Dungeons &amp;amp; Dragons]]) and in a small amount of modern fantasy literature. They are sometimes the subject of [[Wikipedia:furry|furry]] art. Wemics have the torso, arms, and head of a human and the body, legs, and tail of a [[Wikipedia:lion|lion]]. Thus, they are like [[Wikipedia:centaur|centaur]]s but with lion parts instead of horse parts. They are a type of [[Wikipedia:taur|taur]] and also a type of [[Wikipedia:felitaur|felitaur]].&lt;br /&gt;
&lt;br /&gt;
The proud and powerful wemics are a centauroid race of lion people possessing the body of a lion and a human body from the waist up where the lion's head would be. Much like their proud lion counterparts, wemics are an honorable people who take pleasure in wandering tall grassy plains and prowling lush jungles.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Wemics are classically idealistic and honorable, possessing strong codes on how to live their lives, and how to govern what is right and wrong. They walk with a proud bearing that expresses their idealism with every step, and view the world with a calm and collected attitude, until such time they decide to strike. When wemics are moved to action, they are decisive and quick. Contemplation and meditation are things that have their time and place, but they are put completely aside when the moment to move in arrives.&lt;br /&gt;
&lt;br /&gt;
All wemics trace their roots through their mothers, who are generally regarded as the elders of the family units or prides. Most prides will wander the plains or jungles where they are accustomed, rarely settling down. They are at one with the land, feeding off of game in the area until they feel it is time to move on to better grounds. Though this existence seems simple, the wemics are by no means primitive. Every pride is networked with all its neighboring units, and through this network, the wemics have a pretty good idea of what passes through their territory.&lt;br /&gt;
&lt;br /&gt;
In hunting and in matters of family life, the females will often take the lead, though males have been known to participate in their own hunts from time to time, and they are by no means regarded as an inferior gender. Male wemics have different personalities. Some are sociable, and some are solitary. It varies. The solitary ones often find themselves living apart from the pride, but not out of contact. Sociable ones are often found among other races.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
From head to paws and fully erect, male wemics can stand between 6 and 7 feet tall. Females can be as tall as 6 1/2 feet. They have broad shoulders and a powerfully muscled physique on the humanoid half, which usually has skin tones ranging from lightly tanned to dark. Their leonine fur is short and can range in color from deep rusty red to sandy yellow. On their heads, male wemics possess a long mane of hair that matches the color of their lion fur, and can grow to be very long and full. Females also have a mane, but it is much shorter and not as thick.&lt;br /&gt;
&lt;br /&gt;
Wemics also have some leonine facial features, such as whiskers and catlike faces with slitted pupils and eye colors of green or yellow, and sometimes red. Their piercing stares are said to strike fear into those of unpure intentions and corrupt hearts.&lt;br /&gt;
&lt;br /&gt;
Most wemics do not wear any clothing on their lion half, and will only wear modest garments on their humanoid parts, especially females who wear halter tops and sometimes shawls. For those individuals that are part of an army or go frequently into battle, it is not uncommon for them to wear specialized armor or barding to protect delicate areas.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Humans who live within territory roamed by wemics will either revere them as proud creatures of order, or fear them as deadly hunters of injustice. Wemics appreciate this attitude, and will work gladly with humans if their goals coincide. Dracon and wemics tend to agree on certain points of order, but the wemics regard the dracon as passionless and rigid, while the dracon see the wemics as biased and a little unpredictable. Goodly races appreciate the wemic ideal and will work with them if given a chance, whereas evil races are wary of them and try very hard not to wind up on their enemies list.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Wemics tend towards lawful good, because they believe strongly in the spirit of the law as a means to bettering society and creating a better place to live. They focus more on the unit than the individual, and have a habit of taking up causes for things that also stress this point.&lt;br /&gt;
&lt;br /&gt;
== Wemic Lands ==&lt;br /&gt;
&lt;br /&gt;
Wemics exist mainly in two different areas on Avlis. In the west, they roam the plains of [[The Kurathene Empire|the Kurathene Empire]]. In the east, they inhabit the jungles of [[Jechran]] and [[Drotid]]. Both lines draw their ancestry from the same roots, and have similar cultures, with minor differences.&lt;br /&gt;
&lt;br /&gt;
Wemics do not claim land as their own, and have no countries or nations. However, they will protect their chosen hunting grounds from anyone they see as a threat. They are very intelligent, and always aware that some other race may lay claim to their grounds as part of a nation of humans, elves, or others. This does not trouble them, and often they can find themselves in agreement with the nation in which they inhabit, so long as their lands are properly cared for. Often, male wemics will want to make their own way in the world apart from their matrilineal society, and they will offer their services to the nation where they live. This phenomena is seen many times in the plains of the Kurathene Empire, where goodly lords are common, though it is not often seen in places like Drotid where tyrants play.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Wemics are the creation of the god [[Balgar]], and almost all of their race worships him as &amp;quot;The Son&amp;quot;. Balgar is the son of [[Mikon]] and a mortal woman whom he conceived with named [[Aryeh Gidol]]. Later on, Aryeh's existence was preserved by Mikon, and she came to be equally worshiped by the wemics as &amp;quot;The Mother&amp;quot;. Both gods play important roles in the daily lives of the wemic.&lt;br /&gt;
&lt;br /&gt;
Though the wemics live in a matrilineal society, the males are not oppressed in any way. They simply do not have the drive for organization and structure that the females have. &amp;quot;The Mother&amp;quot; goddess provides qualities of order and structure, whereas &amp;quot;The Son&amp;quot; preaches doing whatever seems prudent at the time. Both philosophies are regarded equally in the wemic society, and they both fill a role.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Wemics speak a language called Lerrrone, which has a characteristic drawn-out rolling of its &amp;quot;r&amp;quot; sounds. This pattern of speak is carried over when wemics try to speak other languages, such as common. It sounds almost as if they get stuck on their r's and make them into something that sounds like a growl. When a wemics r's get shorter, it is a sign of excitement, but longer exaggerated r's are a sure sign of warning, and impending anger.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Wemics identify themselves by their nomadic groups or populations called prides. Each pride has a name that originates from the female who bore the first litter that established it, and wemics that are part of that pride use it to identify themselves and their origins. When a pride gets too large and splits up, a new name will be chosen for the group that breaks off, and the living members of that group will adopt the new last name. First names are derived from their mother?s and father?s names. For males, a piece of the father?s name is taken first, and a piece of the mother?s is taken second. For females, it is the other way around. Wemics that live around other races will sometimes use shortened forms of their names, or go by new names that are easier for the other races to pronounce.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
&lt;br /&gt;
Borrr'Gorrrak, Brrrend'Kurrro, Garrril'Varrrom, Gorrr'Kurrr, Ku'Kerrran, Marrr'Merrrin, Shakarrro'Garrr, Ulurrro'Werrrim, Urrriko'Karrrak, Warrrick'Kasharrr&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Male wemics are born with a sense of adventure and a desire to see the world, especially if there are older males in their pride who are already taking care of social matters there. Female wemics go adventuring less often, but when they do go, it is usually for the purposes of correcting some perceived injustice or problem affecting their group.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Pg:Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Kobold&amp;diff=9034</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Kobold&amp;diff=9034"/>
		<updated>2006-02-28T01:45:02Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt; {{Races}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Dwarf, Dubgaldokin|Dwarf]], [[Gnome]] or [[Halfling]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' -1 Str -1 Con&lt;br /&gt;
&lt;br /&gt;
'''Size Category:''' Small&lt;br /&gt;
&lt;br /&gt;
'''Feats:''' [[Alertness]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''NOTES:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Kobolds have a static model. Regardless of what is chosen during character generation, all Kobolds have the same appearance.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptillian humanoids, thought to be dangerous only in great numbers. While Kobolds are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas. On Avlis, kobolds are often the slave labor for [[Shaahesk|lizard man]] societies, though they do occasionally make small settlements of their own in humid jungle areas. Despite the tendancy for shaahesk and other civilized races to see them as vermin or second-class lifeforms, kobolds are known to have their own ideals and aspirations for advancement to the same degree as all other civilized races.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Because of their small size and constant threats endured during daily life, kobolds tend to be very cautious. In extreme cases, this caution can border on the paranoia and hyperactivity seen in some smaller non-sentient reptile species that occupy a spot in the middle of the food chain. On the other extreme end, a kobold can develop a defense mechanism of insane fierceness and rudeness, most often seen in small dogs who are constantly beset by larger breeds. Personality traits such as these usually manifest most clearly when kobolds are in the presence of other species, such as shaahesk. When among their own kind, they tone down their energetic alertness and shift more into a primal system of social interaction. Male kobolds view females as mating partners, and they have a complex system of hand and body signals used to entice their mates. Females who respond favorably will wind up laying a clutch of up to four to six eggs that will hatch in three months' time. Needless to say, this happens a lot. Kobolds breed at an astonishing rate, and they grow to maturity in only twelve years. Among their own gender, male and female kobolds will form cooperative clicks that have necessary advantages in hunting survival and safety in numbers. There seems to be no particular pecking order in these systems, until a female is spotted and some fighting breaks out. These fights rarely end in the death of another kobold, but accidents have been known to happen. Most often, the beaten males will give in and try again for the next female that comes along.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Kobolds are reptilian creatures standing at most 2 1/2 feet tall, with scales ranging in color from slate grey, to black, as well as certain shades of greens and browns. Their belly scales are usually a slightly lighter shade than those on their backs and limbs. Kobold jaws are fairly wide, and they house a fork-shaped tongue and tiny sharp teeth capable of ripping into meat with practiced ease. Eye colors are usuall red or yellow, though greens are also seen.&lt;br /&gt;
&lt;br /&gt;
Kobold limbs are skinny, yet toned and able to respond to danger with quick reactions and reflexes that are much faster than normal humanoids. They are not known for their great physical strength, though they can be fast in an uncontrolled panicky fashion when needed.&lt;br /&gt;
&lt;br /&gt;
Clothing is not a necessity for kobolds. They will wear armor when needed in battle, and they will decorate themselves with trinkets and trophies of victorious battles, but for the most part, they do not feel the need to dress.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Among the shaahesk, kobolds are seen as second-class citizens. This is a step above the way the shaahesk are known to treat other races, and it is largely due to the fact that both kobolds and shaahesk are reptiles. Elsewhere, kobolds are not really well-liked. They will be tolerated in small numbers, but too many stories exist of large numbers of kobolds breeding in an area and either eating everything in site or trying to make raids on unwary travelers to steal food and money. The fact that most races know about their propensity for breeding does not increase the tolerance of single individuals by much, but as long as small a group of kobolds is only seen to be of one gender, the panic levels are low.&lt;br /&gt;
&lt;br /&gt;
Kobold clicks have varying relations. Sometimes when females are scarce, male clicks will fight for control of a territory where the females are based. This territory can take the form of a city block, a patch of swamp, or even a fortress. These battles can be bloody, but when they are finished, the click will reform and start turning inward on itself in less lethal fighting for mating rights. When females are plentiful, male kobolds seem unconcerned with rivalry, and will generally exist together fairly peacefully.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Kobolds tend strongly towards neutral evil. Individual kobolds see their own personal gain as being the top goal in life. Usually that gain entails breeding rights and wealth. If forced to work with others, a kobold will do so. They will also adopt principles of safety in numbers, but once the usefulness of the group has passed, they will often turn again towards their own pleasures.&lt;br /&gt;
&lt;br /&gt;
== Kobold Lands ==&lt;br /&gt;
&lt;br /&gt;
Most kobolds exist in the jungles and swamps of [[Drotid]], though they do not rule this country. No country in particular is controlled only or partially by kobolds, though they may envision such a place in the future. Mainly, kobolds have not succeeded in gaining a foothold in any permanent sense because of their fragility and inability to fight in a widely organized fashion. Thus, they are often content to exist in the shadow of the shaahesk of Drotid, and sometimes try to form breeding colonies in other places for as long as they can go undetected.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Kobolds mainly venerate the god [[Aarilax]], because his principles are similar to their own, though it is not certain whether Aarilax created these creatures or only played a role in their birth as a race. Kobolds who worship Aarilax tend to construct elaborate rituals in his honor, which often involve reptilian orgy free-for-alls as part of the experience. At these times, the rivalry for female mating rights usually disappears in the fray.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Kobolds once had their own language, but during their close proximity to the shaahesk, they have adopted many words from their language. It is rare to find kobolds that speak the pure form of their tongue. Most speak a corrupt mix. Kobolds who travel abroad will usually pick up the common tongue if they must, though it is difficult for them to pronounce.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Kobolds only have first names that are given at birth. Specifically, kobold first names are similar to those of the shaahesk as far as hisses, chirps, and general pronunciation go. A few will adopt false, and sometimes humorous titles based on deeds that they have accomplished, or think they have accomplished.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Kobolds who leave their groups usually do so as escaped slaves or for some other reason to run away from the shaahesk. Most of the time, the shaahesk will not put much effort into retrieving a kobold, unless they happen to see it pass by, but kobolds who escape usually do not realize this because they alott themselves more importance than the shaahesk do. Consequently, they will live their lives as refugees, fleeing an enemy who really does not care.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Pg:Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Elf,_Drangonari&amp;diff=8995</id>
		<title>Elf, Drangonari</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Elf,_Drangonari&amp;diff=8995"/>
		<updated>2006-02-28T01:44:22Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt; {{Races}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf, Avlissian|Elf]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +1 Int -3 Cha&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:''' [[Lowlight Vision]], [[Alertness]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Drangonari Fire Breath]] Weapon 1/day&amp;lt;br&amp;gt;&lt;br /&gt;
[[Acid Fog]] 1/day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTES:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Drangonari always have black hair and green skin regardless of the colors chosen in character generation.&amp;lt;br&amp;gt;&lt;br /&gt;
- Drangonari cannot become Arcane Archers.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Drangonari Elves are a cruel reptilian race allegedy created by [[Angadar]] soon after his ascension to godhood.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Drangonari Elves appear mostly elven in form, except they have scales much like a lizard in colors ranging from the darkest green to a bluish color. Their hair is always black, and their eyes contain slit pupils and range in color from gold to dark brown, with the occasional violets and greys. Also, they can spit fire.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
According to legend, the drangonari were created according to Angadar's intentions. Rumor has it that in his mortal days, an [[Elf, Avariel|avariel]] female once tried to assassinate Angadar, and nearly succeeded. This individual was a close friend of his then wife, Demetria, and Angadar was outraged by the betrayal. His anger lashed out against the avariel woman, consuming her, but it did not stop there. Angadar vowed revenge on the avariel race itself. This revenge was embodied in his race. When first created, the drangonari very much resembled a twisted form of avariel, complete with reptillian demon-like wings. The newly created race settled on the east coast of the main continent and began to build the multilayered city of [[Grantir]] in present-day [[Drotid]].&lt;br /&gt;
&lt;br /&gt;
Shortly after the time of the rescue of Angadar's daughter Jade from the Nine Hells (see timeline), a war occurred between Grantir and the nearby avariel city of [[Toostan]]. In that tumultuous battle, the dragons of good and evil sided with the avariel and drangonari respectively, and the skies were filled with them. In the end the city of Toostan was razed, and all avariel were thought to be extinct from Avlis. The drangonari did not suffer nearly as much loss as they did, though they did not remain unchanged either. Through some means unknown to this day, all but the oldest and most noble drangonari lost their wings. Some say it was an avariel spell thrown at them as a last ditch effort to make a stand. Others suspect it was punishment from the god [[Mikon]] for destroying a race. Many, will just not broach the subject at all. Whatever the cause, it is extremely uncommon to see a drangonari elf with wings in this age.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Drangonari Elves have an inborn hatred for the Avariel Elves. Also, they dislike [[Shaahesk]], because their city Grantir is almost constantly under attack by Shaahesk armies.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Drangonari are often lawful, though there are of course exceptions.&lt;br /&gt;
&lt;br /&gt;
== Drangonari Lands ==&lt;br /&gt;
&lt;br /&gt;
The home city of the Drangonari is Grantir, as noted. As a race, the drangonari are at home in virtually any environment. Within the city of Grantir itself, there is a layer in the trees, on the ground, and below the ground as well. A drangonari can thrive just as easily below ground as they could in a treetop metropolis. This makes them extremely versatile and adaptable. Adding to their dangerous air, is their strong ability for organization and discipline.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Grantir is run largely as a theocratic triumvirate, loosely speaking. Angadar is the supreme head of the city and below him are his two demigod assistants [[Stephanus]] and [[Bobil]]. The mortal followers of these three gods form the government of the city, and they generally run the Church of Angadar itself, as well as guide the direction of the race as a whole.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
The Drangonari elves speak Drangonari, and that is the same language as Faerun Elvish, which is similiar to Quenya, one of the elven languages created by Tolkien.&lt;br /&gt;
&lt;br /&gt;
They speak this because their creator Angadar is an elf from Faerun, and taught his creations his language.&lt;br /&gt;
&lt;br /&gt;
Weird fact: The name [[Elf, Sereg'wethrin|Sereg'wethrin]], of the dark skinned and haired elves who were once a Nanshi special forces uint, is Drangonari, not [[Nanshilae]]. All different kinds of Sereg also have Drangonari names: For example, Nwal'maer means Tortured One.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
[http://members.aol.com/_ht_a/Semberholme/ElvenDictionary.zip Wordlist]&lt;br /&gt;
[http://members.aol.com/_ht_a/Semberholme/espruar.htm Font]&lt;br /&gt;
[http://members.aol.com/_ht_a/Semberholme/pronounce.htm Pronunciation]&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Drangonari adventurers often favor wizardry, and talents for sorcery are not uncommon either.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Pg:Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Language]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Changeling&amp;diff=9304</id>
		<title>Changeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Changeling&amp;diff=9304"/>
		<updated>2006-02-28T01:43:26Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt; {{Races}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +2 Dex +2 Con -2 Int -2 Wis&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alertness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ambidexterity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dodge]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling Special Ability]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
'''NOTES:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- When making an elf to become a changeling, note that there are more head models available to elves than some other races you can copy. It is best to stick to the low-numbered heads. (theory tells me that 8 is the highest, but this has proved hard to test).  The &amp;quot;Customise Character&amp;quot; step of character creation defaults to head 1, and the right arrow counts up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Tattoos, phenotype and sex all affect changeling appearance when taking some (dynamic) forms... a female changeling copying a dynamic human will appear female, with whatever tattoos were chosen during character generation. You can still take the form of the opposite sex by copying static models. Changelings in natural form are static models (ie they have a set appearance)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Changelings have a 15% penalty to movement speeds compared to whatever they are imitating.  (This is being fixed.)&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The changelings are the creation of the unpredictable god [[Forian]]. They are one of the nine major races roaming the planet, and although it is likely that they are just as numerous as the other eight races, their existence is shrouded in mystery. This is because changelings possess the ability to change their form almost at will. They can assume the appearance of almost anything that moves, and some things that don't.&lt;br /&gt;
&lt;br /&gt;
As individuals, changelings tend to be very solitary. They rarely gather in large numbers and do not seem to crave the company of other changelings very much. Some are so solitary that they rarely ever come into contact with other sentient beings whatsoever, while others are very curious and travel through populated areas frequently. Their personalities are as variant as their forms. Sometimes they even vary within the same individual.&lt;br /&gt;
&lt;br /&gt;
Geographically, it is thought that the highest concentration of changelings exists in what is now known as [[The Wastelands]]. Originally the land making up The Wastelands spanned over parts of [[Jechran]] and [[Drotid]]. Due to an unknown freak accident or catastrophe, the land was destroyed and infected with some unknown form of magical residue that is harmful to most races. The changelings seem to be immune to its affects, and for this reason, it is thought that they make this area their de facto home, if one could call it that.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, this information, as with any information on changelings, is hard to pin down. Everything known about them is speculation. Few have seen a changeling's true form, for they are often loathe to use it in public, much like other races are loathe to disrobe in front of the opposite sex. For the most part, they are often secretive about their ability to change form alltogether. Some are known to masquerade in one form for years at a time, building up a life with it complete with friends and a trade to make a living.&lt;br /&gt;
&lt;br /&gt;
Changeling physiology is not well understood either. It is thought that they are male and female, and that some form of mating exists, though this has not been proven. They are known to grow to adulthood a bit quicker than the long-lived races, usually within 15 to 20 years, and they are thought to live for perhaps 2 centuries at most. Upon reaching adulthood, they will either adopt a trade and eek out an existance among the other races, or they will strike out on their own as wanderers, or sometimes hermits. Some have been known to carry on the wildly informal and chaotic worship of their god Forian, though few seem to even acknowledge that there are any gods at all. Such things are generally too contemplative and require all too much forethought for these beings, who tend to exist wholly in the moment.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Pg:Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=History_of_the_Kurathene_Empire&amp;diff=8306</id>
		<title>History of the Kurathene Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=History_of_the_Kurathene_Empire&amp;diff=8306"/>
		<updated>2006-02-28T01:42:22Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=T%27Nanshi&amp;diff=10527</id>
		<title>T'Nanshi</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=T%27Nanshi&amp;diff=10527"/>
		<updated>2006-02-28T01:35:54Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:T\'Nanshi_cropped_from_southern_Avlis_map.jpg|thumb|300px|Nation of T\'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The [[Elf, Avlissian|elven]] nation of '''T'Nanshi''''s roots lie all the way back in the creation of Avlis. Legend holds that it was the general location of the prison that held [[Dru'El]] when he was a mortal prisoner kept by the evil [[Negerai]]. Whether this is true or not, the site of the creation of the first elves was somewhere in the ancient forests of T'Nanshi, and they have remained in the area since then.&lt;br /&gt;
&lt;br /&gt;
The name T'Nanshi is translated loosely as &amp;quot;Spirit Land&amp;quot;. The name comes from a very ancient dead language thought to have been spoken by the nature spirits who inhabited Avlis well before the arrival of the nine prisoners and the Negerai. This language has largely been lost, but the present day elven language is thought to be derived from it. Dru'El was said to be interested in recovering the lost language, and he gave what fragments he found to his elves. This is why the elven language on Avlis differs quite a bit from the language spoken by elves encountered on other planes.&lt;br /&gt;
&lt;br /&gt;
Over time, the word for spirit came to be the same as the word for elf. Thus, T'Nanshi is now derived from the phrase &amp;quot;Land of the Elves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Le'Or T'Nanshi ==&lt;br /&gt;
&lt;br /&gt;
'''Location:''' Center point of the nation of T'Nanshi. T'Nanshi is located north of [[M'Chek]].  It borders [[Deglos]] to the north, [[Drotid]] to the east, and [[Ferrell]] and [[Toran Shaarda]] to the west.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Name Derivation:''' Translated from Avlissian elven, Le' (the) Or (Light) (of) T' (Land of) Nanshi (The Elves, The Elven People).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Predominant Race in City:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
'''Predominant Alignment:''' Chaotic Good&amp;lt;br&amp;gt;&lt;br /&gt;
'''Government:''' Elected (Noble) Council&lt;br /&gt;
&lt;br /&gt;
[[Le'Or T'Nanshi]] is the capital of the elven nation of T'Nanshi proper. The administration of the entire nation is controlled from this location. However, as a rule, the elves rule things very loosely and only as much as needed.&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi and the Nation of T'Nanshi are ruled by the same body of elected officials. The Council of Nine controls all foreign policy and domestic matters.&lt;br /&gt;
&lt;br /&gt;
Members are elected to the Council of Nine via elections held every fifty years. The Council of Nine passes laws, as few as possible, that are enforced within Le'Or T'Nanshi by The Watchmen. The remainder of the nation gets its laws enforced by the T'Nanshi army.&lt;br /&gt;
&lt;br /&gt;
Both the Watchmen and the T'Nanshi army are separate entities controlled by the council. Both the Watchmen and the army each have a supreme commander in chief that is a member of the council. They are the only ones on the governing body with a specific task to look after. The rest of the members act in consultation with each other on all other matters.&lt;br /&gt;
&lt;br /&gt;
Although it is not a law, it often happens that only Nobles can get elected to the Council of Nine. This is not seen as a problem by the elves, for most common elves have absolutely no interest in politics or governing, and they have little intention of catching the eye of the government.&lt;br /&gt;
&lt;br /&gt;
Noble families in T'Nanshi are not the same as in a typical human nation. Nobility is not equated with land ownership or money in elven society. For the elves, a noble family is simply a family who has played a big part in the history of the elves at some point in time. When a family earns a distinction to set it apart from the normal elven families, it is considered noble. It just so happens, that most of these families also have successful business dealings that have made them wealthy, but it is not true of all the noble families. The commander in chief of the Elven army is a lady named Aratelda Rinthon. She is of the noble House Rinthon, which traces its roots back to Solerion Rinthon, a famous leader who is responsible for pressing the attack that nearly pushed the orcs into the sea during the Great War.&lt;br /&gt;
&lt;br /&gt;
The commander in chief of the Watchmen is a man named Ryiel Sunmar. His family is also of noble descent, although they take their lineage from the newer Sunmar family and its founder, Orleron Sunmar. Ryiel is Orleron's half-brother.&lt;br /&gt;
&lt;br /&gt;
For more detailed information on the city, see [[Le'Or T'Nanshi]].&lt;br /&gt;
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== Elysia ==&lt;br /&gt;
&lt;br /&gt;
'''Location''': Along the western edge of T'Nanshi, south of the halfling nation of Ferrell&amp;lt;br&amp;gt;&lt;br /&gt;
'''Name Derivation''': Elysia is named after the Neutral Good Outer Plane, Elysium.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Predominant Race''': Sylvan. The population consists of mostly elves, half-elves, and fairy races.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Predominant Alignment''': Neutral Good&lt;br /&gt;
&lt;br /&gt;
[[Elysia]] is a fortified city located along the shores of [[Lake Eridanus]], along the western edge of T'Nanshi, south of the halfling nation of Ferrell. The city is actually made up almost entirely of loyal followers of the Champions of O'ma. Vanoviel Niltaurwen, after helping to foil the plot of Valok to enter Avlis, was tasked by O'ma himself to create an order of holy warriors to help in defending the ideals of Goodness throughout the planes. Fifty years ago Vanoviel, a half-elf/half-nymph, created a small fort as the headquarters of the early Champions of O'ma where Elysia is presently. Over time the small fort became a keep, the keep became a castle, the castle was surrounded by farms and artisans, and eventually the city was formed. Vanoviel decided to call the city Elysia, in honor of O'ma's home plane of Elysium.&lt;br /&gt;
&lt;br /&gt;
Elysia still serves as the headquarters of the Champions of O'ma, however the Champions do not run the city. Instead, the city of Elysia is governed by a Mayor and a City Council. The mayor is elected bi-annually by a popular vote of all citizens of Elysia and its surrounding farm areas that submit to the city's rule. The current mayor is Ainthradion Rinthon, a well respected elf who has lived in Elysia for many years and a relative of Aratelda Rinthon, a former adventuring companion of Vanoviel.&lt;br /&gt;
&lt;br /&gt;
The City Council members are elected or selected, depending on their sending district, to a one year term. Each of the city's districts has an equal vote in the council. In addition to the elected members there are four permanent members of the council. Vanoviel Niltaurwen, Head of the Champions of O'ma, or in her stead Saramon, her chief lieutenant, is one of the permanent council members. Vanoviel or Saramon do not have a vote on the council. The remaining three permanent council members are the Masterwizard of the Champions of O'ma, High Cleric of the Champions of O'ma, and Head of the Elysial Guards, the city's militia. Each of those three members has full voting rights. The positions are currently held by Maria Torin, Masterwizardess of the Champions of O'ma, Laucin Ulyn, High Cleric of the Champions of O'ma, and Derrik Ogresbane, Captain of the Elysial Guards. The remaining eleven members of the council represent each of the city's districts. The mayor is afforded a vote only to break a tie among the council.&lt;br /&gt;
&lt;br /&gt;
Elysia is a quasi-independent city in the nation of T'Nanshi. The government of T'Nanshi doesn't attempt to control the city, as the true elves of T'Nanshi feel the city is too organized and the goals of the Champions of O'ma currently coincide with the goals of T'Nanshi. The city tries to keep itself independent of the rulings of T'Nanshi and to maintain itself as a self-sufficient entity.&lt;br /&gt;
&lt;br /&gt;
The Champions of O'ma are directly involved in the struggle between M'Chek and T'Nanshi for control of the disputed borderlands. The Champions do not necessarily feel that the elves are right in denying the humans the land, but they are distressed that the Equalizers have enlisted the aid of the Titanian fairies. The Champions feel that this is an undeniable act of evil and have themselves joined the struggle and enlisted the aid of the O'ma fairies.&lt;br /&gt;
&lt;br /&gt;
The struggle between the nations of T'Nanshi and M'Chek put the Equalizers of Mikon and the Champions of O'ma on opposite sides of the battle where in other areas of Avlis, they fight side by side.&lt;br /&gt;
&lt;br /&gt;
While most of the citizens think of Elysia as only their home, the Champions of O'ma consider it both their home and if need be a highly defensible bastion. This thought played a huge role in the design of the city. Vanoviel chose the location of Champions Castle carefully. It is situated on a hillock nearly a half mile from the shores of Lake Eridanus, the highest land mass for five miles in any direction. The city grew in concentric near circles around the completed castle. It is easiest to imagine Elysia as a bull's eye with Champions Castle as the center. The only difference is that the bull's eye is shifted right of center if facing north and looking down from above. There are eleven districts in Elysia and they form four concentric rings around Champions Castle.&lt;br /&gt;
&lt;br /&gt;
For more detailed information on the city, see [[Elysia]].&lt;br /&gt;
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== Other Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
[[Wilderness#Villages_and_Landmarks_in_T.27Nanshi|Villages and Landmarks in T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|T'Nanshi]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Shaahesk&amp;diff=9036</id>
		<title>Shaahesk</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Shaahesk&amp;diff=9036"/>
		<updated>2006-02-28T01:34:26Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt; {{Races}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
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'''Base Race:''' [[Half-Elf]] or [[Half-Orc]]&lt;br /&gt;
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'''Ability Score Adjustments:''' None.&lt;br /&gt;
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'''Feats:''' [[Alertness]]&lt;br /&gt;
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'''Special Abilities:''' [[Natural Armor Bonus]]&lt;br /&gt;
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'''Favored Class:''' [[Rogue]]&lt;br /&gt;
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'''NOTES:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Lizardmen have a static model. Regardless of what is chosen during character generation, all Lizardmen have the same appearance.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
 &lt;br /&gt;
The shaahesk, or lizard folk, are the evil creations of the god Aarilax, who created them as extensions of his own diabolical intentions. They exist in a harsh society of cold cruelty and exotic reptilian quirkiness that would shrivel the heart of most mammals, providing a tasty treat for the shaahesk in the process. In the society of the lizard folk, might makes right. Those who are strong succeed, and those who are weak wind up as slaves or food. This interaction sets up an ever-changing hierarchy of despots and dictators that vie for control of land, money, and slaves while enforcing their will on the lesser populace of their swampy holdings.&lt;br /&gt;
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== Personality ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk are cold-blooded creatures that do not seem to possess the warmer emotions of humanoids or other kinds of mammals. Their qualities are very basic: anger, fear, hunger, and greed. Complicated patterns of emotions are not seen in these psychologically primitive creatures, who are mainly driven by their desires for food, shelter, sleep, and achieving power. Feelings like comradery and friendship do not even extend to members of their own species, whom they see only as sources of tools for getting what they want. On the other hand, mistaking the shaahesk for being stupid creatures of habit is a fatal error. Members of this race can be extremely intelligent, cunning, and even wise, and when these qualities are combined with an uncomplicated emotional makeup, the results can be extraordinarily deadly.&lt;br /&gt;
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==Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk are tall reptilian creatures with grinning mouths full of sharp teeth, and scales ranging in color from dark brown, even black, to forest green. The scales on their stomach and chest can be lighter than those on the rest of their bodies, and occasionally markings of varying colored scales can be found. These creatures can reach heights as tall as 7 feet, though they average 6 to 6 1/2 feet, and there are no known height differences between male and female. Shaahesk have reptilian eyes with slit pupils and yellow, red, or violet shades. Streaks of other colors are often visible in their eyes, and these specimens are said to be lucky.&lt;br /&gt;
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Shaahesk to do not find it necessary to wear clothing, but they will sometimes decorate themselves with sashes or trinkets. Their tough hides will deflect most minor cuts, scrapes, and projectiles, but they will sometimes deem it a necessity to wear armor when going into a particularly tough battle.&lt;br /&gt;
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== Relations ==&lt;br /&gt;
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Shaahesk have a very hierarchical society controlled by the strongest and most cunning members who can manage to stay on top of the pack. The actions of a given community are direct results of the wishes of its leader, and the numerous villages and groups are constantly at war with one another for control of larger pieces of power. As a species, the shaahesk view all other races as inferior and as food sources. [[Kobold|Kobolds]] are given second-class citizenship in their societies because of the similarities they exhibit to the lizard folk, but troglodytes and sahuagin are only tolerated in places where the shaahesk are not powerful enough to displace them.&lt;br /&gt;
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Races that attempt to make their homes near lands claimed by the shaahesk always meet with constant resistance. This is the case with the [[Elf, Drangonari|drangonari elves]] who battle with them to maintain control of their home city-state of Grantir. Even races that innocently wander into shaahesk territory will meet with problems immediately, and often these problems are fatal. [[Elf, Avlissian|Elves]], [[Dwarf, Dubgaldokin|dwarves]], and [[Human, Civilized|humans]] are viewed as objects by the shaahesk, as opposed to being seen as other sentient races.&lt;br /&gt;
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== Alignment ==&lt;br /&gt;
&lt;br /&gt;
More often than not, shaahesk are evil and selfish to the core. They have little or no respect for laws, but they do not randomly go about their business in any sort of destructive fashion, as a chaotically-aligned individual would do. Shaahesk tend towards neutral evil alignment, and will work with others to achieve a goal, so long as that goal suits them. Once their objectives are met, those that were allied with them are no longer considered necessary and will be dealt with as needed.&lt;br /&gt;
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== Shaahesk Lands ==&lt;br /&gt;
&lt;br /&gt;
The lizard folk occupy their own conglomerate nation of Drotid on the southeastern portion of Negaria. It is a land of swamps, jungles, forests, and intricate underwater river systems and springs. Portions of this land are ruled by lords who have titles with unpronounceable names, but are roughly translated as &amp;quot;Boyar&amp;quot;. The boyars answer to an overlord who is acknowledged as the most powerful individual in the country, with a title roughly translating to &amp;quot;Voivode&amp;quot;. Boyars pledge loyalty to the Voivode to avoid being wiped out, but this loyalty only extends as far as necessary to keep the Boyars alive long enough to displace the other Boyars nearby in an effort to carve out their own large holdings and eventually replace the Voivode. Though there are few cities in Drotid because of the paucity of dry land, there is one settlement, which is the home of the Voivode that is larger than the rest and acts as a hub for the slave trade. Outsiders simply refer to it as &amp;quot;Drotid City&amp;quot; or &amp;quot;The Snake Pit&amp;quot; because they cannot pronounce the shaahesk name, which is SSsshhehaaheskiticliasss.&lt;br /&gt;
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== Religion ==&lt;br /&gt;
&lt;br /&gt;
The lizard folk see [[Aarilax]] as being their most powerful overlord, and they all pay some sort of homage to him in the form of offerings and prayer. In their world of might makes right, they go to great lengths to ask that Aarilax does not wipe out his creation, and that he give them more chances to prove their worth to him.&lt;br /&gt;
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== Languages ==&lt;br /&gt;
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Shaahesk speak their own language of hisses, creaks, and chirps. It is exceedingly difficult for non-reptilians to pronounce, and only a few can learn it. Some lizard folk can speak common, though they have difficulty and can only manage to communicate with a thick accent.&lt;br /&gt;
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== Names ==&lt;br /&gt;
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Shaahesk names are long, and contain hisses and chirps that are common in the shaahesk language. There is no distinction between first and last names, nor male and female names. Some have more than one name because they gained additional names through reputation from deeds accomplished in their lives. Clans and families do not play as big a role in shaahesk society as individuals do. Thus, there are no families that have better names than others, and group names have all but disappeared. When communicating with non-reptilian races, a shaahesk will often grudgingly give a shortened version of its name that the creature can pronounce.&lt;br /&gt;
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== Adventurers ==&lt;br /&gt;
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Shaahesk will rarely venture outside their home territory without a group of soldiers as backup, however there are a lot of cases where shaahesk that are kept as slaves will escape and leave Drotid in search of a better life. Escaped slaves are seen as weakness on the part of the master, who will be likely to dispatch other shaahesk to retrieve them.&lt;br /&gt;
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== Midknight's ramblings on Shaahesk ==&lt;br /&gt;
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Note that the following are my own and to an extent other player's extrapolations from the World Setting:&lt;br /&gt;
&lt;br /&gt;
In general, keep in mind overall that the typical Shaahesk is ultimately, racially supremacist. All Shaahesk look down upon what they term &amp;quot;the warmbloods&amp;quot; - normally tending to lump them together in that single term.&lt;br /&gt;
&lt;br /&gt;
Shaahesk, from the official info, are arranged into different tribal groups within Drotid, which actually gives you a lot of leeway in developing your own customs - I'm sure that each tribe would have somewhat divergent customs.&lt;br /&gt;
&lt;br /&gt;
One unifying theme though is the Shaahesk opinion of death. Shaahesk philosophy applies a Darwinian theme of natural selection to all things, including their own lives. Thus, every life taken becomes a part of themselves. My own Shaahesk embodies this by ritually eating the heart of the worthiest foes he defeats. Alternately, some take trophies, such as a necklace of teeth, or other similar customs. It doesn't matter what form the ritual takes, so long as it is consistent. Other races, most particularly warmbloods, might see this as a desecration, but to the Shaahesk this is a proper and fitting display of respect.&lt;br /&gt;
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Similarly, a Shaahesk warrior who falls in battle would rather have his corpse eaten or otherwise used (the hide for armor, or the teeth for darts, or the claws for a necklace, or so forth), as it represents the fact that their strength continues on, taken by another and is now a part of them, almost a form of reincarnation.&lt;br /&gt;
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Note that while the Shaahesk are usually racist, they respect strength above all. The definition of 'strength' differs for each individual Shaahesk, but generally a strong will to live is a part of it.&lt;br /&gt;
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Endeavour to give your Shaahesk his own personal uniqueness and depth of personality. Even with the upcoming dynamic models, most Shaahesk still look alike - make up for this with personality. Perhaps your Shaahesk is a more a sneaky, oily rogue. Perhaps he is a warrior who lives by an archaic code of honour. Even though Shaahesk are primarily evil characters, that doesn't mean they are all heartless Darth Vader type killers. Since Shaahesk are usually measured by a stereotype (being often found as an Avlis villain), a three dimensional PC shaahesk adds a lot of colour and leaves an impact.&lt;br /&gt;
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At the same time, try to give your Shaahesk a measure of 'alien-ness' - they're coldblooded, both literally and metaphorically. They should be different in some way than an evil warmblood.&lt;br /&gt;
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Shaahesk physiology is probably closest to that of a crocodile or alligator, for a real life analogy. Most players use hisses and accent their 's's to create a Shaahesk accent. Furthermore, if you need help thinking of a Shaahesk name, keep in mind that most of their jaw motion is vertical, with no lips. Try it yourself and see what kind of sounds you can make. (Thanks to Fuzz)&lt;br /&gt;
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A slightly more radical idea is to try to trade entirely in gems or items other than gold - Shaahesk hands would seem a little clumsy for handling gold pieces. I don't really do as much of this myself anymore, as gold is just that much more convenient, but it can add some flavour. (Also thanks to Fuzz)&lt;br /&gt;
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Finally, if you have another player you play somewhat regularly with and are both considering Shaahesk characters, consider a master and slave character instead. A traveling shaahesk and his slave is in some ways more realistic and immersive than two shaahesk traveling together. Have the shaahesk bring along his whip occassionally too... (Good slave races include kobolds, goblins, and gnolls - the other races tend to be either too strong to control or would raise a lot of uproar. A goblin slave attracts much less attention than a human one... but if you wanna go for it, it might be quite interesting.)&lt;br /&gt;
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----&lt;br /&gt;
[[Pg:Custom_Races|Custom Race System]]&lt;br /&gt;
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[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=9263</id>
		<title>Nine Major Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=9263"/>
		<updated>2006-02-28T01:30:22Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: /* Chaotic Good: Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are nine major races corresponding to the nine major alignments. This does not mean that if you are a member of that race that you must be that alignment. All it means is that the average member of that race is of that alignment, with one exception (explained below).&lt;br /&gt;
&lt;br /&gt;
This also does not mean that there are only nine races; quite the contrary. It just means there are nine major races, i.e. races that are very numerous and popular.&lt;br /&gt;
==Lawful Good: Dwarves==&lt;br /&gt;
There is only one kind of Dwarf on Avlis as far as the rules are concerned, but from a roleplaying perspective, dwarves can be either [[Dwarf, Galdokin|Galdokin]] or [[Dwarf, Dubgaldokin|Dubgaldokin]]. Galdokin are dwarves who live in [[Galdos]], while Dubgaldokin are dwarves who hail from [[Deglos]]. Both Galdokin and Dubgaldokin are played exactly like the dwarves in the rules for NWN. The stature, manner, and coloring of the Galdokin are exactly that of the generic dwarf of the Player's Handbook. In appearance Dubgaldokin are much the same as Galdokin, except they are often tanned by the sun from being outside, and their ideals are often more openminded.&lt;br /&gt;
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Although it is rare, the close proximity of the dwarves and gnomes sometimes produces unorthodox family units made up of a dwarven and gnomish spouse. These unions will sometimes bear children. Oddly enough, the children appear mostly dwarven, albeit slightly skinnier and lighter. Females however, do not grow beards when they are hybrid. These members of society are often referred to as &amp;quot;[[Dwarf, Stone|stone dwarves]]&amp;quot; because it is thought they look more like their Galdokin cousins. This is true to some extent because Dubgaldokin, although still dwarves, have changed a bit as well over the years. They became a bit more stockier and heavier than the Galdossian dwarves. When combined, the two races wind up making offspring closer in proportion to a Galdossian dwarf. The name &amp;quot;Stone dwarf&amp;quot; refers to the Galdokin xenophobic tendency to stay in their own isolated nation of stone. Galdokin often refer to the Dubgaldokin as &amp;quot;Grass dwarves&amp;quot; to reflect their more ebullient and sociable relations with creatures from the surface.&lt;br /&gt;
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==Neutral Good: The Fey==&lt;br /&gt;
'Fey' is a term used to describe anything related to fairies and their kin (i.e. nymphs, sylphs, dryads, nixies, pixies, sprites, half-nymphs, half-dryads etc.). While the pureblooded fairies are identical to those described in D&amp;amp;D game literature, the half-fairies that are unique to Avlis each have their own special abilities that are dependent on their fey parent (these abilities are described in detail in [[Pg:Custom Races|Custom Races]]).&lt;br /&gt;
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There are actually two classifications of fairy in Avlis – those made by the indigenous god [[O'Ma]], and those made by the foreign goddess [[Titania]]. While most [[Fairy, O'Ma|O'Ma fairies]] are Neutral Good, [[Fairy, Titanian|Titanian fairies]] lean more towards the True Neutral alignment of their creator. And while Titanian fairies cannot breed (you will only find female Titanian fairies on Avlis), O'Ma fairies can procreate with themselves as well as other humanoids (usually humans and elves). Friction due to this difference lead to [[Pg:The_Fairy_War|the Fairy War]], which blossomed into [[Pg:The_Great_War|the Great War]].&lt;br /&gt;
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Two half-fey, half-nymphs and half-dryads, can be played as character races. For more information consult [[Pg:Custom Races|Custom Races]]. They are described in detail below.&lt;br /&gt;
===Half-Dryad===&lt;br /&gt;
[[Half-Dryad|Half-dryads]] are even more peculiar than full dryads because they have the blood of two races in them. The life-giving attachment to an oak tree that dryads possess is not shared by them. However, even half-dryads are staunch lovers of oak forests, and are almost impossible to tell apart from full high elves. Their exact features depend on their non-dryad lineage, but they always have hair that changes to a platinum blonde in the winter and a dark brown in the summer. On rare occasions, there is a tinge of green in their darkcolored hair in the summertime. Style of dress among them varies widely, but it usually takes after their non-dryad parent. Half-dryads can speak the language of dryads, the language of their other forbearer (in most cases), and the common tongue. In seldom cases, (10% of the time) they can speak the language common to all the fairy races.&lt;br /&gt;
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Most often these beings are the product of an elven and a dryad parent. It is this type of half-dryad that usually winds up becoming a druid and dedicating their entire life to nature. On the other hand, if they have a parent from a non-nature emphasizing race, they tend to have severe conflicts in their life between their pull to the forest and their pull to fulfill another destiny. These types of half-dryads are often very sad and very confused individuals who constantly struggle to find themselves. Whatever their ancestry, they are always very individualistic people and are known to follow many different philosophies of nature. This often helps them to remain sane in their difficult life as a half-breed. Since their dryad parent will live as long as its oak tree, half-dryads inherit the longevity of their other parent. So, human half-dryads will live about eighty-to-ninety years, whereas Elven half-dryads will live much, much longer. This aspect of their race enables them to form many long-lasting relationships with people who live as long as they do. Out of all the halfbreeds, half-dryads who are half elven are the most accepted in elven society, and in some places they are even considered a blessing from nature. In any other place, human and elven half-dryads are almost always mistaken for high elves, even if neither parent is elven. The only ones who are not fooled by this are the high elves themselves.&lt;br /&gt;
&lt;br /&gt;
===Half-Nymph===&lt;br /&gt;
[[Half-Nymph|Half-nymphs]] are the result of an unusual union between an Avlissian nymph and a humanoid (usually a human or an elf, but there are exceptions). These beings are exceptionally beautiful, however they are not quite as beautiful as their nymph parent. Looking at a half-nymph is not dangerous, just pleasant. Their frame is usually a lot stockier than a nymph's. This is especially true if they are from non-elven decent. Clothing styles of a half-nymph can also vary depending on the culture they arose from. They rarely ever go nude, though, as their nymph relatives like to do. Half-nymphs usually speak the language of nymphs, the common tongue, and the language of their non-nymph parent. A few half-nymphs (20%) can speak the tongue common to all fairy races.&lt;br /&gt;
&lt;br /&gt;
Half-nymphs have very little trouble fitting in with either society that they are derived from, unless they are half-evlen nymphs. In the latter case they can just barely get by in elven society. Full nymphs are not prejudiced against any race that is not evil, and so as long as the half-nymph is of a kind heart, they will be fully assimilated into nymph society. On the humanoid side of things, they use their incredible comeliness to get on the good side of their relatives, and thus get accepted. Some problems with half-nymphs will arise once in a while in elven society due to the slight xenophobia of the elven race, but these problems are nowhere near as big as the elven wariness of half-elves of human descent. The biggest conflict in a half-nymph's life, therefore, is an internal one. They are constantly torn between the urge to indulge in happiness, and the urge to have a serious impact on the world. Their nymph relatives tell them to be happy and let life drift by, whereas their human or elven relatives tell them to pursue a cause that will further something. This troubles them a lot of times, and often a half-nymph will go back and forth between the pursuit of happiness, and excellence. They have success more often with pursuing excellence than happiness, though, because they are missing the magical abilities of full nymphs that they use to amuse themselves and help others. A half-nymph's lifespan varies depending on what kind of non-nymph parent it has. This can cause some social problems as well. A half-nymph with a human parent will often live two hundred years, in which time they will see their human relatives die out, and they will age too quickly for their nymph relatives. On the other hand, a half-nymph with an elven parent will live roughly six hundred years. In that time, they will outlive their nymph relatives, and age a little too fast for their elven family. This is too often the case with a half-breed race. Half-nymphs of other humanoid descent experience the same cruel juxtaposition of life-spans as the usual half-nymphs.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Good: Elves==&lt;br /&gt;
Initially there were two types of elves on Avlis, and later on a third kind arose. The most common type of Elf, referred to simply as an [[Elf, Avlissian|Avlissian Elf]], is generally akin to a high elf in 2nd Edition AD&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
Being close to nature, elvish society is loosely organized. Most individuals are concentrated in the elven nation of T'Nanshi. This nation is run effectively, yet informally, by noble families who take care of foreign affairs and the standing army only. All other affairs are usually taken care of locally by whatever system the given settlement or village has set up for itself. In many cases, there isn't much of a system needed at all. Elves are inherently reverent towards their elders and will usually defer to their word if there is a question of action.&lt;br /&gt;
&lt;br /&gt;
Elven dwellings are often built in the trees, though they are also fond of beautifully camouflaged ground dwellings as well. Cities exist, but they are few, for most elves settle in extended family units somewhere out in the forest. Usually one of these units consists of about 20 to 30 individuals who work cooperatively to support themselves off the land. There are often one or two individuals in each of these bands that practice a trade, and make items to barter with other bands to get what they need.&lt;br /&gt;
&lt;br /&gt;
In elvish cities there is the usual hustle and bustle of trade. However, most of the cities seem to exist as an outlet for the nobles to gather and discuss national affairs. Noble families will often keep luxurious tree homes in these cities in addition to their regular homes. Elven nobles do not pretend to hold claim over portions of land like humans do. They see themselves simply as individuals who have more money than average, and therefore have an obligation to protect their country. They do not claim any serfs or personal armies, although there are many who have followers that support their household in addition to the paid servants.&lt;br /&gt;
&lt;br /&gt;
The other type of elf that was created initially by Dru'El is called the Light Elf, or more commonly the [[Elf, Ghost|Ghost Elf]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Though these elves look much weaker, they are really just as hearty as their cousins, although they do have a propensity for broken limbs sometimes under rough conditions. Dru'El created them as his personal touch to the elven race, and although they are fairly rare, they mix well with the other elven subraces. Half-breeds of these types are extremely rare because ghost elves do not often survive copulation with non-elves of a larger size. Their thin frames usually won't allow it.&lt;br /&gt;
&lt;br /&gt;
The society of the ghost elves is largely the same as Avlissian Elf society. They occupy the same land, although no nobles of this race are found. The Ghost Evles are known to be even closer to nature than their cousins, and they particularly have an affinity for nighttime, when their skin seems to glow even brighter, like the moon and stars. Surprisingly, their family units do not often mix with their cousins. They mainly keep separate, yet always on good terms. They can be found in the cities very often, sometimes as tradesmen in fine goods. However, they rarely, if ever, leave T'Nanshi.&lt;br /&gt;
&lt;br /&gt;
The third type of elf is the newest to arrive on Avlis in the grand scheme of things, though they have been around for a century and a half: The [[Elf, Drangonari|Drangonari]] Elves. Unlike the other two races, these elves were not created by Dru'El, but instead by the god Angadar. In life, Angadar was himself an elf, and he once ran with another elf who was what they call an &amp;quot;[[Elf, Avariel|Avariel]]&amp;quot;. On their travels, the Avariel made the unfortunate mistake of trying to kill Angadar, and she almost succeeded. In fact, she came closer than any other ever did. For this, Angadar was exceptionally angry, and after killing the Avariel, he vowed to make a mockery of her race one day. (Avariel are winged elves that once had established a small foothold on Avlis.) Thus he did, when he reached godhood.&lt;br /&gt;
&lt;br /&gt;
Physically, the Drangonari look like Avlissian Elves, except they are covered by a reptilian green hide. Their eyes are yellow with slit pupils, and their hair is usually always black, should they choose not to shave it.&lt;br /&gt;
&lt;br /&gt;
At one time, they had thick leathery wings, akin to an Avariel's, but during the war that brought about the extinction of the Avariel race on Avlis the Drangonari lost their wings in an unfortunate magical accident. Now they remain as scaly reptillians with no ability to fly. These elves are not native to T'Nanshi. They come from the nation of Drotid, to the east of T'Nanshi. This is where their main city lies.&lt;br /&gt;
&lt;br /&gt;
Unlike the other kinds of elves, who are generally chaotic good on average, the Drangonari are more organized and devious. They tend to be lawful evil, although just like in all other cases, there are exceptions. Because of their lawful attitude, their society has a strict hierarchy. Breeding is everything, although an individual can reach great power through deeds of cunning... yet they will always be regarded as a second class citizen if their family is considered to be of inferior stock. The higher families usually claim to be direct descendants of Angadar, while the lower ones are often regarded as Angadar's direct magical creations. The degree of a family's bloodline goes down by one for every generation that marries into a magically derived family. Nowadays there are not any direct descendants of Angadar left... they have all met with unfortunate accidents. Yet families of 2nd and 3rd degree exist and are currently in control of the race. The Drangonari elves have no nation to call home, but they control a small portion of land inside Drotid, and they are constantly defending it against the lizard men who claim it.&lt;br /&gt;
&lt;br /&gt;
There is yet another type of elf, the [[Elf, Sereg'wethrin|Sereg'wethrin]], whose origins are shrouded in mystery. It is rumored that these dark-skinned elves were created by T'Nanshi to use as a secret military force. What is known is that the Sereg'wethrin have an intense hatred of humans and elves both, and that their training and conditioning makes them fearsome foes. It is rumored that they live in the Underdark, coming out occasionally to strike against human and elf cities.&lt;br /&gt;
&lt;br /&gt;
Ghost, Drangonari and Avariel elves have been implemented as custom races on Avlis. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Neutral: Dracon==&lt;br /&gt;
[[Dracon]] are a race of four legged centaur-like creatures with elephantine bodies below the waist and humanoid dragon bodies above. They dominate the population of Toran Shaarda.&lt;br /&gt;
&lt;br /&gt;
As of this writing, limitations in the NWN game engine have prevented dracon from being implemented in Avlis. Further racial information concerning dracon can be found in the 2nd Edition AD&amp;amp;D Spacefarer's Handbook.&lt;br /&gt;
&lt;br /&gt;
==True Neutral*: Humans==&lt;br /&gt;
(* - actually, humans have no average alignment. They are balanced among all alignments.)&lt;br /&gt;
&lt;br /&gt;
Humans proliferate Avlis. They can be found almost anywhere, but from a national perspective they make their homes in either the nations of M'Chek, the Kurathene Empire, Jechran or Tyedu. This is not to say that it's difficult to find a human native to any other place. There are plenty that were born outside the human nations.&lt;br /&gt;
&lt;br /&gt;
Depending on their birthplace, humans can have very different cultures. The [[Human, Civilized|humans of Mikona and the Kurathene Empire]] have a very imperialistic attitude towards life, whether they are a commoner or a noble. Each member of society realizes that they have their place; they are either a subject or a master. Nobles of both of these nations have serfs and peasants that live on their land and pledge their loyalty to the local lord. City folk are usually an exception, and especially in Mikona, the city folk are loyal to the nation as a whole most often.... though they usually have a favorite noble.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule in the nation of M'Chek are the [[Pg:Other_Races_of_Note#The_Roramini|Romini]]. These folk are akin to the gypsies in other campaign worlds, except for the fact that most of then they are staunchly neutral. Again, there are plenty of exceptions, but the average Romini is in it for the balance. Some are very subtle, while some are blatant about it... even keeping a mental tally of the good and evil acts they commit from day to day.&lt;br /&gt;
&lt;br /&gt;
Consequently, the Romini are usually not trusted. If it wasn't for the fact that they are one of the favored peoples of the god Mikon, the government of M'Chek would probably not tolerate them. Living a nomadic life, the Romini are usually not found anywhere for long, although some factions have settled down in small areas throughout M'Chek. It is unlikely that these settlements will compose more than a few tents scattered about.&lt;br /&gt;
&lt;br /&gt;
The humans of the Kurathene Empire are much like their cousins in M'Chek, except that each of their nobles is the ruler of his or her fiefdom, and that fiefdom is an independent country. The term &amp;quot;Kurathene Empire&amp;quot; is a loose one to define the whole contested area that was once a true empire. Romini are not plentiful in the empire, but other races can be in some spots.&lt;br /&gt;
&lt;br /&gt;
The barren tundra of Tyedu breeds [[Human, Tribal|a different sort of human]]. Here life is very harsh because of the climate, and also because of the creatures that lurk everywhere. Humans in this land have no concept of nobility... might makes right. They can be of any alignment, but all will bow to the notion that the strongest survive, and the strongest should rule. Individual tribes dot the land, usually led by their toughest warrior. Often these warriors have a shaman backing them up. These people worship a myriad of gods and goddesses, and even local nature spirits at times. There is often a cohesive interplay between the laws of the gods, nature, and the warrior way within these societies.&lt;br /&gt;
&lt;br /&gt;
[[Jechran]] is an oddity on Avlis, for the social hierarchy in this country is dominated by women. The nation of Jechran is often a tumultuous one. There is some organization among the tribes. Each sends representatives to a larger council body that governs national affairs, but each individual village or tribe also has autonomy. This paradox often leads to squabbles between tribes that can sometimes branch out into large wars. But these wars never last very long... a week maximum, but tribal grudges can persist for lifetimes.&lt;br /&gt;
&lt;br /&gt;
Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate and slightly chilly climate. The women of this race have risen to the challenge and eked out a living by hunting the creatures there and plying crafts. The men of this race are subdued and their numbers are kept very low. Each village is only allowed to possess ten males and ten male children at any one time. When one of the male children comes of age, the oldest male is thrown out of the village and given a head start before the hunters go out after him. If he can escape the area, he gets to live... but he must never return to Jechran.&lt;br /&gt;
&lt;br /&gt;
Humans from all of these nations are the same in terms of game mechanics. When making a human character you can include his or her nationality in the subrace category if you wish, but it not necessary.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Neutral: Changelings==&lt;br /&gt;
[[Changeling|Changelings]] are just that – shapeshifters that can assume almost any form, even that of inanimate objects. Changelings have no nation of their own; they are too disorganized to form one. Instead they wander all of Avlis, skirting the edges of the societies of other races without ever fully entering them. Indeed, many people have encountered a changeling without ever knowing it.&lt;br /&gt;
&lt;br /&gt;
Changelings have been implemented as a PC race on Avlis. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Evil: Orcs==&lt;br /&gt;
Physically, Avlissian [[Orc|orcs]] are the same as those described in D&amp;amp;D. But when the god [[Valok]] made the orcs of Avlis he gifted them with great intelligence, which in turn made them ambitious masters of strategy. Orcs are prevalent in the nations of [[Brekon]] and [[Dubunat]], but can be found all through Avlis. Orcs have been implemented as a custom race for play in Avlis. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Neutral Evil: Lizard Men, Sahuagin==&lt;br /&gt;
Lizard men and Sahuagin are exactly as described in D&amp;amp;D. They both inhabit the nation of [[Drotid]], with the former being the dominant race. Lizard men have been implemented as a custom race for play in Avlis, and are also known as the [[Shaahesk]]. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Chaotic Evil: Ogres, Giants, Giant-kin==&lt;br /&gt;
Avlissian [[Ogre|ogres]], giants, and their kin are all the same as those described in D&amp;amp;D. While it is commonly known that these races can be found in Brekon, they also inhabit the mountains and hills of many other nations. [[Half-Ogre|Half-ogres]] have been implemented as a custom race for play in Avlis. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
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[[Category:Race| Nine]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=8193</id>
		<title>Nine Major Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Nine_Major_Races&amp;diff=8193"/>
		<updated>2006-02-28T01:29:51Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
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&lt;div&gt;There are nine major races corresponding to the nine major alignments. This does not mean that if you are a member of that race that you must be that alignment. All it means is that the average member of that race is of that alignment, with one exception (explained below).&lt;br /&gt;
&lt;br /&gt;
This also does not mean that there are only nine races; quite the contrary. It just means there are nine major races, i.e. races that are very numerous and popular.&lt;br /&gt;
==Lawful Good: Dwarves==&lt;br /&gt;
There is only one kind of Dwarf on Avlis as far as the rules are concerned, but from a roleplaying perspective, dwarves can be either [[Dwarf, Galdokin|Galdokin]] or [[Dwarf, Dubgaldokin|Dubgaldokin]]. Galdokin are dwarves who live in [[Galdos]], while Dubgaldokin are dwarves who hail from [[Deglos]]. Both Galdokin and Dubgaldokin are played exactly like the dwarves in the rules for NWN. The stature, manner, and coloring of the Galdokin are exactly that of the generic dwarf of the Player's Handbook. In appearance Dubgaldokin are much the same as Galdokin, except they are often tanned by the sun from being outside, and their ideals are often more openminded.&lt;br /&gt;
&lt;br /&gt;
Although it is rare, the close proximity of the dwarves and gnomes sometimes produces unorthodox family units made up of a dwarven and gnomish spouse. These unions will sometimes bear children. Oddly enough, the children appear mostly dwarven, albeit slightly skinnier and lighter. Females however, do not grow beards when they are hybrid. These members of society are often referred to as &amp;quot;[[Dwarf, Stone|stone dwarves]]&amp;quot; because it is thought they look more like their Galdokin cousins. This is true to some extent because Dubgaldokin, although still dwarves, have changed a bit as well over the years. They became a bit more stockier and heavier than the Galdossian dwarves. When combined, the two races wind up making offspring closer in proportion to a Galdossian dwarf. The name &amp;quot;Stone dwarf&amp;quot; refers to the Galdokin xenophobic tendency to stay in their own isolated nation of stone. Galdokin often refer to the Dubgaldokin as &amp;quot;Grass dwarves&amp;quot; to reflect their more ebullient and sociable relations with creatures from the surface.&lt;br /&gt;
&lt;br /&gt;
==Neutral Good: The Fey==&lt;br /&gt;
'Fey' is a term used to describe anything related to fairies and their kin (i.e. nymphs, sylphs, dryads, nixies, pixies, sprites, half-nymphs, half-dryads etc.). While the pureblooded fairies are identical to those described in D&amp;amp;D game literature, the half-fairies that are unique to Avlis each have their own special abilities that are dependent on their fey parent (these abilities are described in detail in [[Pg:Custom Races|Custom Races]]).&lt;br /&gt;
&lt;br /&gt;
There are actually two classifications of fairy in Avlis – those made by the indigenous god [[O'Ma]], and those made by the foreign goddess [[Titania]]. While most [[Fairy, O'Ma|O'Ma fairies]] are Neutral Good, [[Fairy, Titanian|Titanian fairies]] lean more towards the True Neutral alignment of their creator. And while Titanian fairies cannot breed (you will only find female Titanian fairies on Avlis), O'Ma fairies can procreate with themselves as well as other humanoids (usually humans and elves). Friction due to this difference lead to [[Pg:The_Fairy_War|the Fairy War]], which blossomed into [[Pg:The_Great_War|the Great War]].&lt;br /&gt;
&lt;br /&gt;
Two half-fey, half-nymphs and half-dryads, can be played as character races. For more information consult [[Pg:Custom Races|Custom Races]]. They are described in detail below.&lt;br /&gt;
===Half-Dryad===&lt;br /&gt;
[[Half-Dryad|Half-dryads]] are even more peculiar than full dryads because they have the blood of two races in them. The life-giving attachment to an oak tree that dryads possess is not shared by them. However, even half-dryads are staunch lovers of oak forests, and are almost impossible to tell apart from full high elves. Their exact features depend on their non-dryad lineage, but they always have hair that changes to a platinum blonde in the winter and a dark brown in the summer. On rare occasions, there is a tinge of green in their darkcolored hair in the summertime. Style of dress among them varies widely, but it usually takes after their non-dryad parent. Half-dryads can speak the language of dryads, the language of their other forbearer (in most cases), and the common tongue. In seldom cases, (10% of the time) they can speak the language common to all the fairy races.&lt;br /&gt;
&lt;br /&gt;
Most often these beings are the product of an elven and a dryad parent. It is this type of half-dryad that usually winds up becoming a druid and dedicating their entire life to nature. On the other hand, if they have a parent from a non-nature emphasizing race, they tend to have severe conflicts in their life between their pull to the forest and their pull to fulfill another destiny. These types of half-dryads are often very sad and very confused individuals who constantly struggle to find themselves. Whatever their ancestry, they are always very individualistic people and are known to follow many different philosophies of nature. This often helps them to remain sane in their difficult life as a half-breed. Since their dryad parent will live as long as its oak tree, half-dryads inherit the longevity of their other parent. So, human half-dryads will live about eighty-to-ninety years, whereas Elven half-dryads will live much, much longer. This aspect of their race enables them to form many long-lasting relationships with people who live as long as they do. Out of all the halfbreeds, half-dryads who are half elven are the most accepted in elven society, and in some places they are even considered a blessing from nature. In any other place, human and elven half-dryads are almost always mistaken for high elves, even if neither parent is elven. The only ones who are not fooled by this are the high elves themselves.&lt;br /&gt;
&lt;br /&gt;
===Half-Nymph===&lt;br /&gt;
[[Half-Nymph|Half-nymphs]] are the result of an unusual union between an Avlissian nymph and a humanoid (usually a human or an elf, but there are exceptions). These beings are exceptionally beautiful, however they are not quite as beautiful as their nymph parent. Looking at a half-nymph is not dangerous, just pleasant. Their frame is usually a lot stockier than a nymph's. This is especially true if they are from non-elven decent. Clothing styles of a half-nymph can also vary depending on the culture they arose from. They rarely ever go nude, though, as their nymph relatives like to do. Half-nymphs usually speak the language of nymphs, the common tongue, and the language of their non-nymph parent. A few half-nymphs (20%) can speak the tongue common to all fairy races.&lt;br /&gt;
&lt;br /&gt;
Half-nymphs have very little trouble fitting in with either society that they are derived from, unless they are half-evlen nymphs. In the latter case they can just barely get by in elven society. Full nymphs are not prejudiced against any race that is not evil, and so as long as the half-nymph is of a kind heart, they will be fully assimilated into nymph society. On the humanoid side of things, they use their incredible comeliness to get on the good side of their relatives, and thus get accepted. Some problems with half-nymphs will arise once in a while in elven society due to the slight xenophobia of the elven race, but these problems are nowhere near as big as the elven wariness of half-elves of human descent. The biggest conflict in a half-nymph's life, therefore, is an internal one. They are constantly torn between the urge to indulge in happiness, and the urge to have a serious impact on the world. Their nymph relatives tell them to be happy and let life drift by, whereas their human or elven relatives tell them to pursue a cause that will further something. This troubles them a lot of times, and often a half-nymph will go back and forth between the pursuit of happiness, and excellence. They have success more often with pursuing excellence than happiness, though, because they are missing the magical abilities of full nymphs that they use to amuse themselves and help others. A half-nymph's lifespan varies depending on what kind of non-nymph parent it has. This can cause some social problems as well. A half-nymph with a human parent will often live two hundred years, in which time they will see their human relatives die out, and they will age too quickly for their nymph relatives. On the other hand, a half-nymph with an elven parent will live roughly six hundred years. In that time, they will outlive their nymph relatives, and age a little too fast for their elven family. This is too often the case with a half-breed race. Half-nymphs of other humanoid descent experience the same cruel juxtaposition of life-spans as the usual half-nymphs.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Good: Elves==&lt;br /&gt;
Initially there were two types of elves on Avlis, and later on a third kind arose. The most common type of Elf, referred to simply as an [[Elf, Avlissian|Avlissian Elf]], is generally akin to a high elf in 2nd Edition AD&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
Being close to nature, elvish society is loosely organized. Most individuals are concentrated in the elven nation of T'Nanshi. This nation is run effectively, yet informally, by noble families who take care of foreign affairs and the standing army only. All other affairs are usually taken care of locally by whatever system the given settlement or village has set up for itself. In many cases, there isn't much of a system needed at all. Elves are inherently reverent towards their elders and will usually defer to their word if there is a question of action.&lt;br /&gt;
&lt;br /&gt;
Elven dwellings are often built in the trees, though they are also fond of beautifully camouflaged ground dwellings as well. Cities exist, but they are few, for most elves settle in extended family units somewhere out in the forest. Usually one of these units consists of about 20 to 30 individuals who work cooperatively to support themselves off the land. There are often one or two individuals in each of these bands that practice a trade, and make items to barter with other bands to get what they need.&lt;br /&gt;
&lt;br /&gt;
In elvish cities there is the usual hustle and bustle of trade. However, most of the cities seem to exist as an outlet for the nobles to gather and discuss national affairs. Noble families will often keep luxurious tree homes in these cities in addition to their regular homes. Elven nobles do not pretend to hold claim over portions of land like humans do. They see themselves simply as individuals who have more money than average, and therefore have an obligation to protect their country. They do not claim any serfs or personal armies, although there are many who have followers that support their household in addition to the paid servants.&lt;br /&gt;
&lt;br /&gt;
The other type of elf that was created initially by Dru'El is called the Light Elf, or more commonly the [[Elf, Ghost|Ghost Elf]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Though these elves look much weaker, they are really just as hearty as their cousins, although they do have a propensity for broken limbs sometimes under rough conditions. Dru'El created them as his personal touch to the elven race, and although they are fairly rare, they mix well with the other elven subraces. Half-breeds of these types are extremely rare because ghost elves do not often survive copulation with non-elves of a larger size. Their thin frames usually won't allow it.&lt;br /&gt;
&lt;br /&gt;
The society of the ghost elves is largely the same as Avlissian Elf society. They occupy the same land, although no nobles of this race are found. The Ghost Evles are known to be even closer to nature than their cousins, and they particularly have an affinity for nighttime, when their skin seems to glow even brighter, like the moon and stars. Surprisingly, their family units do not often mix with their cousins. They mainly keep separate, yet always on good terms. They can be found in the cities very often, sometimes as tradesmen in fine goods. However, they rarely, if ever, leave T'Nanshi.&lt;br /&gt;
&lt;br /&gt;
The third type of elf is the newest to arrive on Avlis in the grand scheme of things, though they have been around for a century and a half: The [[Elf, Drangonari|Drangonari]] Elves. Unlike the other two races, these elves were not created by Dru'El, but instead by the god Angadar. In life, Angadar was himself an elf, and he once ran with another elf who was what they call an &amp;quot;[[Elf, Avariel|Avariel]]&amp;quot;. On their travels, the Avariel made the unfortunate mistake of trying to kill Angadar, and she almost succeeded. In fact, she came closer than any other ever did. For this, Angadar was exceptionally angry, and after killing the Avariel, he vowed to make a mockery of her race one day. (Avariel are winged elves that once had established a small foothold on Avlis.) Thus he did, when he reached godhood.&lt;br /&gt;
&lt;br /&gt;
Physically, the Drangonari look like Avlissian Elves, except they are covered by a reptilian green hide. Their eyes are yellow with slit pupils, and their hair is usually always black, should they choose not to shave it.&lt;br /&gt;
&lt;br /&gt;
At one time, they had thick leathery wings, akin to an Avariel's, but during the war that brought about the extinction of the Avariel race on Avlis the Drangonari lost their wings in an unfortunate magical accident. Now they remain as scaly reptillians with no ability to fly. These elves are not native to T'Nanshi. They come from the nation of Drotid, to the east of T'Nanshi. This is where their main city lies.&lt;br /&gt;
&lt;br /&gt;
Unlike the other kinds of elves, who are generally chaotic good on average, the Drangonari are more organized and devious. They tend to be lawful evil, although just like in all other cases, there are exceptions. Because of their lawful attitude, their society has a strict hierarchy. Breeding is everything, although an individual can reach great power through deeds of cunning... yet they will always be regarded as a second class citizen if their family is considered to be of inferior stock. The higher families usually claim to be direct descendants of Angadar, while the lower ones are often regarded as Angadar's direct magical creations. The degree of a family's bloodline goes down by one for every generation that marries into a magically derived family. Nowadays there are not any direct descendants of Angadar left... they have all met with unfortunate accidents. Yet families of 2nd and 3rd degree exist and are currently in control of the race. The Drangonari elves have no nation to call home, but they control a small portion of land inside Drotid, and they are constantly defending it against the lizard men who claim it.&lt;br /&gt;
&lt;br /&gt;
There is yet another type of elf, the [[Elf, Sereg'Wethrin|Sereg'Wethrin]], whose origins are shrouded in mystery. It is rumored that these dark-skinned elves were created by T'Nanshi to use as a secret military force. What is known is that the Sereg'wethrin have an intense hatred of humans and elves both, and that their training and conditioning makes them fearsome foes. It is rumored that they live in the Underdark, coming out occasionally to strike against human and elf cities.&lt;br /&gt;
&lt;br /&gt;
Ghost, Drangonari and Avariel elves have been implemented as custom races on Avlis. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Neutral: Dracon==&lt;br /&gt;
[[Dracon]] are a race of four legged centaur-like creatures with elephantine bodies below the waist and humanoid dragon bodies above. They dominate the population of Toran Shaarda.&lt;br /&gt;
&lt;br /&gt;
As of this writing, limitations in the NWN game engine have prevented dracon from being implemented in Avlis. Further racial information concerning dracon can be found in the 2nd Edition AD&amp;amp;D Spacefarer's Handbook.&lt;br /&gt;
&lt;br /&gt;
==True Neutral*: Humans==&lt;br /&gt;
(* - actually, humans have no average alignment. They are balanced among all alignments.)&lt;br /&gt;
&lt;br /&gt;
Humans proliferate Avlis. They can be found almost anywhere, but from a national perspective they make their homes in either the nations of M'Chek, the Kurathene Empire, Jechran or Tyedu. This is not to say that it's difficult to find a human native to any other place. There are plenty that were born outside the human nations.&lt;br /&gt;
&lt;br /&gt;
Depending on their birthplace, humans can have very different cultures. The [[Human, Civilized|humans of Mikona and the Kurathene Empire]] have a very imperialistic attitude towards life, whether they are a commoner or a noble. Each member of society realizes that they have their place; they are either a subject or a master. Nobles of both of these nations have serfs and peasants that live on their land and pledge their loyalty to the local lord. City folk are usually an exception, and especially in Mikona, the city folk are loyal to the nation as a whole most often.... though they usually have a favorite noble.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule in the nation of M'Chek are the [[Pg:Other_Races_of_Note#The_Roramini|Romini]]. These folk are akin to the gypsies in other campaign worlds, except for the fact that most of then they are staunchly neutral. Again, there are plenty of exceptions, but the average Romini is in it for the balance. Some are very subtle, while some are blatant about it... even keeping a mental tally of the good and evil acts they commit from day to day.&lt;br /&gt;
&lt;br /&gt;
Consequently, the Romini are usually not trusted. If it wasn't for the fact that they are one of the favored peoples of the god Mikon, the government of M'Chek would probably not tolerate them. Living a nomadic life, the Romini are usually not found anywhere for long, although some factions have settled down in small areas throughout M'Chek. It is unlikely that these settlements will compose more than a few tents scattered about.&lt;br /&gt;
&lt;br /&gt;
The humans of the Kurathene Empire are much like their cousins in M'Chek, except that each of their nobles is the ruler of his or her fiefdom, and that fiefdom is an independent country. The term &amp;quot;Kurathene Empire&amp;quot; is a loose one to define the whole contested area that was once a true empire. Romini are not plentiful in the empire, but other races can be in some spots.&lt;br /&gt;
&lt;br /&gt;
The barren tundra of Tyedu breeds [[Human, Tribal|a different sort of human]]. Here life is very harsh because of the climate, and also because of the creatures that lurk everywhere. Humans in this land have no concept of nobility... might makes right. They can be of any alignment, but all will bow to the notion that the strongest survive, and the strongest should rule. Individual tribes dot the land, usually led by their toughest warrior. Often these warriors have a shaman backing them up. These people worship a myriad of gods and goddesses, and even local nature spirits at times. There is often a cohesive interplay between the laws of the gods, nature, and the warrior way within these societies.&lt;br /&gt;
&lt;br /&gt;
[[Jechran]] is an oddity on Avlis, for the social hierarchy in this country is dominated by women. The nation of Jechran is often a tumultuous one. There is some organization among the tribes. Each sends representatives to a larger council body that governs national affairs, but each individual village or tribe also has autonomy. This paradox often leads to squabbles between tribes that can sometimes branch out into large wars. But these wars never last very long... a week maximum, but tribal grudges can persist for lifetimes.&lt;br /&gt;
&lt;br /&gt;
Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate and slightly chilly climate. The women of this race have risen to the challenge and eked out a living by hunting the creatures there and plying crafts. The men of this race are subdued and their numbers are kept very low. Each village is only allowed to possess ten males and ten male children at any one time. When one of the male children comes of age, the oldest male is thrown out of the village and given a head start before the hunters go out after him. If he can escape the area, he gets to live... but he must never return to Jechran.&lt;br /&gt;
&lt;br /&gt;
Humans from all of these nations are the same in terms of game mechanics. When making a human character you can include his or her nationality in the subrace category if you wish, but it not necessary.&lt;br /&gt;
&lt;br /&gt;
==Chaotic Neutral: Changelings==&lt;br /&gt;
[[Changeling|Changelings]] are just that – shapeshifters that can assume almost any form, even that of inanimate objects. Changelings have no nation of their own; they are too disorganized to form one. Instead they wander all of Avlis, skirting the edges of the societies of other races without ever fully entering them. Indeed, many people have encountered a changeling without ever knowing it.&lt;br /&gt;
&lt;br /&gt;
Changelings have been implemented as a PC race on Avlis. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Lawful Evil: Orcs==&lt;br /&gt;
Physically, Avlissian [[Orc|orcs]] are the same as those described in D&amp;amp;D. But when the god [[Valok]] made the orcs of Avlis he gifted them with great intelligence, which in turn made them ambitious masters of strategy. Orcs are prevalent in the nations of [[Brekon]] and [[Dubunat]], but can be found all through Avlis. Orcs have been implemented as a custom race for play in Avlis. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Neutral Evil: Lizard Men, Sahuagin==&lt;br /&gt;
Lizard men and Sahuagin are exactly as described in D&amp;amp;D. They both inhabit the nation of [[Drotid]], with the former being the dominant race. Lizard men have been implemented as a custom race for play in Avlis, and are also known as the [[Shaahesk]]. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
==Chaotic Evil: Ogres, Giants, Giant-kin==&lt;br /&gt;
Avlissian [[Ogre|ogres]], giants, and their kin are all the same as those described in D&amp;amp;D. While it is commonly known that these races can be found in Brekon, they also inhabit the mountains and hills of many other nations. [[Half-Ogre|Half-ogres]] have been implemented as a custom race for play in Avlis. For more information consult [[Pg:Custom Races|Custom Races]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Race| Nine]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Timeline&amp;diff=8277</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Timeline&amp;diff=8277"/>
		<updated>2006-02-28T01:27:00Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{History}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot; border=2&lt;br /&gt;
|-  &lt;br /&gt;
|width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color:#f8fef0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Age of the Gods|The Age of the Gods]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:Time of the Dawning|Time of the Dawning]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Fairy War|The Fairy War]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Great War|The Great War]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Age of Immortals|The Age of Immortals]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:Recent History|Recent History]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Ongoing History|Ongoing History]] &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fdfef0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Mikona:Recent_Events| Mikona: Recent Events]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Elysia:Recent_Events| Elysia: Recent Events]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fefbf0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[History of the Kurathene Empire|History of Kurathene Empire]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[The_Underdark|History of the Underdark]] &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fffaf0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Famous_NPCs|Historical Figures of Avlis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[:Category:Artifacts|Artifacts of Avlis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Though Avlis as a world is only four thousand years old, it has a rich history. That history is detailed in the sections on the right. A brief overview can be gained from the timeline shown below:&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| cellspacing=&amp;quot;10&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=2&lt;br /&gt;
|-  &lt;br /&gt;
|width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color:#f8fef0&amp;quot;|&lt;br /&gt;
{|&lt;br /&gt;
 &lt;br /&gt;
|colspan=2|&amp;lt;small&amp;gt;[[pg:The Age of the Gods|'''The Age of the Gods''']]&amp;lt;/small&amp;gt; &lt;br /&gt;
|width=90px| &lt;br /&gt;
|width=90px|&amp;lt;small&amp;gt;[[pg:The Age of Immortals|'''Age of'''&amp;lt;br&amp;gt;'''Immortals''']]&amp;lt;/small&amp;gt;&lt;br /&gt;
|width=90px|&amp;lt;small&amp;gt;[[pg:Recent History|'''Recent'''&amp;lt;br&amp;gt;'''History''']] &amp;lt;/small&amp;gt; &lt;br /&gt;
|width=110px|&lt;br /&gt;
|-&lt;br /&gt;
|width=60px| [[#minus 4000 years|-4000]] &lt;br /&gt;
|width=80px| [[#minus 3000 years|-3000]]  &lt;br /&gt;
|| [[#minus 2000 years|-2000]] &lt;br /&gt;
|| [[#minus 1000 years|-1000]] &lt;br /&gt;
|| [[#Present|Present]] &lt;br /&gt;
|| [[#Ongoing Player Actions|Ongoing]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 3005 years|-3005]]&amp;lt;/small&amp;gt;&lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 2001 years|-2001]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 50 years|-50]]&amp;lt;/small&amp;gt; &lt;br /&gt;
||&amp;lt;small&amp;gt;([[Elysia:Recent_Events| Elysia]] -- [[Mikona:Recent_Events| Mikona]])&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 2050 years|-2050]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 100 years|-100]]&lt;br /&gt;
|-&lt;br /&gt;
|| &lt;br /&gt;
||&lt;br /&gt;
||&amp;lt;small&amp;gt;([[pg:The Great War|Great War]])&amp;lt;br&amp;gt;[[#minus 2100 years|-2100]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 150 years|-150]] &amp;lt;br&amp;gt; .&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;([[pg:The Fairy War|Fairy War]])&amp;lt;br&amp;gt;[[#minus 2200 years|-2200]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 2500 years|-2500]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;([[pg:Time of the Dawning|Dawning]])&amp;lt;br&amp;gt;[[#minus 2600 years|-2600]]&amp;lt;/small&amp;gt;   &lt;br /&gt;
||&amp;lt;font color=green&amp;gt;&amp;lt;small&amp;gt;Age of&amp;lt;br&amp;gt;'''Peace'''&amp;lt;/small&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
|| &amp;lt;small&amp;gt;Age of&amp;lt;br&amp;gt;'''Darkness'''&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ongoing Player Actions=== To be summarized and laid out on the Avlis Fanfiction site at http://fanfic.avlis.org. &lt;br /&gt;
&amp;lt;small&amp;gt;( [[Mikona:Recent_Events]], [[Elysia:Recent_Events]] )&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Present=== Time period where online players are using the world. Roughly the year 2140 (as of March 2005).&lt;br /&gt;
&lt;br /&gt;
===minus 50 years=== Time period of Avlis Campaign 1 &amp;amp; 2 notes (to be found in the General Information section of the forums at www.avlis.org [http://www.avlis.org/viewforum.php?f=108]). [[Valok]] tries to enter world and is foiled. The [[Pg:Holy Warriors#The Equalizers of Mikon|Equalizer]] and [[Pg:Holy Warriors|Champion orders]] are formed. [[Angadar]] is rumored to have taken on the mantle of Deceit &amp;amp; Trickery upon the death of the goddess Tianna, killed by Mikon. [[Andrinor]] becomes a deity and takes the mantle of Magic and starts his church.&lt;br /&gt;
&lt;br /&gt;
===minus 100 years=== Time period of the last [[PnP]] Avlis campaign where the players tried to get Angadar's daughter Jade away from Hell (not published online). The destruction of the [[Elf, Avariel|Avariel]] city of Toostan, and most of the Avariel race. [[Elf, Drangonari|Drangonari elves]] take a portion of [[Drotid]] as their own.&lt;br /&gt;
&lt;br /&gt;
===minus 150 years=== Angadar's ascension to godhood.&lt;br /&gt;
&lt;br /&gt;
minus 175 years: Death of [[Kuras]], collapse of the [[The Kurathene Empire|Kurathene Empire]]. Nemeril banishes [[O'Ma]] from the world with the &amp;quot;Godslayer&amp;quot;. [[Angadar]] takes the Godslayer from Nemeril and rescues O'Ma, and returns the weapon to O'Ma for safe keeping.&lt;br /&gt;
&lt;br /&gt;
===minus 1000 years=== The '''Age of Darkness'''. Not much is known about this period. Legend has it that the all-powerful counterpart to the [[Eternal Spark]], the [[Black Dagger]], was found and a god was destroyed with it. This is rumored to have touched off a devastating war between the gods and their followers.&lt;br /&gt;
&lt;br /&gt;
===minus 2000 years=== Beginning of &amp;lt;font color=green&amp;gt;'''Age of Peace'''&amp;lt;/font&amp;gt;.... many of the newer minor gods and minor races were created during this time. Immortals ran rampant.&lt;br /&gt;
&lt;br /&gt;
===minus 2001 years=== Orc mages create the huge explosion that ends the [[Pg:The Great War|Great War]] and kills nearly everyone on the planet. The remaining orcs found the nations of [[Brekon]] and [[Dubunat]] on the west coast.&lt;br /&gt;
&lt;br /&gt;
===minus 2050 years=== [[Pg:The Great War|Great War]] is just ending up. Mikon creates the evil dragons to enter the fray.&lt;br /&gt;
&lt;br /&gt;
===minus 2100 years=== [[Pg:The Great War|Great War]] begins when Orcs attack the warring fairy factions.&amp;lt;small&amp;gt;([[Pg:The Great War]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===minus 2200 years=== [[Pg:The Fairy War|Fairy War]] Starts. &amp;lt;small&amp;gt;([[Pg:The Fairy War]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===minus 2500 years=== The nine major gods finish creating their races. &amp;lt;small&amp;gt;([[Pg:Time of the Dawning]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===minus 2600 years=== The [[Negerai]] is destroyed.&lt;br /&gt;
&lt;br /&gt;
===minus 3000 years=== The nine warriors and [[Negerai]] become greater gods and start fighting.&lt;br /&gt;
&lt;br /&gt;
===minus 3005 years=== The spirits roaming Avlis are being slowly wiped out by the [[Tanar'ri]] infestation. This angers The Supreme, and he decides to free the nine warriors in an effort to save the world.&lt;br /&gt;
&lt;br /&gt;
===minus 3010 years=== The nine warriors are captured by the [[Negerai]] and brought to Avlis. Their prisons are built and the [[Tanar'ri]] start to infest the planet.&lt;br /&gt;
&lt;br /&gt;
===minus 3500 years=== Avlis is at peace. Nature gods roam.&lt;br /&gt;
&lt;br /&gt;
===minus 4000 years=== The Supreme creates Avlis. &amp;lt;small&amp;gt;([[Pg:The Age of the Gods]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;{{History}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Timeline&amp;diff=8191</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Timeline&amp;diff=8191"/>
		<updated>2006-02-28T01:24:27Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: /* minus 50 years */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{History}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot; border=2&lt;br /&gt;
|-  &lt;br /&gt;
|width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color:#f8fef0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Age of the Gods|The Age of the Gods]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:Time of the Dawning|Time of the Dawning]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Fairy War|The Fairy War]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Great War|The Great War]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Age of Immortals|The Age of Immortals]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:Recent History|Recent History]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Ongoing History|Ongoing History]] &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fdfef0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Mikona:Recent_Events| Mikona: Recent Events]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Elysia:Recent_Events| Elysia: Recent Events]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fefbf0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[History of the Kurathene Empire|History of Kurathene Empire]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[The_Underdark|History of the Underdark]] &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fffaf0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Famous_NPCs|Historical Figures of Avlis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[:Category:Artifacts|Artifacts of Avlis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Though Avlis as a world is only four thousand years old, it has a rich history. That history is detailed in the sections on the right. A brief overview can be gained from the timeline shown below:&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| cellspacing=&amp;quot;10&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=2&lt;br /&gt;
|-  &lt;br /&gt;
|width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color:#f8fef0&amp;quot;|&lt;br /&gt;
{|&lt;br /&gt;
 &lt;br /&gt;
|colspan=2|&amp;lt;small&amp;gt;[[pg:The Age of the Gods|'''The Age of the Gods''']]&amp;lt;/small&amp;gt; &lt;br /&gt;
|width=90px| &lt;br /&gt;
|width=90px|&amp;lt;small&amp;gt;[[pg:The Age of Immortals|'''Age of'''&amp;lt;br&amp;gt;'''Immortals''']]&amp;lt;/small&amp;gt;&lt;br /&gt;
|width=90px|&amp;lt;small&amp;gt;[[pg:Recent History|'''Recent'''&amp;lt;br&amp;gt;'''History''']] &amp;lt;/small&amp;gt; &lt;br /&gt;
|width=110px|&lt;br /&gt;
|-&lt;br /&gt;
|width=60px| [[#minus 4000 years|-4000]] &lt;br /&gt;
|width=80px| [[#minus 3000 years|-3000]]  &lt;br /&gt;
|| [[#minus 2000 years|-2000]] &lt;br /&gt;
|| [[#minus 1000 years|-1000]] &lt;br /&gt;
|| [[#Present|Present]] &lt;br /&gt;
|| [[#Ongoing Player Actions|Ongoing]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 3005 years|-3005]]&amp;lt;/small&amp;gt;&lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 2001 years|-2001]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 50 years|-50]]&amp;lt;/small&amp;gt; &lt;br /&gt;
||&amp;lt;small&amp;gt;([[Elysia:Recent_Events| Elysia]] -- [[Mikona:Recent_Events| Mikona]])&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 2050 years|-2050]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 100 years|-100]]&lt;br /&gt;
|-&lt;br /&gt;
|| &lt;br /&gt;
||&lt;br /&gt;
||&amp;lt;small&amp;gt;([[pg:The Great War|Great War]])&amp;lt;br&amp;gt;[[#minus 2100 years|-2100]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 150 years|-150]] &amp;lt;br&amp;gt; .&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;([[pg:The Fairy War|Fairy War]])&amp;lt;br&amp;gt;[[#minus 2200 years|-2200]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 2500 years|-2500]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;([[pg:Time of the Dawning|Dawning]])&amp;lt;br&amp;gt;[[#minus 2600 years|-2600]]&amp;lt;/small&amp;gt;   &lt;br /&gt;
||&amp;lt;font color=green&amp;gt;&amp;lt;small&amp;gt;Age of&amp;lt;br&amp;gt;'''Peace'''&amp;lt;/small&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
|| &amp;lt;small&amp;gt;Age of&amp;lt;br&amp;gt;'''Darkness'''&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ongoing Player Actions=== To be summarized and laid out on the Avlis Fanfiction site at http://fanfic.avlis.org. &lt;br /&gt;
&amp;lt;small&amp;gt;( [[Mikona:Recent_Events]], [[Elysia:Recent_Events]] )&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Present=== Time period where online players are using the world. Roughly the year 2140 (as of March 2005).&lt;br /&gt;
&lt;br /&gt;
===minus 50 years=== Time period of Avlis Campaign 1 &amp;amp; 2 notes (to be found in the General Information section of the forums at www.avlis.org [http://www.avlis.org/viewforum.php?f=108]). [[Valok]] tries to enter world and is foiled. The [[Pg:Holy Warriors#The Equalizers of Mikon|Equalizer]] and [[Pg:Holy Warriors|Champion orders]] are formed. [[Angadar]] is rumored to have taken on the mantle of Deceit &amp;amp; Trickery upon the death of the goddess Tianna, killed by Mikon. [[Andrinor]] becomes a deity and takes the mantle of Magic and starts his church.&lt;br /&gt;
&lt;br /&gt;
===minus 100 years=== Time period of the last [[PnP]] Avlis campaign where the players tried to get Angadar's daughter Jade away from Hell (not published online). The destruction of the Avariel city of Toostan, and most of the Avariel race. [[Drangonari]] elves take a portion of [[Pg:Drotid|Drotid]] as their own.&lt;br /&gt;
&lt;br /&gt;
===minus 150 years=== Angadar's ascension to godhood.&lt;br /&gt;
&lt;br /&gt;
minus 175 years: Death of [[Kuras]], collapse of the [[The Kurathene Empire|Kurathene Empire]]. Nemeril banishes [[The Nine Major Gods#O'Ma|O'Ma]] from the world with the &amp;quot;Godslayer&amp;quot;. [[Intermediate Gods#Angadar|Angadar]] takes the Godslayer from Nemeril and rescues [[The Nine Major Gods#O'Ma|O'Ma]], and returns the weapon to [[The Nine Major Gods#O'Ma|O'Ma]] for safe keeping.&lt;br /&gt;
&lt;br /&gt;
===minus 1000 years=== The '''Age of Darkness'''. Not much is known about this period. Legend has it that the all-powerful counterpart to the [[Eternal Spark]], the [[Black Dagger]], was found and a god was destroyed with it. This is rumored to have touched off a devastating war between the gods and their followers.&lt;br /&gt;
&lt;br /&gt;
===minus 2000 years=== Beginning of &amp;lt;font color=green&amp;gt;'''Age of Peace'''&amp;lt;/font&amp;gt;.... many of the newer minor gods and minor races were created during this time. Immortals ran rampant.&lt;br /&gt;
&lt;br /&gt;
===minus 2001 years=== Orc mages create the huge explosion that ends the [[Pg:The Great War|Great War]] and kills nearly everyone on the planet. The remaining orcs found the nations of [[Pg:Brekon|Brekon]] and [[Pg:Dubunat|Dubunat]] on the west coast.&lt;br /&gt;
&lt;br /&gt;
===minus 2050 years=== [[Pg:The Great War|Great War]] is just ending up. [[The Nine Major Gods#Mikon|Mikon]] creates the evil dragons to enter the fray.&lt;br /&gt;
&lt;br /&gt;
===minus 2100 years=== [[Pg:The Great War|Great War]] begins when Orcs attack the warring fairy factions.&amp;lt;small&amp;gt;([[Pg:The Great War]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===minus 2200 years=== [[Pg:The Fairy War|Fairy War]] Starts. &amp;lt;small&amp;gt;([[Pg:The Fairy War]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===minus 2500 years=== The nine major gods finish creating their races. &amp;lt;small&amp;gt;([[Pg:Time of the Dawning]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===minus 2600 years=== The [[Negerai]] is destroyed.&lt;br /&gt;
&lt;br /&gt;
===minus 3000 years=== The nine warriors and [[Negerai]] become greater gods and start fighting.&lt;br /&gt;
&lt;br /&gt;
===minus 3005 years=== The spirits roaming Avlis are being slowly wiped out by the [[Tanar'ri]] infestation. This angers The Supreme, and he decides to free the nine warriors in an effort to save the world.&lt;br /&gt;
&lt;br /&gt;
===minus 3010 years=== The nine warriors are captured by the [[Negerai]] and brought to Avlis. Their prisons are built and the [[Tanar'ri]] start to infest the planet.&lt;br /&gt;
&lt;br /&gt;
===minus 3500 years=== Avlis is at peace. Nature gods roam.&lt;br /&gt;
&lt;br /&gt;
===minus 4000 years=== The Supreme creates Avlis. &amp;lt;small&amp;gt;([[Pg:The Age of the Gods]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;{{History}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Timeline&amp;diff=8190</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Timeline&amp;diff=8190"/>
		<updated>2006-02-28T01:23:17Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{History}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot; border=2&lt;br /&gt;
|-  &lt;br /&gt;
|width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color:#f8fef0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Age of the Gods|The Age of the Gods]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:Time of the Dawning|Time of the Dawning]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Fairy War|The Fairy War]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Great War|The Great War]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:The Age of Immortals|The Age of Immortals]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[pg:Recent History|Recent History]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Ongoing History|Ongoing History]] &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fdfef0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Mikona:Recent_Events| Mikona: Recent Events]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Elysia:Recent_Events| Elysia: Recent Events]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fefbf0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[History of the Kurathene Empire|History of Kurathene Empire]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[The_Underdark|History of the Underdark]] &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#fffaf0&amp;quot;|&lt;br /&gt;
&amp;lt;small&amp;gt;* [[Famous_NPCs|Historical Figures of Avlis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* [[:Category:Artifacts|Artifacts of Avlis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Though Avlis as a world is only four thousand years old, it has a rich history. That history is detailed in the sections on the right. A brief overview can be gained from the timeline shown below:&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| cellspacing=&amp;quot;10&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=2&lt;br /&gt;
|-  &lt;br /&gt;
|width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color:#f8fef0&amp;quot;|&lt;br /&gt;
{|&lt;br /&gt;
 &lt;br /&gt;
|colspan=2|&amp;lt;small&amp;gt;[[pg:The Age of the Gods|'''The Age of the Gods''']]&amp;lt;/small&amp;gt; &lt;br /&gt;
|width=90px| &lt;br /&gt;
|width=90px|&amp;lt;small&amp;gt;[[pg:The Age of Immortals|'''Age of'''&amp;lt;br&amp;gt;'''Immortals''']]&amp;lt;/small&amp;gt;&lt;br /&gt;
|width=90px|&amp;lt;small&amp;gt;[[pg:Recent History|'''Recent'''&amp;lt;br&amp;gt;'''History''']] &amp;lt;/small&amp;gt; &lt;br /&gt;
|width=110px|&lt;br /&gt;
|-&lt;br /&gt;
|width=60px| [[#minus 4000 years|-4000]] &lt;br /&gt;
|width=80px| [[#minus 3000 years|-3000]]  &lt;br /&gt;
|| [[#minus 2000 years|-2000]] &lt;br /&gt;
|| [[#minus 1000 years|-1000]] &lt;br /&gt;
|| [[#Present|Present]] &lt;br /&gt;
|| [[#Ongoing Player Actions|Ongoing]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 3005 years|-3005]]&amp;lt;/small&amp;gt;&lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 2001 years|-2001]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 50 years|-50]]&amp;lt;/small&amp;gt; &lt;br /&gt;
||&amp;lt;small&amp;gt;([[Elysia:Recent_Events| Elysia]] -- [[Mikona:Recent_Events| Mikona]])&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 2050 years|-2050]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 100 years|-100]]&lt;br /&gt;
|-&lt;br /&gt;
|| &lt;br /&gt;
||&lt;br /&gt;
||&amp;lt;small&amp;gt;([[pg:The Great War|Great War]])&amp;lt;br&amp;gt;[[#minus 2100 years|-2100]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 150 years|-150]] &amp;lt;br&amp;gt; .&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;([[pg:The Fairy War|Fairy War]])&amp;lt;br&amp;gt;[[#minus 2200 years|-2200]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;[[#minus 2500 years|-2500]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
||&amp;lt;small&amp;gt;([[pg:Time of the Dawning|Dawning]])&amp;lt;br&amp;gt;[[#minus 2600 years|-2600]]&amp;lt;/small&amp;gt;   &lt;br /&gt;
||&amp;lt;font color=green&amp;gt;&amp;lt;small&amp;gt;Age of&amp;lt;br&amp;gt;'''Peace'''&amp;lt;/small&amp;gt;&amp;lt;/font&amp;gt; &lt;br /&gt;
|| &amp;lt;small&amp;gt;Age of&amp;lt;br&amp;gt;'''Darkness'''&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ongoing Player Actions=== To be summarized and laid out on the Avlis Fanfiction site at http://fanfic.avlis.org. &lt;br /&gt;
&amp;lt;small&amp;gt;( [[Mikona:Recent_Events]], [[Elysia:Recent_Events]] )&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Present=== Time period where online players are using the world. Roughly the year 2140 (as of March 2005).&lt;br /&gt;
&lt;br /&gt;
===minus 50 years=== Time period of Avlis Campaign 1 &amp;amp; 2 notes (to be found in the General Information section of the forums at www.avlis.org [http://www.avlis.org/viewforum.php?f=108]). [[The Nine Major Gods#Valok|Valok]] tries to enter world and is foiled. The [[Pg:Holy Warriors#The Equalizers of Mikon|Equalizer]] and [[Pg:Holy Warriors|Champion orders]] are formed. [[Intermediate Gods#Angadar|Angadar]] is rumored to have taken on the mantle of Deceit &amp;amp; Trickery upon the death of the goddess Tianna, killed by [[The Nine Major Gods#Mikon|Mikon]]. [[Intermediate Gods#Andrinor|Andrinor]] becomes a deity and takes the mantle of Magic and starts his church.&lt;br /&gt;
&lt;br /&gt;
===minus 100 years=== Time period of the last [[PnP]] Avlis campaign where the players tried to get Angadar's daughter Jade away from Hell (not published online). The destruction of the Avariel city of Toostan, and most of the Avariel race. [[Drangonari]] elves take a portion of [[Pg:Drotid|Drotid]] as their own.&lt;br /&gt;
&lt;br /&gt;
===minus 150 years=== Angadar's ascension to godhood.&lt;br /&gt;
&lt;br /&gt;
minus 175 years: Death of [[Kuras]], collapse of the [[The Kurathene Empire|Kurathene Empire]]. Nemeril banishes [[The Nine Major Gods#O'Ma|O'Ma]] from the world with the &amp;quot;Godslayer&amp;quot;. [[Intermediate Gods#Angadar|Angadar]] takes the Godslayer from Nemeril and rescues [[The Nine Major Gods#O'Ma|O'Ma]], and returns the weapon to [[The Nine Major Gods#O'Ma|O'Ma]] for safe keeping.&lt;br /&gt;
&lt;br /&gt;
===minus 1000 years=== The '''Age of Darkness'''. Not much is known about this period. Legend has it that the all-powerful counterpart to the [[Eternal Spark]], the [[Black Dagger]], was found and a god was destroyed with it. This is rumored to have touched off a devastating war between the gods and their followers.&lt;br /&gt;
&lt;br /&gt;
===minus 2000 years=== Beginning of &amp;lt;font color=green&amp;gt;'''Age of Peace'''&amp;lt;/font&amp;gt;.... many of the newer minor gods and minor races were created during this time. Immortals ran rampant.&lt;br /&gt;
&lt;br /&gt;
===minus 2001 years=== Orc mages create the huge explosion that ends the [[Pg:The Great War|Great War]] and kills nearly everyone on the planet. The remaining orcs found the nations of [[Pg:Brekon|Brekon]] and [[Pg:Dubunat|Dubunat]] on the west coast.&lt;br /&gt;
&lt;br /&gt;
===minus 2050 years=== [[Pg:The Great War|Great War]] is just ending up. [[The Nine Major Gods#Mikon|Mikon]] creates the evil dragons to enter the fray.&lt;br /&gt;
&lt;br /&gt;
===minus 2100 years=== [[Pg:The Great War|Great War]] begins when Orcs attack the warring fairy factions.&amp;lt;small&amp;gt;([[Pg:The Great War]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===minus 2200 years=== [[Pg:The Fairy War|Fairy War]] Starts. &amp;lt;small&amp;gt;([[Pg:The Fairy War]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===minus 2500 years=== The nine major gods finish creating their races. &amp;lt;small&amp;gt;([[Pg:Time of the Dawning]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===minus 2600 years=== The [[Negerai]] is destroyed.&lt;br /&gt;
&lt;br /&gt;
===minus 3000 years=== The nine warriors and [[Negerai]] become greater gods and start fighting.&lt;br /&gt;
&lt;br /&gt;
===minus 3005 years=== The spirits roaming Avlis are being slowly wiped out by the [[Tanar'ri]] infestation. This angers The Supreme, and he decides to free the nine warriors in an effort to save the world.&lt;br /&gt;
&lt;br /&gt;
===minus 3010 years=== The nine warriors are captured by the [[Negerai]] and brought to Avlis. Their prisons are built and the [[Tanar'ri]] start to infest the planet.&lt;br /&gt;
&lt;br /&gt;
===minus 3500 years=== Avlis is at peace. Nature gods roam.&lt;br /&gt;
&lt;br /&gt;
===minus 4000 years=== The Supreme creates Avlis. &amp;lt;small&amp;gt;([[Pg:The Age of the Gods]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;{{History}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Player_Guide&amp;diff=9269</id>
		<title>Player Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Player_Guide&amp;diff=9269"/>
		<updated>2006-02-28T00:55:33Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: /* Avlis Geography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[[pg:Introduction|Introduction]]&lt;br /&gt;
==Out Of Character (OOC) Information==&lt;br /&gt;
&amp;quot;Out of character&amp;quot; information is usually described as things that you the player know but that your character does not. Attribute values, attack and damage bonuses and other such statistics are all OOC information.&lt;br /&gt;
&lt;br /&gt;
Here OOC information is used to describe the things you as a player may need to know to have a great time in Avlis, from how to start playing to how to make your character to what not to do.&lt;br /&gt;
&lt;br /&gt;
Players who join Avlis come from a variety of backgrounds. Some are familiar with D&amp;amp;D and PnP roleplaying but are not well-versed in the intricacies of NWN, while some know NWN very well but have little knowledge of D&amp;amp;D or roleplay. This guide has been written with both types of people in mind, so there may be parts that seem extremely simple to the reader. It is recommended that you read at least &amp;quot;Getting Started&amp;quot;; if the other sections do not seem to interest you, then you should jump ahead to the IC section and at least skim it before starting a character on Avlis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Guides===&lt;br /&gt;
This chapter is exactly as the title states, a collection of very general guidelines to help you get along in Avlis. It is by no means exhaustive. The main reason for this is that an excellent roleplaying guide for multiplayer NWN has already been published, by Gruush. This roleplaying guide can be found in the same place where you downloaded this guide. As a supplement to Gruush's guide, this section provides additional guidelines on classes in Avlis, advice on what alignment is and how to properly play it, and tips and advice from players and staff.&lt;br /&gt;
&lt;br /&gt;
[[pg:Getting Started|Getting Started]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Character Creation|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Alignment|Alignment]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Tips and Advice|Tips and Advice]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Major Meeting Points|Major Meeting Points]] -- By server, where you are most likely to find other players.&lt;br /&gt;
&lt;br /&gt;
[[:Category:Language|Languages]] -- Languages Native to Avlis.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Things Not to Do===&lt;br /&gt;
Avlis attempts to accommodate all types of players and playing styles. But as a heavy RP game world there are certain things that cannot be abided. Therefore the team has laid down a few rules. The objective of these rules, which are enforced regularly by the team, is to create and preserve the type of RP environment that we feel encourages true cooperative roleplay.&lt;br /&gt;
&lt;br /&gt;
[[pg:Rules|Rules]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Powergaming, Metagaming, Griefing and Exploiting|Powergaming, Metagaming, Griefing and Exploiting]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Features of Avlis===&lt;br /&gt;
Online Avlis is an ongoing development project. As such, new features – features that are not available in single-player NWN – are constantly being added and optimized. This section will explain six of those special features: crafting, the economy, player-run guilds, Avlissian prestige classes, custom races, and the death system.&lt;br /&gt;
&lt;br /&gt;
[[shs:artificing|Artificing]] - Creating magic items on Avlis.&lt;br /&gt;
&lt;br /&gt;
[[cts:Companion Training School|Companion Training System]] - Training new companions for druids and rangers.&lt;br /&gt;
&lt;br /&gt;
[[pg:Crafting|Crafting]] - Creating armor, clothing, gems, healing kits, jewelry, potions, weapons, and more.  Gathering resources, mining and wood cutting.&lt;br /&gt;
&lt;br /&gt;
[[pg:Custom Races|Custom Races]] - New custom Avlis races and how to create a character with one.&lt;br /&gt;
&lt;br /&gt;
[[pg:Death and Dying|Death and Dying]] - Avlis' death system.&lt;br /&gt;
&lt;br /&gt;
[[pg:The Economy and Persistence|Economy and Persistence]] - The Avlis economy.  Persistent chests, corpses, and merchants.&lt;br /&gt;
&lt;br /&gt;
[[pg:Guilds|Guilds]] - The rules for creating a guild in Avlis.&lt;br /&gt;
&lt;br /&gt;
[[shs:Magic System|Magic System]] Information on how magic works on Avlis.&lt;br /&gt;
&lt;br /&gt;
[[pg:Prestige Classes|Prestige Classes]] - New custom Avlis prestige classes.&lt;br /&gt;
&lt;br /&gt;
[[Psionics]] - A new class and powers for psionics on Avlis.&lt;br /&gt;
&lt;br /&gt;
[[ans:Scribe School|Note System]] - A system for writing notes and sending letters in Avlis.&lt;br /&gt;
&lt;br /&gt;
[[pg:Shifter Form Replacements|Shifter Form Replacements]] - Replacements for shifter and other shapechanging spell forms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Avlis Community===&lt;br /&gt;
[[pg:Giving Back|Giving Back]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Character (IC) Information==&lt;br /&gt;
&amp;quot;In character&amp;quot; information is information that your character knows within the game world. Here is it used to describe the background information on Avlis that this part of the guide explains. By reading this section you will learn some of the history of Avlis, as well as information about the races who populate it, the nations they have formed, and the gods&lt;br /&gt;
and goddesses who watch over them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The History of Avlis===&lt;br /&gt;
[[pg:Timeline|Timeline]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Age of the Gods|The Age of the Gods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Time of the Dawning|Time of the Dawning]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Fairy War|The Fairy War]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Great War|The Great War]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Age of Immortals|The Age of Immortals]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Recent History|Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Mikona:Recent_Events| Mikona: Recent Events]]&lt;br /&gt;
&lt;br /&gt;
[[Elysia:Recent_Events| Elysia: Recent Events]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Famous_NPCs|Famous Historical Figures of Avlis]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Artifacts| Artifacts of Avlis]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Races of Avlis===&lt;br /&gt;
Human, elf, dwarf, gnome, halfling, half-elf, half-orc: these are typical player character races in D&amp;amp;D and are the races NWN allows you to play. All of these races exist on Avlis, in addition to many, many more, some of which you can select as the race of your character.&lt;br /&gt;
&lt;br /&gt;
While some of the races are identical to the descriptions laid out in D&amp;amp;D game literature, most are slightly different. They are... well, they are Avlissian. And there are some races that do not exist in D&amp;amp;D at all. All of these races have unique developments in accordance with the history and culture of Avlis.&lt;br /&gt;
&lt;br /&gt;
[[pg:The Nine Major Races|The Nine Major Races]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Other Races of Note|Other Races of Note]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Avlis Geography===&lt;br /&gt;
The map below shows the main continent of the world of Avlis. It is divided into a variety of nations and regions. The game servers on Avlis have begun in the south, extending further and further north additional servers are added. As of this writing the nations of M'Chek, T'Nanshi, Ferrell and Deglos are on servers, as are the cities of Mikona (capital&lt;br /&gt;
of M'Chek), Elysia (an independent city in T'Nanshi), and Le'Or (capital of T'Nanshi). This chapter will give descriptions of the nations and regions, starting with Mikona and working north up to Tyedu.&lt;br /&gt;
[[Image:pg_politmap.png|right|Political Map of Avlis]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[M'Chek]]&lt;br /&gt;
&lt;br /&gt;
[[T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[Toran Shaarda]]&lt;br /&gt;
&lt;br /&gt;
[[Ferrell]]&lt;br /&gt;
&lt;br /&gt;
[[Dubunat]]&lt;br /&gt;
&lt;br /&gt;
[[The Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
[[Brekon|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[Drotid|Drotid]]&lt;br /&gt;
&lt;br /&gt;
[[Deglos]]&lt;br /&gt;
&lt;br /&gt;
[[Galdos]]&lt;br /&gt;
&lt;br /&gt;
[[The Wastelands]]&lt;br /&gt;
&lt;br /&gt;
[[The Kurathene Empire]]&lt;br /&gt;
&lt;br /&gt;
[[Jechran]]&lt;br /&gt;
&lt;br /&gt;
[[Tyedu]]&lt;br /&gt;
&lt;br /&gt;
[[The Underdark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deities and Religion===&lt;br /&gt;
[[Deific Chart]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Overview of Religion|Overview of Religion]]&lt;br /&gt;
&lt;br /&gt;
[[The Nine Major Gods|The Nine Major Gods]]&lt;br /&gt;
&lt;br /&gt;
[[Other Greater Gods|Other Greater Gods]]&lt;br /&gt;
&lt;br /&gt;
[[Intermediate Gods|Intermediate Gods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Lesser Gods|Lesser Gods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Demigods|Demigods]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Holy Warriors|Holy Warriors]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Other Information|Other Information]]&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
[[Guilds]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Drotid&amp;diff=10522</id>
		<title>Drotid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Drotid&amp;diff=10522"/>
		<updated>2006-02-28T00:53:16Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
'''Drotid''' (also known as Shaah Sulehagh) is a nation ruled by lizardmen (who call themselves the [[Shaahesk]]), but populated by several 'servitor races' which consist of anything that has passed their borders without permits, races that the lizardmen conquered, and various slaves bought from other nations/privateers.&lt;br /&gt;
&lt;br /&gt;
Approximately 40% of Drotid's population is [[Kobold|kobolds]]. Simply put, they breed like vermin and have litters of up to four pups. Nearly 30% of the remaining is troglodyte, and 20% are lizard folk with the final 10% consisting of members of the various races that have been enslaved.&lt;br /&gt;
&lt;br /&gt;
The lizardmen keep control of their nation through discipline, fear, and a willingness to take reprisals to a genocidal level. Example: there used to be snake men in the same area. They were too difficult to control, and after a third uprising, the lizardmen wiped out the entire race. Since then, they feel no remorse in wiping out villages, tribes, or even towns that do not appreciate their 'enlightened' rule.&lt;br /&gt;
&lt;br /&gt;
The lizardmen themselves are separated into castes. The Aristocratic caste consists of wealthy merchants, boyars, high-ranking military officials, and high-ranking priests. The Craftsman caste consists of the various blacksmiths, carpenters, engineers, millers, and artisans. These individuals make up the majority of the lizardman population, as well as almost all of the trog population. Temple guards, mercenaries, soldiers, marines, and pitfighters all make up the warrior caste. This is the only caste that a slave may elevate himself into. Even though there are many dwarven and elven artisans, they are always watched, and thus belong to the fourth and final caste, the Slave/Servant caste. This caste consists of general laborers as well as slave handlers and slaves. Slave traders belong to the Aristocrat caste.&lt;br /&gt;
&lt;br /&gt;
[[T'Nanshi]] borders Drotid to the south, to the north and west lies [[Deglos]], and to the northeast is an unclaimed area known only as [[The Wastelands|the Dead Lands]].&lt;br /&gt;
&lt;br /&gt;
Approximately 60% of Drotid is marshes; so finding enough dry land to build a city is near impossible. As a result, instead of large cities, Drotid is filled with small towns and villages, most of which are controlled by a local headman. The word for this 'Headman' is so unpronounceable that we are going to simply refer to them as Boyars. These Boyars make policy in as far as they decide local policy concerning trade, agriculture, and religion, but they are required to garrison troops that answer only to the Overlord (Voivode).&lt;br /&gt;
&lt;br /&gt;
The Voivode is the head of the military as well as overlord of the boyars. He dictates policy regarding interregional trade, religion and military matters as well as providing a safe haven for visiting local dignitaries. The position of Voivode is elected by the Boyars, who are placed into position by the Voivode. As a result, most Voivodes retain their position for life. Life is, of course, a very questionable term. One Voivode was assassinated one week into his term because of too many policy changes.&lt;br /&gt;
&lt;br /&gt;
==Villages and settlements of Drotid==&lt;br /&gt;
&lt;br /&gt;
Very rarely does a village or settlement within Drotid last more than a few generations. The land is in constant internal conflict and upheaval, and this often ends the existance of most fortified places sooner or later. Generally, the Voivode who rules the nation demands tribute from his Boyars, i.e. village chiefs. If a Boyar does not pay up in the form of gold, slaves, or soldiers for the Voivode's army, then the Voivode will send a contingent of soldiers down to wipe the place (and the Boyar) out. There is no negotiation in these matters. It is simply done.&lt;br /&gt;
&lt;br /&gt;
The totality of the Voivode's army is made up of conscripts given in tribute from his lessers, and those who serve in the army are glad for their lot in most cases because the status of a soldier is nearly equal with a merchant. Thus, a shaahesk slave can theoretically achieve glory in this matter by being given to the voivode as a soldier. There are no non-shaahesk in the proper army because it is forbidden, however the lizard folk have been known to build fodder armies out of servitor races like kobolds and battle captives. Large forces of lizard folk almost always travel with one or two of these fodder armies, for both protection and food.&lt;br /&gt;
&lt;br /&gt;
Army advancement is generally straightforward: a soldier achieves rank by killing and eating the one above him, or by amassing enough of his own followers to fight off those who disagree with him. If the one who happens to disagree is the voivode or even a boyar, he is generally going to have a short-lived army. However, if he is smart and pledges his force to an influential boyar or the voidvode himself, then he has achieved something he can keep. In fact, many of these leaders go on to form villages and settlements of their own and become new Boyars. Sometimes there are networks of allied Boyars who have been spun off, though they often break down due to greed and backstabbing and degenerate one again into separate entities. Generally only the Voivode has the power to keep things in line.&lt;br /&gt;
&lt;br /&gt;
Aside from military pressures, the lizard folk are at odds with other races and the environment. The troglodytes usually live underwater in the swamps and in the sea close by the shores of Drotid. Their culture is equally xenophobic and hateful, and they have factions and squabbles of their own. Often these squabbles will come into a conflict with one or another group of shaahesk.&lt;br /&gt;
&lt;br /&gt;
Though there are few cities in Drotid because of the paucity of dry land, there is one settlement which is the home of the Voivode that is larger than the rest and acts as a hub for the slave trade. Outsiders simply refer to it as &amp;quot;Drotid City&amp;quot; or &amp;quot;The Snake Pit&amp;quot; because they cannot pronounce SSsshhehaaheskiticliasss.&lt;br /&gt;
&lt;br /&gt;
Lizard folk do not breed as often as kobolds, who are the second class citizens in their society, but they do lay large clutches of eggs every few years. The clutch members who live stay with the mother for about 2 years before leaving and becoming independent. Male and female shaahesk are generally indistinguishable and play the same roles in society except when breeding. Mothers with clutches are solitary and usually live alone while raising them. Fathers generally eat their young.&lt;br /&gt;
&lt;br /&gt;
No marriage or form of romantic relationships exist because the shaahesk are primarily self-focussed when it comes to advancement and getting ahead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=15961 Source]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Drotid]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Drotid_Pass&amp;diff=9548</id>
		<title>Drotid Pass</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Drotid_Pass&amp;diff=9548"/>
		<updated>2006-02-28T00:48:55Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mountain pass connecting [[Drotid]] to [[T'Nanshi]].&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=8580</id>
		<title>Jechran</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=8580"/>
		<updated>2006-02-28T00:47:58Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Jechran.png|thumb|Jechran]]&lt;br /&gt;
The nation of '''Jechran''' is a conglomerate of small tribes that recognize a central leader and area as a focal point. This country borders [[Galdos]] on its western side and [[The Wastelands|the Wastelands]] to the south. Eastward is the great ocean. This arrangement has given the country a high degree of isolation, which accounts for its peculiar society.&lt;br /&gt;
&lt;br /&gt;
Jechran's western neighbor of Galdos is very mountainous, which causes a lot of rain to fall in the area. Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate, and slightly chilly climate. Moist air is lifted up high by the mountains of Galdos where it cools and loses its water as it sinks and passes over Jechran. This weather pattern is fueled further by the country's proximity to the sea. Thus Jechran can be quite rainy at times, and as a result, it is a lush and foggy land of forests, though not quite warm enough to support jungle life.&lt;br /&gt;
&lt;br /&gt;
Early on in his godhood, [[Mikon]] took on a wife named [[Yeraiah]]. Although she did not create a race for herself, Yeraiah took on some followers and helped them to survive in Jechran, the area they called home.&lt;br /&gt;
&lt;br /&gt;
Long before the Fairy War, Jechran was part of the original Orcish nation of Dobrekan. During this time period, the major inhabitants were Orcs; however, they were largely at peace with the humans and elves of the surrounding nations. A brisk trade made all sides prosper, and huge communities of humans and elves sprang up in the forests of the Orcish nation with the complete permission of the Orcs.&lt;br /&gt;
&lt;br /&gt;
Dwelling in the forest were small populations of fairies as well, both of the O'Ma and Titanian variety. When the Fairy War started, there were quite a few small skirmishes fought on the soils of Dobrekan, though it was never as devastating as elsewhere on Avlis, such as in the forests of T'Nanshi. Still, as the old stories relate, the Orcs decided to capitalize on the Fairy War by attempting to wipe out both fairy races at once in an effort to shift the tides of good and evil on Avlis more towards their liking. Some however, will relate that the Orcs did not like the fairies fighting on their soil, and when the Fairy War grew too large and became harder to contain, the Orcs rallied to defend themselves by attempting to expel both fairy races from their land.&lt;br /&gt;
&lt;br /&gt;
Whichever side was correct the Orcish fray into the Fairy War was what started the Great War. When the nations began to attack Dobrekan, the Orcs immediately started persecuting the Elven and human settlers within their lands, even though the humans' home nation of M'Chek was not yet involved.&lt;br /&gt;
&lt;br /&gt;
The Great War was the most devastating event ever to befall the world to date. Human and Elven males living within the nation of Dobrekan rallied to defend their homes and their families by joining with the other nations attacking the Orcs. This was considered to be a very large reason why the Orcs were forced to flee from Dobrekan altogether.&lt;br /&gt;
&lt;br /&gt;
Halfway through the Great War, Dobrekan ceased to exist. The Orcs were driven from the east coast all the way to the west coast where they were split into two groups that eventually became the Orcish nations of Brekon and Dubunat.&lt;br /&gt;
&lt;br /&gt;
The great carnage that went on throughout the Great War depleted the abandoned nation of both Orcs and males. Only the wives and mothers were left behind.... by the end of the war, they were mostly widows.&lt;br /&gt;
&lt;br /&gt;
Distraught, and living in an abandoned land with almost no guidance, the women were rallied by a young goddess who took pity on them. Her name was [[Dre'Ana]], daughter of [[O'Ma]]. Dre'Ana taught the women how to hunt and care for themselves and each other. She taught them the ways of the forest that she learned from her father. She taught them of bows and swords, and self-defense. She taught them of life and organization.&lt;br /&gt;
&lt;br /&gt;
The Human and Elven women developed their society into a system of tribes. The few men that were left helped out as best they could, though as the tribes slowly developed, their power waned as their numbers increased slightly. Males soon became irrelevant to survival among the tribes, now known collectively as Jechran.&lt;br /&gt;
&lt;br /&gt;
The name Jechran was taken from a lizard in the area known as a Jechira. They are small and fast in their early life, but soon become great and powerful as they age.&lt;br /&gt;
&lt;br /&gt;
The nation of Jechran largely keeps to its own. Tribes will manage their own affairs and sometimes fight among themselves. Many tribes have a lesser queen, or an elder council of women. It generally varies from place to place, though most tribes hold the interests of the many before the few.&lt;br /&gt;
&lt;br /&gt;
Each tribe recognizes two things that hold them together:&lt;br /&gt;
#Dre'Ana is the supreme leader of Jechran to whom they owe everything.&lt;br /&gt;
#The mortal center of Jechran where all tribes send their representation is in the settlement of Myleah. Dre'Ana's mortal agent presides their as the nominal leader of all the tribes of Jechran. Through independence, they remain unified.&lt;br /&gt;
===Males in Jechran===&lt;br /&gt;
Jechran is a nation of female dominance, and thus males are relegated to a lesser role in society. From an early age they are trained to be subservient and keep out of the way of women's affairs. This is done for the good of the tribe, for Dre'Ana taught them how to survive and their skills are important.&lt;br /&gt;
&lt;br /&gt;
Each tribe only keeps a limited amount of males. The number varies by tribe, but most males are allowed to live in small communal man quarters somewhere in the village from age 15 to age 35 (humans) or age 70 to 200 (elves). After this age, the males are usually cast out into the wilderness and given a head start before the hunters go out after him. If he can escape the area, he gets to live... but he must never return to Jechran. Unfortunately, since their lives are mostly spent indoors or doing village labor, they never learn how to survive in the wild forests of Jechran and they often become food for big prey like lions or Jechiras.&lt;br /&gt;
&lt;br /&gt;
Women who become pregnant are afforded care by the tribe. They have developed many different kinds of teas and ointments that supposedly increase the chances of female births. These remedies are employed during times when there are sufficient males in the tribes. If a woman gives birth to a male child after the tribal limit has been reached, the tribe will often take the baby and seek to trade it to another tribe who happens to be low on males at the moment. The baby is given to the new tribe in return for whatever other goods the tribe wishes to trade for... food, livestock, clothing. In rare cases, the baby will have to be abandoned if another tribe is not found, but this does not occur too often.&lt;br /&gt;
&lt;br /&gt;
A male baby spends its early life with its mother learning the ways of its tribe. It does this until it is old enough to stay with the other males in the tribe and do its duty of reproduction. There is no marriage in Jechran society. Women who are intent on having a child will choose a male of their liking and procreate.&lt;br /&gt;
&lt;br /&gt;
Almost no consideration is given to human and elven distinctions. There are tribes that are largely human, and tribes that are largely elven, however they all follow the same precepts of female dominance and faith in Dre'Ana, who is herself a half-elf. Human babies are often traded to elven tribes, and vice versa. Consequently, Jechran has the highest concentration of hybrid human-elves in the whole world. Many tribes consist totally of halfelven women who have slowly mixed their blood over the past two millennia. This is not considered a bad thing among the tribes, because the most important concept is survival, not race. Race generally does not matter among the tribes of Jechran.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=13119 Source]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Jechran]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Deglos&amp;diff=9865</id>
		<title>Deglos</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Deglos&amp;diff=9865"/>
		<updated>2006-02-28T00:42:22Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{Servers}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Servers]]&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Image:Deglos1.jpg|thumb|300px|Deglos]]&lt;br /&gt;
&lt;br /&gt;
'''Deglos''' lies north of the elven nation of [[T'Nanshi]]. It is a vast area covered by two whole mountain ranges and part of a third with two major canyons. To the east are parts of [[Drotid]], [[Jechran]], and [[The Wastelands]]. To the west are the nations of [[Tyedu]], [[The Kurathene Empire]], and the orcish nation of [[Dubunat]]. On the north side is the other dwarven nation of [[Galdos]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==IC Information About Deglos==&lt;br /&gt;
&lt;br /&gt;
When it was part of Galdos, Deglos was a monarchy. However, its principle inhabitants of gnomes and dwarves have long since gained independence from Galdos to form their own nation. As a nation, Deglos is fairly neutral aligned, but they have some chaotic tendancies.&lt;br /&gt;
&lt;br /&gt;
The government of Deglos is a system of trade guilds. Every trade imaginable has its own official national guild that concerns itself only with its own trade, and nothing else. These guilds never try to outdo another or achieve more personal gain than another guild. They merely exist for the purpose of existing and teaching their craft to anyone who wishes to learn, sometimes for a fee, sometimes not. When it becomes necessary in a time of war, or just when a decision of some sort is needed, the guilds pick representitives to send to a High Guildhall Convention (HGC). The is merely a means of setting some order among the inhabitants of Deglos. It can pass laws, though it rarely does. The individual guilds are more than able to handle their own members, and they do. If there is a war, the HGC will attempt to coordinate the interactions of the various armor, weapon, and other munition guilds to arm enough soldiers to fight. For the most part, this is unnecessary, however, because Deglos has enough of a volunteer army to meet its current needs fivefold.&lt;br /&gt;
&lt;br /&gt;
As a society, the gnomes and dwarves live in close proximity. Often there is no distinction in their cities between where the dwarves live and where the gnomes live, although communities where one or the other race is sparse do exist. As individuals, dwarves tend more towards the &amp;quot;hard labor&amp;quot; crafts such as smithing, leatherworking, armoring, etc., whereas the gnomes tend to focus more on the &amp;quot;esoteric&amp;quot; crafts such as alchemy, astronomy, invention, and other sciences. This is not a rule, but it is the norm. Crossovers are found very often, i.e. gnomish blacksmiths, and dwarven astronomers. Society tolerates these without much trouble.&lt;br /&gt;
&lt;br /&gt;
About one in ten dwarves and gnomes do not take well to any craft, or find an interest in working with their hands. These members of society may or may not be looked down upon, depending on their personal history, or the village they live in. But Deglos always has a use for them. It is these folk that tend to become the traders and the adventurers, as well as the ones who do the upkeep in the inhabited areas, i.e. the odd jobs. They may never happen to join any official crafting guild, and they usually don't seem to mind. On some occasions they may even move out of Deglos alltogether. It all depends on how their family units view them. Crafts are often passed down from father to son. It is much easier to enter a crafting guild if your father was in one. This is mainly true of the dwarves and their guilds. Gnomes are a bit more lenient because they are more likely to try to learn more than one craft, or as many crafts as they can. Multiple guild membership is not unheard of.&lt;br /&gt;
&lt;br /&gt;
Although it is rare, the close proximity of the dwarves and gnomes sometimes produces unorthodox family units made up of a dwarven and gnomish spouse. These unions will sometimes bear children. Oddly enough, the children appear mostly dwarven, albeit slightly skinnier and lighter. Females however, do not grow beards when they are hybrid. These members of society are often referred to as &amp;quot;Stone dwarves&amp;quot; because it is thought they look more like their Galdossian cousins. This is true to some extent because the gnomish race evolved from the Galdossian dwarven race with the help of some magic. The Deglossian dwarves, although still dwarves, have changed a bit as well over the years. They became a bit more stockier and heavier than the Galdossian dwarves. When combined, the two races wind up making offspring closer in proportion to a Galdossian dwarf. The name &amp;quot;Stone dwarf&amp;quot; refers to the Galdossian xenophobic tendancy to stay in their own isolated nation of stone. Galdossians often refer to the Deglossian as &amp;quot;Grass dwarves&amp;quot; to reflect their more ebullient and sociable relations with creatures from the surface.&lt;br /&gt;
&lt;br /&gt;
As a nation, Deglos is a heavy trader. Those one in ten non-craftsmen assure that. It trades most heavily with the Seven Cities, although that is often made difficult because it has to go through Dubunat to get there most easily. Unfortunately, the orcs of Dubunat are constantly plotting to take land from Deglos in an effort to dominate the continent and regain their ancestral homeland on the other side of the landmass. Skirmishes happen, but the gnomes are quite adept at protecting their caravans with the help of dwarven warriors. Trading with the Kurathene Empire also happens frequently, however the Deglossians often get very confused with all of the human manuvering and politicing among the nobles over there, so they often purposely trade less with the humans to not become involved. Trading with T'Nanshi is very brisk, second only to the Seven Cities. The relations between these two countries are very peaceful, though the Deglossians are careful not to meddle in elven affairs either.&lt;br /&gt;
Small hunting parties from Jechran and Tyedu are known to frequent the trading posts the gnomes have set up near their lands, but this amount of trade is somewhat negligible. Trade with Galdos ocurrs at times, but relations with them are often a bit cool, though not bad. The main reason why trade is not big with Galdos is because they really don't have any comodities to exchange.&lt;br /&gt;
&lt;br /&gt;
In Deglos there are many cities or towns of varying size. Usually, each town is run by one of the crafting guilds. Often, the guild who runs the town actually makes sense to run it. For instance, a town run by the Mining Guild may be located near a large mine, and a neighboring town may be run by the Weaponsmithing Guild with a route between them. Other times, it is just what guild happened to be there at the time to run the place.&lt;br /&gt;
&lt;br /&gt;
Most of these towns are underground within the caverns of Deglos. However, there are quite a few towns located either entirely or partially above ground. These tend to be near trading centers with other nations, however another place they often pop up is near a volcanic area where the gnomes are dwarves happen to be collecting a resource of some sort.&lt;br /&gt;
&lt;br /&gt;
If you are not located in a town in one of the caverns, but instead you are walking in the caverns between the towns, you are considered to be in &amp;quot;The Deeps&amp;quot;. This is just a generic term that the Deglossians use to represent an underground cavern area that is uninhabited (by them). Some of the caverns in Deglos can be quite dangerous, although the army regularly cleans out the heavily travelled ones. Still, one never knows when they will be walking through caverns to stumble upon a small guild village. The dwarves and gnomes of Deglos are very self-sufficient when they want to be, and can live far apart from other inhabited areas with no problems.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11651 Source]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Game Developments==&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=169 City of Nanshi Urbaz Forum] Discussion of the daily events in and around the City of Nanshi Urbaz in Deglos.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=218 Nanshi Urbaz Tradehall]&lt;br /&gt;
&lt;br /&gt;
[http://www.the-roeders.com/Avlis/DeglosCityPaths.jpg Traveller's Guide To Inner Cities]&lt;br /&gt;
&lt;br /&gt;
[[:Category:DeglosianPCs|Notable Deglosian PCs]]&lt;br /&gt;
&lt;br /&gt;
[[Pg:Major Meeting Points#Deglos|Major Meeting Points]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Beautiful_Deglos_wide.jpg|thumb|300px|Come to beautiful Deglos! &amp;lt;small&amp;gt;(mind the giants...)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deglos Team==&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:MC|'''Coordinator''']]: [[User:Gaelyn Faerstryd|Gaelyn Faerstryd]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:Senior DM|'''Senior''']]: [[User:Xoc|Xoc]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:DM|'''DMs''']]: [[User:papainhell|papainhell]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Needed files#Deglos|Needed Files]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=green&amp;gt;[http://www.avlis.org/portal.php?getpage=serverstatus2 Server]: Deglos: avlis.blackdagger.net:5125&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Galdos&amp;diff=9501</id>
		<title>Galdos</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Galdos&amp;diff=9501"/>
		<updated>2006-02-28T00:41:40Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago, when [[Gorethar]] created his patron race, the [[Dwarf|dwarves]], he set them onto the world as a single clan, The Gald, meaning &amp;quot;stalwart&amp;quot; in the ancient dwarven tongue. It was not long before this one clan spread throughout the mountains where they were created, and diversified slightly in culture and craft. By that time, they had become many clans, tracing their roots back to Gald. Knowing that their best hope of survival against the greater wide world was to have unity, it came time that the leaders of the clans met together to decide which would lead them all. Though they were all rightful decendents of the Gald, there were many branches with different qualities, and no one branch felt they had the right to unilaterally claim the Gald name for their own. So, the clans petitioned their god, Gorethar, to give them an answer. In response, Gorether set before them a series of tests. Though nearly all of his creations were kind-hearted and honorable, they were not equal in strength of character and heart. The tests, it is recorded, were devised by Gorethar to separate out the subjects from the rulers of the land: those who would be noble, and those who would be common. The exact nature of these tests was lost to history, but it is traditionally held that they were trials of courage and wisdom, and the ability to lead. It was also agreed by all the participating dwarven clans that the results of the trials would be honored forevermore, and that the winners would be Gorethar's messengers on Avlis.&lt;br /&gt;
&lt;br /&gt;
Thus was the social structure of the newly forming nation determined. A hearty and charismatic dwarf named Burlock Firehammer rose above the other contestants, and his clan name was accordingly changed to Gald. He became the first king of the new united dwarven nation: Galdos. The other clans who scored well in the contest were given rewards by Gorethar, as well as jobs serving the governing Gald clan in many areas, which afforded them nobility among the population. The contest and its outcome were epic events that led to the birth of the new dwarven nation, which stretched from the northern tip of the continent, just below Tyedu, down to the elven nation of T'Nanshi.&lt;br /&gt;
&lt;br /&gt;
The Gald family dynasty still rules Galdos to this day. The nation is built on principles of hard work and honor preached by Gorethar, and it functions as a bastion of his faith. A great many dwarves practicing a great many trades with fine precision populate the underground nation, and they live in relative peace when compared to the nations on the surface. Many wars have gripped Avlis, and few have touched Galdos. This is largely due to the fact that the country as a whole is like a fortress. It is difficult to get in. The dwarves control every inch of every tunnel. Only the deepest areas below Galdos are still occupied by underdark monstrosities. The dwarves have spent many centuries clearing the areas and populating them.&lt;br /&gt;
&lt;br /&gt;
The nation itself is generally arranged into clans. The noble clans were given control over large portions of territory, and told to report back to the High King. Within these noble districts, the common clans live peacefully. Politics between clans does exist, and greed has been known to sour relations between them. However, civil war and overt fighting between the clans has never been known, except in the years after Fegall's ascension, when a large portion of the southern clans of Galdos began their transformation into gnomes. The reason for the transformation was due in large part to their worship of this new deity, and with it came large changes in outlook and attitude that were no longer compatible with the north. Luckily, in the end, King Redrick Gald III, who ruled during that era, decided to avert war by appointing his son Rupert Gald the King of the South. He awarded the land of the southern clans to King Rupert, and told them to depart peacefully. Rupert, who was married to a gnome, immediately dispersed the monarchy and set the country to rule by guilds. Thus Deglos was born from Galdos.&lt;br /&gt;
&lt;br /&gt;
Today, the outlook of Galdos is still apparent. As a nation, they value their isolation and do not take kindly to visitors, unless the visitors are worshippers of Gorethar or some other goodly and honorable deity. Trade with other nations is not too common, though they have been known to trade with their cousins in Deglos from time to time. Galdosian dwarves look down on Deglos for its open and more cosmopolitan attitude, since Deglos is not nearly as isolationist. In their minds, the Galdosians wish to keep their country pure and free from evil invaders. To some individuals, that simply means any non-dwarf. To others, it simply means anyone not born in Galdos. The difference is mere semantics. The two groups agree in practice, and they like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=33244 Source]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Deglos&amp;diff=8183</id>
		<title>Deglos</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Deglos&amp;diff=8183"/>
		<updated>2006-02-28T00:40:17Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{Servers}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Servers]]&lt;br /&gt;
[[Image:Deglos1.jpg|thumb|300px|Deglos]]&lt;br /&gt;
&lt;br /&gt;
'''Deglos''' lies north of the elven nation of [[T'Nanshi]]. It is a vast area covered by two whole mountain ranges and part of a third with two major canyons. To the east are parts of [[Drotid]], [[Jechran]], and [[The Wastelands]]. To the west are the nations of [[Tyedu]], [[The Kurathene Empire]], and the orcish nation of [[Dubunat]]. On the north side is the other dwarven nation of [[Galdos]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==IC Information About Deglos==&lt;br /&gt;
&lt;br /&gt;
When it was part of Galdos, Deglos was a monarchy. However, its principle inhabitants of gnomes and dwarves have long since gained independence from Galdos to form their own nation. As a nation, Deglos is fairly neutral aligned, but they have some chaotic tendancies.&lt;br /&gt;
&lt;br /&gt;
The government of Deglos is a system of trade guilds. Every trade imaginable has its own official national guild that concerns itself only with its own trade, and nothing else. These guilds never try to outdo another or achieve more personal gain than another guild. They merely exist for the purpose of existing and teaching their craft to anyone who wishes to learn, sometimes for a fee, sometimes not. When it becomes necessary in a time of war, or just when a decision of some sort is needed, the guilds pick representitives to send to a High Guildhall Convention (HGC). The is merely a means of setting some order among the inhabitants of Deglos. It can pass laws, though it rarely does. The individual guilds are more than able to handle their own members, and they do. If there is a war, the HGC will attempt to coordinate the interactions of the various armor, weapon, and other munition guilds to arm enough soldiers to fight. For the most part, this is unnecessary, however, because Deglos has enough of a volunteer army to meet its current needs fivefold.&lt;br /&gt;
&lt;br /&gt;
As a society, the gnomes and dwarves live in close proximity. Often there is no distinction in their cities between where the dwarves live and where the gnomes live, although communities where one or the other race is sparse do exist. As individuals, dwarves tend more towards the &amp;quot;hard labor&amp;quot; crafts such as smithing, leatherworking, armoring, etc., whereas the gnomes tend to focus more on the &amp;quot;esoteric&amp;quot; crafts such as alchemy, astronomy, invention, and other sciences. This is not a rule, but it is the norm. Crossovers are found very often, i.e. gnomish blacksmiths, and dwarven astronomers. Society tolerates these without much trouble.&lt;br /&gt;
&lt;br /&gt;
About one in ten dwarves and gnomes do not take well to any craft, or find an interest in working with their hands. These members of society may or may not be looked down upon, depending on their personal history, or the village they live in. But Deglos always has a use for them. It is these folk that tend to become the traders and the adventurers, as well as the ones who do the upkeep in the inhabited areas, i.e. the odd jobs. They may never happen to join any official crafting guild, and they usually don't seem to mind. On some occasions they may even move out of Deglos alltogether. It all depends on how their family units view them. Crafts are often passed down from father to son. It is much easier to enter a crafting guild if your father was in one. This is mainly true of the dwarves and their guilds. Gnomes are a bit more lenient because they are more likely to try to learn more than one craft, or as many crafts as they can. Multiple guild membership is not unheard of.&lt;br /&gt;
&lt;br /&gt;
Although it is rare, the close proximity of the dwarves and gnomes sometimes produces unorthodox family units made up of a dwarven and gnomish spouse. These unions will sometimes bear children. Oddly enough, the children appear mostly dwarven, albeit slightly skinnier and lighter. Females however, do not grow beards when they are hybrid. These members of society are often referred to as &amp;quot;Stone dwarves&amp;quot; because it is thought they look more like their Galdossian cousins. This is true to some extent because the gnomish race evolved from the Galdossian dwarven race with the help of some magic. The Deglossian dwarves, although still dwarves, have changed a bit as well over the years. They became a bit more stockier and heavier than the Galdossian dwarves. When combined, the two races wind up making offspring closer in proportion to a Galdossian dwarf. The name &amp;quot;Stone dwarf&amp;quot; refers to the Galdossian xenophobic tendancy to stay in their own isolated nation of stone. Galdossians often refer to the Deglossian as &amp;quot;Grass dwarves&amp;quot; to reflect their more ebullient and sociable relations with creatures from the surface.&lt;br /&gt;
&lt;br /&gt;
As a nation, Deglos is a heavy trader. Those one in ten non-craftsmen assure that. It trades most heavily with the Seven Cities, although that is often made difficult because it has to go through Dubunat to get there most easily. Unfortunately, the orcs of Dubunat are constantly plotting to take land from Deglos in an effort to dominate the continent and regain their ancestral homeland on the other side of the landmass. Skirmishes happen, but the gnomes are quite adept at protecting their caravans with the help of dwarven warriors. Trading with the Kurathene Empire also happens frequently, however the Deglossians often get very confused with all of the human manuvering and politicing among the nobles over there, so they often purposely trade less with the humans to not become involved. Trading with T'Nanshi is very brisk, second only to the Seven Cities. The relations between these two countries are very peaceful, though the Deglossians are careful not to meddle in elven affairs either.&lt;br /&gt;
Small hunting parties from Jechran and Tyedu are known to frequent the trading posts the gnomes have set up near their lands, but this amount of trade is somewhat negligible. Trade with Galdos ocurrs at times, but relations with them are often a bit cool, though not bad. The main reason why trade is not big with Galdos is because they really don't have any comodities to exchange.&lt;br /&gt;
&lt;br /&gt;
In Deglos there are many cities or towns of varying size. Usually, each town is run by one of the crafting guilds. Often, the guild who runs the town actually makes sense to run it. For instance, a town run by the Mining Guild may be located near a large mine, and a neighboring town may be run by the Weaponsmithing Guild with a route between them. Other times, it is just what guild happened to be there at the time to run the place.&lt;br /&gt;
&lt;br /&gt;
Most of these towns are underground within the caverns of Deglos. However, there are quite a few towns located either entirely or partially above ground. These tend to be near trading centers with other nations, however another place they often pop up is near a volcanic area where the gnomes are dwarves happen to be collecting a resource of some sort.&lt;br /&gt;
&lt;br /&gt;
If you are not located in a town in one of the caverns, but instead you are walking in the caverns between the towns, you are considered to be in &amp;quot;The Deeps&amp;quot;. This is just a generic term that the Deglossians use to represent an underground cavern area that is uninhabited (by them). Some of the caverns in Deglos can be quite dangerous, although the army regularly cleans out the heavily travelled ones. Still, one never knows when they will be walking through caverns to stumble upon a small guild village. The dwarves and gnomes of Deglos are very self-sufficient when they want to be, and can live far apart from other inhabited areas with no problems.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11651 Source]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Game Developments==&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=169 City of Nanshi Urbaz Forum] Discussion of the daily events in and around the City of Nanshi Urbaz in Deglos.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=218 Nanshi Urbaz Tradehall]&lt;br /&gt;
&lt;br /&gt;
[http://www.the-roeders.com/Avlis/DeglosCityPaths.jpg Traveller's Guide To Inner Cities]&lt;br /&gt;
&lt;br /&gt;
[[:Category:DeglosianPCs|Notable Deglosian PCs]]&lt;br /&gt;
&lt;br /&gt;
[[Pg:Major Meeting Points#Deglos|Major Meeting Points]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Beautiful_Deglos_wide.jpg|thumb|300px|Come to beautiful Deglos! &amp;lt;small&amp;gt;(mind the giants...)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deglos Team==&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:MC|'''Coordinator''']]: [[User:Gaelyn Faerstryd|Gaelyn Faerstryd]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:Senior DM|'''Senior''']]: [[User:Xoc|Xoc]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:DM|'''DMs''']]: [[User:papainhell|papainhell]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Needed files#Deglos|Needed Files]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=green&amp;gt;[http://www.avlis.org/portal.php?getpage=serverstatus2 Server]: Deglos: avlis.blackdagger.net:5125&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8203</id>
		<title>Atlas of Avlis</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8203"/>
		<updated>2006-02-28T00:39:37Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[pg:Brekon|Brekon]] &lt;br /&gt;
| [[Deglos]] &lt;br /&gt;
| [[Drotid|Drotid]] &lt;br /&gt;
| [[Dubunat]] &lt;br /&gt;
| [[Ferrell]] &lt;br /&gt;
| [[Galdos]]&lt;br /&gt;
| [[Jechran]] &lt;br /&gt;
| [[The Kurathene Empire|Kurathene]] &lt;br /&gt;
| [[M'Chek]] &lt;br /&gt;
| [[The Seven Cities|Seven Cities]] &lt;br /&gt;
| [[T'Nanshi]] &lt;br /&gt;
| [[Toran Shaarda|Toran Shaarda]] &lt;br /&gt;
| [[Tyedu|Tyedu]] &lt;br /&gt;
| [[The Underdark|Underdark]]&lt;br /&gt;
| [[The Wastelands|Wastelands]] &lt;br /&gt;
----&lt;br /&gt;
{| &lt;br /&gt;
|__TOC__&lt;br /&gt;
|valign=top style=&amp;quot;width:50%&amp;quot;|&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;&lt;br /&gt;
|''Out Of Character Information:'' &lt;br /&gt;
The game servers on Avlis began in the south, extending further and further north as additional [[:Category:Servers|servers]] were added. In the begining the servers were the nations of [[pg:M'Chek|M'Chek]], [[pg:T'Nanshi|T'Nanshi]], [[Ferrell]] and [[Deglos]], as well as the cities of [[Mikona]] (capital&lt;br /&gt;
of M'Chek), [[Elysia]] (an independent city-state in T'Nanshi), and [[Le'Or T'Nanshi]] (capital of T'Nanshi). It has now grown to these: &lt;br /&gt;
&amp;lt;center&amp;gt; {{Servers}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maps below shows Negaria, the main continent of the world of [[Wikipedia:Avlis|Avlis]]. It is divided into a variety of nations and regions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:pg_politmap.png|right|Political Map of Avlis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nations and major regions==&lt;br /&gt;
This section will give descriptions of the nations and regions, starting with M'Chek and working north up to Tyedu.&lt;br /&gt;
&lt;br /&gt;
[[M'Chek]]&lt;br /&gt;
&lt;br /&gt;
[[T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[Toran Shaarda]]&lt;br /&gt;
&lt;br /&gt;
[[Ferrell]]&lt;br /&gt;
&lt;br /&gt;
[[Dubunat]]&lt;br /&gt;
&lt;br /&gt;
[[The Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
[[Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[Drotid]]&lt;br /&gt;
&lt;br /&gt;
[[Deglos]]&lt;br /&gt;
&lt;br /&gt;
[[Galdos]]&lt;br /&gt;
&lt;br /&gt;
[[The Wastelands]]&lt;br /&gt;
&lt;br /&gt;
[[The Kurathene Empire]]&lt;br /&gt;
&lt;br /&gt;
[[Jechran]]&lt;br /&gt;
&lt;br /&gt;
[[Tyedu|Tyedu]]&lt;br /&gt;
&lt;br /&gt;
[[The Underdark]]&lt;br /&gt;
&lt;br /&gt;
==Major Cities==&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Andarr|Andarr]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Brekon(city)|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Bullwark|Bullwark]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Crosstreams|Crosstreams]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Dormiria|Dormiria]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Grantir]]&lt;br /&gt;
&lt;br /&gt;
[[Kitanya]] &amp;lt;small&amp;gt;(base of the Ferrell Council of Elders)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kuras]]&lt;br /&gt;
&lt;br /&gt;
[[Le'Or T'Nanshi]] &amp;lt;small&amp;gt;(capital of the elven nation of T'Nanshi)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Malekia|Malekia]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mikona]] &amp;lt;small&amp;gt;(capital of the nation of M'Chek)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Myleah]]&lt;br /&gt;
&lt;br /&gt;
[[Qwanderal]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Qwandovia]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Red_Gate|Red Gate]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Stalwart|Stalwart]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Toostan]] &amp;lt;small&amp;gt;(ruins)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Visimontium]]&lt;br /&gt;
&lt;br /&gt;
==Towns and villages==&lt;br /&gt;
[[Bachwood]]&lt;br /&gt;
&lt;br /&gt;
[[The Village of Blandenberg|Blandenberg]]&lt;br /&gt;
&lt;br /&gt;
[[Dendigath Post]]&lt;br /&gt;
&lt;br /&gt;
[[Derrington Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elegemaera]]&lt;br /&gt;
&lt;br /&gt;
[[Equaloria Keep and Dunster Commons]]&lt;br /&gt;
&lt;br /&gt;
[[Finmaegan Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Hel'Byssia]]&lt;br /&gt;
&lt;br /&gt;
[[Huntingcreek Hills]]&lt;br /&gt;
&lt;br /&gt;
[[Nelthrope Keep]]&lt;br /&gt;
&lt;br /&gt;
[[The Order of the Way]]&lt;br /&gt;
&lt;br /&gt;
[[Kharak Zvidurat]] (Dwarf Trade)&lt;br /&gt;
&lt;br /&gt;
[[Nan Sh'Tal]]&lt;br /&gt;
&lt;br /&gt;
[[Noritath Sh'al]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
[[Quithranos]] (Fishaven)&lt;br /&gt;
&lt;br /&gt;
[[SilverFall]]&lt;br /&gt;
&lt;br /&gt;
[[Southill]]&lt;br /&gt;
&lt;br /&gt;
[[Summerleaf]]&lt;br /&gt;
&lt;br /&gt;
[[Suneal Thorp]]&lt;br /&gt;
&lt;br /&gt;
[[Westshore]]&lt;br /&gt;
&lt;br /&gt;
[[Zvidureth]]&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Avlis800width.jpg|thumb|left|600px|Negaria, the main continent of the world of Avlis]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Negaria possesses a wide variety of landscapes, from coastal plains to central mountain ranges and grand valleys and canyons traversed by extensive river systems.&lt;br /&gt;
&lt;br /&gt;
===Mountain Ranges===&lt;br /&gt;
The two largest '''mountatin ranges''' lie in the nation of Degolos.&lt;br /&gt;
&lt;br /&gt;
:'''Hills and Plateaus'''&lt;br /&gt;
&lt;br /&gt;
::[[The Hills of Tumult]]&lt;br /&gt;
&lt;br /&gt;
::[[The Warrens]]&lt;br /&gt;
&lt;br /&gt;
:'''Mountains and Volcanoes'''&lt;br /&gt;
&lt;br /&gt;
::[[Doreg-Magret]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Bolinar]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Geritri]]&lt;br /&gt;
&lt;br /&gt;
===Chasms and Caverns===&lt;br /&gt;
[[The Lost River Caverns]]&lt;br /&gt;
&lt;br /&gt;
[[Orcscourge Chasm]]&lt;br /&gt;
&lt;br /&gt;
===Forests and Gardens===&lt;br /&gt;
[[Dagroth Woods]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Midnight]]&lt;br /&gt;
&lt;br /&gt;
[[Fairy Gardens]]&lt;br /&gt;
&lt;br /&gt;
[[Geritri Forest]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Arlasdor]]&lt;br /&gt;
&lt;br /&gt;
===Islands===&lt;br /&gt;
[[Desolation Island]] west of M'Chek&lt;br /&gt;
&lt;br /&gt;
[[The_Sahuagin_Archipelago|The Sahuagin Archipelago]] southeast of Drotid&lt;br /&gt;
&lt;br /&gt;
[[Sargone (island)]] in Amelede Bay&lt;br /&gt;
&lt;br /&gt;
[[Image:Avlis political2.jpg|thumb|400px|]]&lt;br /&gt;
&lt;br /&gt;
===Lakes===&lt;br /&gt;
[[Braegan Pond]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Hurine]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Mantith]]&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
[[Divalok River]]&lt;br /&gt;
&lt;br /&gt;
[[Eridanian River]]&lt;br /&gt;
&lt;br /&gt;
[[Lost_river|Lost River]]&lt;br /&gt;
&lt;br /&gt;
[[Methran River]]&lt;br /&gt;
&lt;br /&gt;
[[Nomad River]]&lt;br /&gt;
&lt;br /&gt;
[[Spriteblood River]]&lt;br /&gt;
&lt;br /&gt;
===Major Ports===&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Mikona]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abundant Minerals==&lt;br /&gt;
[[Quartz]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Dubanat&amp;diff=17559</id>
		<title>Dubanat</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Dubanat&amp;diff=17559"/>
		<updated>2006-02-28T00:37:01Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: Dubanat moved to Dubunat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dubunat]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8181</id>
		<title>Atlas of Avlis</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8181"/>
		<updated>2006-02-28T00:23:14Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: /* Nations and major regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[pg:Brekon|Brekon]] &lt;br /&gt;
| [[pg:Galdos and Deglos|Deglos]] &lt;br /&gt;
| [[pg:Drotid|Drotid]] &lt;br /&gt;
| [[Dubanat]] &lt;br /&gt;
| [[Ferrell]] &lt;br /&gt;
| [[pg:Jechran|Jechran]] &lt;br /&gt;
| [[pg:Kurathene|Kurathene]] &lt;br /&gt;
| [[pg:M'Chek|M'Chek]] &lt;br /&gt;
| [[The Seven Cities|Seven Cities]] &lt;br /&gt;
| [[pg:T'Nanshi|T'Nanshi]] &lt;br /&gt;
| [[Toran Shaarda|Toran Shaarda]] &lt;br /&gt;
| [[Tyedu|Tyedu]] &lt;br /&gt;
| [[pg:The Underdark|Underdark]]&lt;br /&gt;
| [[pg:The Wastelands|Wastelands]] &lt;br /&gt;
----&lt;br /&gt;
{| &lt;br /&gt;
|__TOC__&lt;br /&gt;
|valign=top style=&amp;quot;width:50%&amp;quot;|&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;&lt;br /&gt;
|''Out Of Character Information:'' &lt;br /&gt;
The game servers on Avlis began in the south, extending further and further north as additional [[:Category:Servers|servers]] were added. In the begining the servers were the nations of [[pg:M'Chek|M'Chek]], [[pg:T'Nanshi|T'Nanshi]], [[Ferrell]] and [[Deglos]], as well as the cities of [[Mikona]] (capital&lt;br /&gt;
of M'Chek), [[Elysia]] (an independent city-state in T'Nanshi), and [[Le'Or T'Nanshi]] (capital of T'Nanshi). It has now grown to these: &lt;br /&gt;
&amp;lt;center&amp;gt; {{Servers}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maps below shows Negaria, the main continent of the world of [[Wikipedia:Avlis|Avlis]]. It is divided into a variety of nations and regions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:pg_politmap.png|right|Political Map of Avlis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nations and major regions==&lt;br /&gt;
This section will give descriptions of the nations and regions, starting with M'Chek and working north up to Tyedu.&lt;br /&gt;
&lt;br /&gt;
[[M'Chek|M'Chek]]&lt;br /&gt;
&lt;br /&gt;
[[T'Nanshi|T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[Toran Shaarda]]&lt;br /&gt;
&lt;br /&gt;
[[Ferrell]]&lt;br /&gt;
&lt;br /&gt;
[[Dubanat]]&lt;br /&gt;
&lt;br /&gt;
[[The Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
[[Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Drotid|Drotid]]&lt;br /&gt;
&lt;br /&gt;
[[Deglos]]&lt;br /&gt;
&lt;br /&gt;
[[Galdos]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Galdos and Deglos|Galdos and Deglos]]&lt;br /&gt;
&lt;br /&gt;
[[The Wastelands]]&lt;br /&gt;
&lt;br /&gt;
[[The Kurathene Empire]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Jechran|Jechran]]&lt;br /&gt;
&lt;br /&gt;
[[Tyedu|Tyedu]]&lt;br /&gt;
&lt;br /&gt;
[[The Underdark]]&lt;br /&gt;
&lt;br /&gt;
==Major Cities==&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Andarr|Andarr]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Brekon(city)|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Bullwark|Bullwark]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Crosstreams|Crosstreams]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Dormiria|Dormiria]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Grantir]]&lt;br /&gt;
&lt;br /&gt;
[[Kitanya]] &amp;lt;small&amp;gt;(base of the Ferrell Council of Elders)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kuras]]&lt;br /&gt;
&lt;br /&gt;
[[Le'Or T'Nanshi]] &amp;lt;small&amp;gt;(capital of the elven nation of T'Nanshi)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Malekia|Malekia]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mikona]] &amp;lt;small&amp;gt;(capital of the nation of M'Chek)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Myleah]]&lt;br /&gt;
&lt;br /&gt;
[[Qwanderal]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Qwandovia]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Red_Gate|Red Gate]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Stalwart|Stalwart]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Toostan]] &amp;lt;small&amp;gt;(ruins)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Visimontium]]&lt;br /&gt;
&lt;br /&gt;
==Towns and villages==&lt;br /&gt;
[[Bachwood]]&lt;br /&gt;
&lt;br /&gt;
[[The Village of Blandenberg|Blandenberg]]&lt;br /&gt;
&lt;br /&gt;
[[Dendigath Post]]&lt;br /&gt;
&lt;br /&gt;
[[Derrington Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elegemaera]]&lt;br /&gt;
&lt;br /&gt;
[[Equaloria Keep and Dunster Commons]]&lt;br /&gt;
&lt;br /&gt;
[[Finmaegan Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Hel'Byssia]]&lt;br /&gt;
&lt;br /&gt;
[[Huntingcreek Hills]]&lt;br /&gt;
&lt;br /&gt;
[[Nelthrope Keep]]&lt;br /&gt;
&lt;br /&gt;
[[The Order of the Way]]&lt;br /&gt;
&lt;br /&gt;
[[Kharak Zvidurat]] (Dwarf Trade)&lt;br /&gt;
&lt;br /&gt;
[[Nan Sh'Tal]]&lt;br /&gt;
&lt;br /&gt;
[[Noritath Sh'al]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
[[Quithranos]] (Fishaven)&lt;br /&gt;
&lt;br /&gt;
[[SilverFall]]&lt;br /&gt;
&lt;br /&gt;
[[Southill]]&lt;br /&gt;
&lt;br /&gt;
[[Summerleaf]]&lt;br /&gt;
&lt;br /&gt;
[[Suneal Thorp]]&lt;br /&gt;
&lt;br /&gt;
[[Westshore]]&lt;br /&gt;
&lt;br /&gt;
[[Zvidureth]]&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Avlis800width.jpg|thumb|left|600px|Negaria, the main continent of the world of Avlis]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Negaria possesses a wide variety of landscapes, from coastal plains to central mountain ranges and grand valleys and canyons traversed by extensive river systems.&lt;br /&gt;
&lt;br /&gt;
===Mountain Ranges===&lt;br /&gt;
The two largest '''mountatin ranges''' lie in the nation of Degolos.&lt;br /&gt;
&lt;br /&gt;
:'''Hills and Plateaus'''&lt;br /&gt;
&lt;br /&gt;
::[[The Hills of Tumult]]&lt;br /&gt;
&lt;br /&gt;
::[[The Warrens]]&lt;br /&gt;
&lt;br /&gt;
:'''Mountains and Volcanoes'''&lt;br /&gt;
&lt;br /&gt;
::[[Doreg-Magret]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Bolinar]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Geritri]]&lt;br /&gt;
&lt;br /&gt;
===Chasms and Caverns===&lt;br /&gt;
[[The Lost River Caverns]]&lt;br /&gt;
&lt;br /&gt;
[[Orcscourge Chasm]]&lt;br /&gt;
&lt;br /&gt;
===Forests and Gardens===&lt;br /&gt;
[[Dagroth Woods]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Midnight]]&lt;br /&gt;
&lt;br /&gt;
[[Fairy Gardens]]&lt;br /&gt;
&lt;br /&gt;
[[Geritri Forest]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Arlasdor]]&lt;br /&gt;
&lt;br /&gt;
===Islands===&lt;br /&gt;
[[Desolation Island]] west of M'Chek&lt;br /&gt;
&lt;br /&gt;
[[The_Sahuagin_Archipelago|The Sahuagin Archipelago]] southeast of Drotid&lt;br /&gt;
&lt;br /&gt;
[[Sargone (island)]] in Amelede Bay&lt;br /&gt;
&lt;br /&gt;
[[Image:Avlis political2.jpg|thumb|400px|]]&lt;br /&gt;
&lt;br /&gt;
===Lakes===&lt;br /&gt;
[[Braegan Pond]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Hurine]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Mantith]]&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
[[Divalok River]]&lt;br /&gt;
&lt;br /&gt;
[[Eridanian River]]&lt;br /&gt;
&lt;br /&gt;
[[Lost_river|Lost River]]&lt;br /&gt;
&lt;br /&gt;
[[Methran River]]&lt;br /&gt;
&lt;br /&gt;
[[Nomad River]]&lt;br /&gt;
&lt;br /&gt;
[[Spriteblood River]]&lt;br /&gt;
&lt;br /&gt;
===Major Ports===&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Mikona]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abundant Minerals==&lt;br /&gt;
[[Quartz]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Pg:M%27Chek&amp;diff=17558</id>
		<title>Pg:M'Chek</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Pg:M%27Chek&amp;diff=17558"/>
		<updated>2006-02-28T00:22:06Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: Pg:M'Chek moved to M'Chek&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[M'Chek]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Pg:T%27Nanshi&amp;diff=18659</id>
		<title>Pg:T'Nanshi</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Pg:T%27Nanshi&amp;diff=18659"/>
		<updated>2006-02-28T00:21:51Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: Pg:T'Nanshi moved to T'Nanshi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[T'Nanshi]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Pg:Drotid&amp;diff=17557</id>
		<title>Pg:Drotid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Pg:Drotid&amp;diff=17557"/>
		<updated>2006-02-28T00:21:29Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: Pg:Drotid moved to Drotid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Drotid]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Pg:Jechran&amp;diff=17555</id>
		<title>Pg:Jechran</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Pg:Jechran&amp;diff=17555"/>
		<updated>2006-02-28T00:20:48Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: Pg:Jechran moved to Jechran&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Jechran]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Underdark&amp;diff=8307</id>
		<title>Underdark</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Underdark&amp;diff=8307"/>
		<updated>2006-02-28T00:19:52Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History of the Underdark of Southern Avlis==&lt;br /&gt;
&lt;br /&gt;
===Creation and the Underdark===&lt;br /&gt;
&lt;br /&gt;
Long ago when the planet was formed, great torrents of magma formed tubes under the surface of the planet, which still persist to this day. Since that time, these tubes have been expanded, altered, and deepened by various forces and races who have passed through them. In fact, it is through these very passages that the nine original warriors of old fled from the terrible force of the newly deified [[Negerai]], and it is far down in these passages where the heroes uncovered the secrets set there by the Supreme itself, which resulted in their ascensions.&lt;br /&gt;
&lt;br /&gt;
Though it is not widely known, these tunnels and lava tubes played an important role in the evolution of Avlis, and in its continued existence to this day as we know it. Long ago, when the newly ascended heroes were battling the evil Negerai, a mysterious and lowly minion of the Abyss stumbled upon a great artifact there. This wretched and disgusting Dretch would go on to shape the history of Avlis upon finding this artifact: [[Black Dagger|the Black Dagger]]. Upon finding this object and wielding it, [[Demon_Lords#Kimonictinus|Kimonicticus]], a lowly Tanar'ri, transformed himself into a powerful destructive force, and immediately involved himself in the battle raging above him.&lt;br /&gt;
&lt;br /&gt;
The stalemate waged between the nine gods fighting on the side of The Supreme and the devious and malicious Negerai deity could not be broken due to the inability of a god to slay another god of equal stature. As all the participants in the battle were of equal stature, no progress could be made until a deciding factor entered the fray: the Black Dagger. Kimonicticus somehow knew this. Whether he was counseled (or even threatened) by The Supreme is not known, but what is known is that Kimonicticus turned the awesome destructive power of the Black Dagger on the Negerai god, destroying him utterly. The events immediately following this decisive blow are not known precisely, however it is deduced that he halted his attacks once the Negerai was vanquished, and somehow lost possession of the artifact. Many scholars presume that the very last intervention of The Supreme on Avlis was to remove the Black Dagger from Kimonicticus, hiding it once more where it will not be found.&lt;br /&gt;
&lt;br /&gt;
However, the saga of Avlis' creation myth did not end there. It continued. Though Kimonicticus was a demon and therefore immortal, using such a powerful destructive item caused great changes to him. He was no longer a weakling Dretch, or a groveling slimy lackey. He was something more. The power exhibited by the Dretch after wielding the Black Dagger was staggering, but not impossible to overcome, and some of the more goodly gods of Avlis contemplated destroying Kimonicticus. As the new gods were creating the necessary minions and races to do the job, [[Mikon]] chased the altered Dretch down deep below the surface of Avlis in order to clear the way for the new lives to come. It was during this episode of containing the Dretch's power that Mikon discovered a terrible secret. The essence of Kimonicticus was joined with the Black Dagger. It seemed that by using the artifact, the demon became integrally connected to it. Though the artifact itself was indestructible, Kimonicticus was not. Destroying him would be akin to destroying the Black Dagger itself, which was an integral part of the universe where the planet existed. This destruction would not only mean the end of the world, but also the end of the gods themselves, so soon after they were just created.&lt;br /&gt;
&lt;br /&gt;
Deeply distressed, Mikon brought this information to his eight counterparts. They could not allow Kimonicticus to roam free, nor could they allow themselves to be destroyed. With these two points in mind, the nine gods attempted to transform Kimonicticus into a deity in order that he would be harder to destroy. They failed. The creature's essence was not amenable to godhood, for it was composed of a higher essence than godhood. Then [[Toran]], purveyor of Law and Order, came up with another proposition. He suggested that they create guardians to watch over Kimonicticus instead. These guardians would have to be either numerous or powerful, maybe even divine. [[Valok]] pointed out that creating more gods was what started their whole predicament in the first place, and making even more of them after that was not the way to solve it. The wise and goodly deity named [[Gorethar]] agreed with Valok's sentiment, and proposed that each god take some of their mortal creations and set them down below the ground to guard Kimonicticus, but none of the other deities were willing to create versions of their races to live underground as Gorethar's [[Dwarf, Galdokin|dwarves]] did innately, except Mikon. He decreed that this idea would go into effect, and he moved some of his newly created [[Human, Tribal|Romini-folk]] to the vicinity south of Kimonicticus' Underdark lands, charging them to guard the creature from harm for eternity. Gorethar did the same with his dwarven-folk. He set a number of them to guard Kimonicticus from the north, and the matter was considered settled.&lt;br /&gt;
&lt;br /&gt;
The humans and dwarves created by Mikon and Gorethar to guard Kimonicticus' life for the safety of all Avlis quickly settled into an underground stewardship routine. Though the earlier members of these peoples were not particularly grateful for the task they had been given, they accepted it duly as the will of their creators. Over time, as the generations progressed, the task was taken for granted, as was the lifestyle, and they complained no longer. In fact, the two peoples began to develop their own special relationship with Kimonicticus. Though they were charged with guarding him, their gods never accounted for the fact that they might also benefit from his existence, and benefit they did. Kimonicticus taught these human and dwarven inhabitants about the culture of the Tanar'ri, and of the lust for power and glory. He slowly seduced them to take over more lands within the Underdark not for their own population needs, but for his pleasure alone. This seduction became complete within no more than ten human generations, and by that time, Mikon and Gorethar were completely forgotten by these peoples. They no longer guarded Kimonicticus because of an order from a god they no longer knew, but out of love and fear for their new patriarch and leader. Though Gorethar and Mikon were saddened by this development, they decided that the task was still being performed adequately and they would leave their creations alone to their own devices. However, around the same time of this abandonment another problem arose.&lt;br /&gt;
&lt;br /&gt;
===The Demonspawn Wars===&lt;br /&gt;
(300 years before the end of The Great War)&lt;br /&gt;
&lt;br /&gt;
When any Tanar'ri is summoned to the Prime Material Plane, they often possess the ability to gate in some companions to accompany them in their mischief. Those companions are then able to gate in more companions who are in turn able to do the same, and so on. Entire worlds and planes of existence have been overrun with Tanar'ri in this matter, just as Avlis had been back in the days of the Negerai.&lt;br /&gt;
&lt;br /&gt;
Kimonicticus was no longer an average Tanar'ri. Not only was he now extremely powerful, but he was also no longer a denizen of the Outer Planes. His interaction with the Black Dagger rendered him tied to the Prime Material Plane forever, and specifically to Avlis. For a demon, this is an advantage because it means it no longer suffers the detriments of an outsider, and Kimonicticus used this fact to his full advantage. Soon after taking up residency permanently on Avlis through his earlier defeat of the Negerai, the new demon lord brought in three lieutenants for himself from the Abyss. They were glabrezou demons of moderate power named [[Demon_Lords#Sharistracterus|Sharistracterus]], [[Demon_Lords#Alifanitax|Alifanitax]], and [[Demon_Lords#Kuthos|Kuthos]].&lt;br /&gt;
&lt;br /&gt;
These lieutenants acted as liaisons between Kimonicticus and his newly attained human and dwarven followers. They also created the first waves of newly imported demons from the Abyss to populate the nearby Underdark. In all respects, these three were vital to Kimonicticus' plans, and he took special measures to ensure their power, safety, and effectiveness under his control. With the help of some of his human mage followers, Kimonicticus concocted a way to extract a tiny amount of his Black Dagger essence and inject it into his three lieutenants, thereby rendering them with the same prime material planar residential status which he possessed. These lieutenants now formed a powerbase in concert with the mortal followers that 'guarded' him, and the newly gated in Tanar'ri which were being brought in by the hundreds each night.&lt;br /&gt;
&lt;br /&gt;
As Kimonicticus' might increased, so did his ambitions. The first group to fall victim to his cruel onslaught were an ancient group of dwarves living in Southern Galdos, just beyond the borders of what was becoming the nation of T'Nanshi. The sheer volume of the attack coming from the amassed group of human, dwarf, and demon contingents quickly overwhelmed the unsuspecting galdokin, crushing them to dust. The momentum of that charge left Kimonicticus with most of southern Galdos under his control before the dwarven nation could mount a coherent response. Only the brave actions of a very young dwarven hero named [[Fegall]] stopped them in their tracks on that front. Nevertheless, the effectiveness of the Tanar'ri's advance was great, for he used this battle as a diversion for his second onslaught against the rapidly coalescing tribes of humans in the south. The evil human followers of Kimonicticus were very different from their surface counterparts by now. They had not lived under the sun in generations, and there were occasional incidents of inbreeding with the Tanar'ri along the way. These humans, who called themselves the [[Human, Vasharan|Vasharans]], were more cruel and less compassionate than their Romini ancestors. When they attacked the humans in the southlands, a great confusion erupted around the battle, which the Vasharans capitalized on to slaughter many of them and secured many areas of the future nation of M'Chek.&lt;br /&gt;
&lt;br /&gt;
This war raged above ground and below ground for 75 years. The gods Mikon and Gorethar brought some of their agents into the fray for aid. The celestial archons of Gorethar and the Mikonators of Mikon were eventually able to turn the tide of the battle before it became unstoppable. Many human and dwarven tribes were wiped out in this war, and by the end of it, there were few left in the southlands to rebuild. However, eventually, Kimonicticus and his lieutenants were chased back down into the planet's underbelly where they remain to this day.&lt;br /&gt;
&lt;br /&gt;
As a final measure, Mikon imbued several groups of commandos with the power to find Kimonicticus and his lieutenants and remove their ability to bring in more denizens from the Abyss to this plane. The rest of the work of cleaning up the remaining loose Tanar'ri leftovers would continue for some time afterward.&lt;br /&gt;
&lt;br /&gt;
===Middle History of the Underdark===&lt;br /&gt;
&lt;br /&gt;
After his startling defeat, Kimonicticus retreated back into the Underdark to rebuild his holdings. His Vasharan and dwarven contingents were stung by the blows inflicted on them by their surface counterparts, and some of them slowly grew bitter over the outcome of the battle. They were not the only ones. The lieutenants of Kimonicticus were also pointing their fingers (and claws) of blame at him. For years, the tensions between them and their cohorts simmered, but it was Kuthos who struck first.&lt;br /&gt;
&lt;br /&gt;
In the largest Underdark upheaval of its time, the glabrezou lieutenant named Kuthos suddenly rose up in his deep Underdark city of Demon's Teeth and sent his followers to unseat the ruling underlings of Kimonicticus. Within a day, the city was under his control and the followers of Kimonicticus were decimated in that area. From his stronghold and resident city of Ka-Kimon, Kimonicticus immediately launched an attack to liberate his lost holding, however, once blood is spilled, the sharks in the area always exploit the weakness. Sharistracterus and Alifanitax immediately revolted in their own cities, turning them upside down. This left Kimonicticus in a bad position.&lt;br /&gt;
&lt;br /&gt;
The resulting battles between the demon and his lieutenants lasted for more than twenty years. As the Great War was reaching its climax on the surface, so too was the battle of the brethren ending. In its wake, Kimonicticus was forced to retreat back to Ka-Kimon, though he had scored a victory in killing one lieutenant, Alifanitax, and taking back his Black Dagger essence from him in the process. The other two lieutenants were now lords of their own dominions.&lt;br /&gt;
&lt;br /&gt;
An uneasy peace settled below the ground, though it was punctuated by constant feints and bids for power. As the gods of the surface multiplied above, the demon lords below also began to gather followers. Their exploits turned to legend, as the deeds of the powerful often do. The dwarven folk, now called the [[Dwarf, Kharakuro|Kharakuro]], began to construct stone temples to their demon lord kings, and the Vasharans began to bestow offerings to these kings within these temples. Slowly, as the respective societies coalesced under each living demon king, they began to grow in power more than ever before... but they were not able to attain godhood. This puzzled them for ages, and some scholars of the underworld finally construed that it was their Black Dagger essence that prevented their ascensions. Though they were not gods, these demon kings were still god-like. They were immortal in every sense, and more. As their worshippers grew, they were able to bestow spells on their clerics, much as a god would. It is rumored that occasionally they could even split their presence and do two tasks at once, as a god can. But as they were about to find out, they were not completely deific in every sense.&lt;br /&gt;
&lt;br /&gt;
===The Spawn of Alifanitax===&lt;br /&gt;
&lt;br /&gt;
Of all the lieutenants, Alifanitax was the most hedonistic. He reveled in physical pleasures much more than his counterparts. Among his holdings were harems holding thousands of women from both the Vasharan and Kharakuro races. Hapless adventurers of still other races were also found among his keep. Because of this, Alifanitax begot many minor children, many of whom he devoured soon after birth, though there were many that survived.&lt;br /&gt;
&lt;br /&gt;
Quite a few of his cambion offspring managed to carve out small kingdoms of their own deep in the Underdark. They pieced together societies made up of whatever inhabitants they could find. Most were of Vasharan and Kharakuro origin, though others were made up of [[Goblinoid|goblinoid]] and even a few [[Orc|orcish]] races, and mixtures thereof. One cambion in particular rose to a level of power where he believed he may be able to avenge his father and steal the essence of Kimonicticus for himself. His name was Galatanix. It was well known that the more essence a demon king possesses, the more power he is able to convey on his followers, and the more magic he is able to wield himself. He knew very well that he could not challenge Kimonicticus directly, but he did discover a secret which he believed the demon king did not know: the offspring of Alifanitax possess small amounts of essense of their own, passed down from their father. Ironically, Galatanix believed that the very reason why his father lost his battle to Kimonicticus was because he unwittingly diluted his essence by having so many offspring. It was his undoing. Galatanix was determined to use what little essence he had to gain more and eventually unseat Kimonicticus and take his place. Through the murdering of his kin, Galatanix gathered essence slowly over time to the point where he too became a figure to contend with. His followers regaled him with temples and offerings, and soon enough, he too was granting spells to his loyal faithful.&lt;br /&gt;
&lt;br /&gt;
The battle that ensued was fierce, but fruitless. Galatanix was summarily killed by Kimonicticus for his affront, and instead of taking essence from the high demon king, the reverse happened. Kimonicticus' position was strengthened, and Galatanix's clerics were disempowered. Still, it was not enough power for him to completely unseat his two remaining foes, and as time went on, the sweetness of his victory became less, as other contenders challenged him.&lt;br /&gt;
&lt;br /&gt;
And so the Underdark of Avlis settled down into a steady din of inter-demon-king intrigue and war which would last a thousand years.&lt;br /&gt;
&lt;br /&gt;
For many seasons, life in the Underdark settled down into a steady interplay of cat and mouse between the remaining offspring of Alifanitax and the other Demon Lords. Two centuries after the great explosion on the surface nearly devastated the entire planet, the world below had gained many new local vasharan and kharakuro kings. Some were loyal to one of the demon lords, while others were striking it out on their own to pursue dreams of absolute power.&lt;br /&gt;
&lt;br /&gt;
At this time, the cruel and twisted balance of the Underdark was nearly rent to pieces by some new additions to the dance.&lt;br /&gt;
&lt;br /&gt;
===The Legend of the Mind-Bender and the Eye Beast===&lt;br /&gt;
&lt;br /&gt;
No one is certain of the validity of this tale, but it starts out beyond the stars where races unseen by any on Avlis partake of their own struggles for survival and conquest. Out there, a war was raging between two powerful kinds of creatures. It is said that one damp evening, a cleric of Yustriciana, one of Alifanitax's powerful remaining daughters, was journeying through a large cavern on a pilgrimage to pay homage to her matron personally. According to the account of this cleric, the cavern had a very high ceiling, which she could not see when standing on the stalagmite-ridden floor. It was up in this giant expanse of blackness that a blinding flash of light appeared, and shortly after that, an explosion. Dropping out of the tumult were two large shapes made of some mixture of wood, metal, and materials which the priestess had no clue about. One shape was roughly spherical, and about the diameter of a nobleman's sleeping chamber. The other shape was smooth with tendril-like appendages concentrated mostly near the front of the object. It too was mostly comprised of wood and metal, with yet some other weird and unidentifiable substances. As they streaked out of the explosion, it could be seen that both objects appeared to be on fire, and they seemed as if they might be entangled with one another. Taking cover behind an especially large stalagmite, the priestess braced herself against the damp lichen-covered rock as best she could and prepared for a nearby impact. Almost instantly after that, the two objects hit the ground, spraying bits of rock and debris everywhere as they further entangled with one another and skidded to a stop among a pile of broken rock formations.&lt;br /&gt;
&lt;br /&gt;
Though the light from the fire hurt her eyes, the priestess could see that the objects were some sort of vessel, and that there appeared to be one creature exiting each one. The first creature was hideous to her eyes. It was tall and lean, with sickly grey skin and tentacles where its mouth should be. This individual was badly burnt and stumbling slightly as it emerged. From the second vessel, an even more grotesque creature alighted... or rather floated to a position closer to the ground and away from its vessel. The creature had many eyes. Some were on stalks that protruded out of its purplish sphere-like body. One large eye was in the center, just above a mouth full of razor sharp teeth. This creature seemed a little less wounded, but the expression in its eyes, if she could accurately tell, was exhausted. Not knowing what to do, the priestess checked to make sure she was well hidden. She thought about asking for Yustriciana's aide to make her invisible, but something told her not to try. It was probably safer to just remain where she was. So she turned her attention back to these curiously hideous lifeforms before her.&lt;br /&gt;
&lt;br /&gt;
It was immediately recognizable that the two creatures were not allies. In fact, upon exiting their vessels, they appeared to engage in combat among the smoldering metal and burning wood debris. Many kinds of powerful magics flew from the eye beast. The tentacled one was quick on his feat, and he had some sort of power of his own that had some kind of strange impact on the eye beast, but the priestess could not identify it. Before long, the battle was at a standstill. It was not clear which creature would vanquish the other. About that time, there was a noise from across the cavern. It sounded like the scraping of metal boots on stone as they walked in unison. The fighting creatures heard it too, but by the time they figured out what it might be, it was too late. From the very side tunnel which the priestess was supposed to pass through on her way to her matron emerged a troop of kharakuro. They were very obviously a patrol from the local city militia which was sent to check out the noise. When they saw the two creatures, their squad took a step back, once again in unison. The eye beast and the tentacled one stopped fighting and turned to the kharakuro defensively. Tentacles and eyestalks twitched. Fingers brushed drawn weapons. The situation was tense.&lt;br /&gt;
&lt;br /&gt;
Then the gates of the planes of evil opened up figuratively as the kharakuro sprung to attack. According to the priestess, it was a messy ordeal. Some of the soldiers froze in place, turned to stone. Some died on the spot with no visible wounds. Others were pierced by powerful evocation magics. Some just broke down and cried before being cut down or eaten by the tentacled one. In fact, most of the ones that were crying and becoming dazed were the ones nearest to the tentacled creature. The priestess surmised that he must have power over the mind, judging by these effects.&lt;br /&gt;
&lt;br /&gt;
The battle seemed like it raged for hours, but in reality it was no more than a couple of minutes. All the soldiers were dead, and the two creatures looked slighly more battered than when they landed. As they turned back to face each other, the scenario repeated itself almost as from a dream. Through another exit tunnel, another troop of kharakuro soldiers poured in to the sounds of scraping metal boots. Upon seeing their dead comrades there was much confused grumbling which quickly turned into blind berserking rage, and once again the battle was on. Fighting alongside one another, the two creatures dispatched this group as well, but this time it was obvious that the fight had taken a toll on them. Speaking to the mind-bender, the eye beast conveyed some message which the priestess had no comprehension. The mind bender nodded, and the two beings walked off together through another tunnel to the east.&lt;br /&gt;
&lt;br /&gt;
Years later, the priestess had nearly forgotten the ordeal after she reported her account to her superiors. The blissfull forgetfullness of the incident was broken, however, during a campaign her city was waging against the local followers of Kimonicticus in a nearby city. In one particularly ugly battle, the priestess was asked to remain behind to guard her home temple while the fighting was underway not more than a few leagues from her location. Though she did not admit it freely, the priestess counted herself lucky, for it meant that she would get to live another easy day without being asked to risk her life in a war. This was her error however. During the second quiet night of the campaign, the western side tunnel was suddenly aglow with the pulse of magic. The guards stationed at the post were immediately incinerated, as tens of eye beasts began to pour out of the opening. The priestess was horrified. The one had become many, or perhaps had summoned his friends. Such a concept was not unknown to her. Taking up her weapon from the sacrificial altar, the priestess resigned herself to fight these intruders to her city as ordered. However, as soon as the temple guard was mounting up to fight, another horror poured from the opposite tunnel entrance. Her heart sunk as she hoped that it was not what she thought, but the hope died instantly. Mind benders by the score were coming out of that tunnel, and in front of them were the city's own soldiers, which gave her some relief.&lt;br /&gt;
&lt;br /&gt;
That relief was also short-lived, for she noticed that the soldiers had their backs to the mind benders and they began to attack the gate guards!&lt;br /&gt;
&lt;br /&gt;
The account of what happened after that is not complete. It was quickly apparent that the eye beasts and the mind benders were fighting over the city. Each race meant to take it for themselves. This meant disaster for all who were not aligned with one of them, which was everyone in the settlement. The priestess survived the ordeal by fleeing through a secret tunnel below the temple just as the two armies of creatures converged on it, but before she left she could have sworn she got a glimpse of two enemies, one eye beast and one mind bender, facing each other across the atrium of the temple for a brief moment before turning away from one another to go fight in another part of the city.&lt;br /&gt;
&lt;br /&gt;
===The Invader Period===&lt;br /&gt;
&lt;br /&gt;
This tale marked the beginning of a time in the underdark where the illithids and beholders began to make their mark. Though there were never many of them present, it was apparent that at least one or two garrisons of the things were occupying pieces of the underdark as part of some unknown conflict between them. The native denizens struck quite a few victories against them once they learned to adapt to their fighting techniques, but each time their numbers would be depleted, they would suddenly surge again. To this day, the mystery remains unsolved, but the denizens fight on.&lt;br /&gt;
&lt;br /&gt;
For the next 1800 years, the Underdark is full of tales depicting the minor (and some major) skirmishes between all of these factions. For the large part, the grand scheme did not change. Some offspring of Alifanitax would be killed. Some new cambions, vasharans, kharakuros, or other planar denizens would gain small holdings and underground kingdoms, only to have them ripped apart. Through it all, there was little change in the status quo until the beginning of the T'Nanshi-M'Chek War. It was at this time that the [[Elf, Sere'wethrin|Sereg'wethrin]] moved down into the Underdark. Through their breeding programs and training, they quickly carved out a strong underground fortress, and as their population quickly expanded over the next fifty years, they created three new cities. These cities served strategic functions to guard against the other races of the Underdark, but they also served as trading posts. Once the Sereg'wethrin were &amp;quot;betrayed&amp;quot; by the Nanshilae, they needed to find a new source of sustenance and commerce, and the races of the Underdark were able to provide this, and still do to this day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=27061 Source: Part 1] [http://www.avlis.org/viewtopic.php?t=27119 Part 2] [http://www.avlis.org/viewtopic.php?t=27799 Part 3] [http://www.avlis.org/viewtopic.php?t=29016 Part 4]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Underdark]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=8185</id>
		<title>Jechran</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Jechran&amp;diff=8185"/>
		<updated>2006-02-28T00:19:23Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Jechran.png|thumb|Jechran]]&lt;br /&gt;
The nation of [[Pg:Jechran|Jechran]] is a conglomerate of small tribes that recognize a central leader and area as a focal point. This country borders [[Pg:Galdos and Deglos|Galdos]] on its western side and the Wastelands to the south. Eastward is the great ocean. This arrangement has given the country a high degree of isolation, which accounts for its peculiar society.&lt;br /&gt;
&lt;br /&gt;
Jechran's western neighbor of Galdos is very mountainous, which causes a lot of rain to fall in the area. Jechran is located at a point on the continent where the weather is sharply divided down the middle of their country. To the south is a tropical forest, but north of the forest it turns into a more temperate, and slightly chilly climate. Moist air is lifted up high by the mountains of Galdos where it cools and loses its water as it sinks and passes over Jechran. This weather pattern is fueled further by the country's proximity to the sea. Thus Jechran can be quite rainy at times, and as a result, it is a lush and foggy land of forests, though not quite warm enough to support jungle life.&lt;br /&gt;
&lt;br /&gt;
Early on in his godhood, Mikon took on a wife named Yeraiah. Although she did not create a race for herself, Yeriaha took on some followers and helped them to survive in Jechran, the area they called home.&lt;br /&gt;
&lt;br /&gt;
Long before the Fairy War, Jechran was part of the original Orcish nation of Dobrekan. During this time period, the major inhabitants were Orcs; however, they were largely at peace with the humans and elves of the surrounding nations. A brisk trade made all sides prosper, and huge communities of humans and elves sprang up in the forests of the Orcish nation with the complete permission of the Orcs.&lt;br /&gt;
&lt;br /&gt;
Dwelling in the forest were small populations of fairies as well, both of the O'Ma and Titanian variety. When the Fairy War started, there were quite a few small skirmishes fought on the soils of Dobrekan, though it was never as devastating as elsewhere on Avlis, such as in the forests of T'Nanshi. Still, as the old stories relate, the Orcs decided to capitalize on the Fairy War by attempting to wipe out both fairy races at once in an effort to shift the tides of good and evil on Avlis more towards their liking. Some however, will relate that the Orcs did not like the fairies fighting on their soil, and when the Fairy War grew too large and became harder to contain, the Orcs rallied to defend themselves by attempting to expel both fairy races from their land.&lt;br /&gt;
&lt;br /&gt;
Whichever side was correct the Orcish fray into the Fairy War was what started the Great War. When the nations began to attack Dobrekan, the Orcs immediately started persecuting the Elven and human settlers within their lands, even though the humans' home nation of M'Chek was not yet involved.&lt;br /&gt;
&lt;br /&gt;
The Great War was the most devastating event ever to befall the world to date. Human and Elven males living within the nation of Dobrekan rallied to defend their homes and their families by joining with the other nations attacking the Orcs. This was considered to be a very large reason why the Orcs were forced to flee from Dobrekan altogether.&lt;br /&gt;
&lt;br /&gt;
Halfway through the Great War, Dobrekan ceased to exist. The Orcs were driven from the east coast all the way to the west coast where they were split into two groups that eventually became the Orcish nations of Brekon and Dubunat.&lt;br /&gt;
&lt;br /&gt;
The great carnage that went on throughout the Great War depleted the abandoned nation of both Orcs and males. Only the wives and mothers were left behind.... by the end of the war, they were mostly widows.&lt;br /&gt;
&lt;br /&gt;
Distraught, and living in an abandoned land with almost no guidance, the women were rallied by a young goddess who took pity on them. Her name was Dre'Ana, daughter of O'Ma. Dre'Ana taught the women how to hunt and care for themselves and each other. She taught them the ways of the forest that she learned from her father. She taught them of bows and swords, and self-defense. She taught them of life and organization.&lt;br /&gt;
&lt;br /&gt;
The Human and Elven women developed their society into a system of tribes. The few men that were left helped out as best they could, though as the tribes slowly developed, their power waned as their numbers increased slightly. Males soon became irrelevant to survival among the tribes, now known collectively as Jechran.&lt;br /&gt;
&lt;br /&gt;
The name Jechran was taken from a lizard in the area known as a Jechira. They are small and fast in their early life, but soon become great and powerful as they age.&lt;br /&gt;
&lt;br /&gt;
The nation of Jechran largely keeps to its own. Tribes will manage their own affairs and sometimes fight among themselves. Many tribes have a lesser queen, or an elder council of women. It generally varies from place to place, though most tribes hold the interests of the many before the few.&lt;br /&gt;
&lt;br /&gt;
Each tribe recognizes two things that hold them together:&lt;br /&gt;
#Dre'Ana is the supreme leader of Jechran to whom they owe everything.&lt;br /&gt;
#The mortal center of Jechran where all tribes send their representation is in the settlement of Myleah. Dre'Ana's mortal agent presides their as the nominal leader of all the tribes of Jechran. Through independence, they remain unified.&lt;br /&gt;
===Males in Jechran===&lt;br /&gt;
Jechran is a nation of female dominance, and thus males are relegated to a lesser role in society. From an early age they are trained to be subservient and keep out of the way of women's affairs. This is done for the good of the tribe, for Dre'Ana taught them how to survive and their skills are important.&lt;br /&gt;
&lt;br /&gt;
Each tribe only keeps a limited amount of males. The number varies by tribe, but most males are allowed to live in small communal man quarters somewhere in the village from age 15 to age 35 (humans) or age 70 to 200 (elves). After this age, the males are usually cast out into the wilderness and given a head start before the hunters go out after him. If he can escape the area, he gets to live... but he must never return to Jechran. Unfortunately, since their lives are mostly spent indoors or doing village labor, they never learn how to survive in the wild forests of Jechran and they often become food for big prey like lions or Jechiras.&lt;br /&gt;
&lt;br /&gt;
Women who become pregnant are afforded care by the tribe. They have developed many different kinds of teas and ointments that supposedly increase the chances of female births. These remedies are employed during times when there are sufficient males in the tribes. If a woman gives birth to a male child after the tribal limit has been reached, the tribe will often take the baby and seek to trade it to another tribe who happens to be low on males at the moment. The baby is given to the new tribe in return for whatever other goods the tribe wishes to trade for... food, livestock, clothing. In rare cases, the baby will have to be abandoned if another tribe is not found, but this does not occur too often.&lt;br /&gt;
&lt;br /&gt;
A male baby spends its early life with its mother learning the ways of its tribe. It does this until it is old enough to stay with the other males in the tribe and do its duty of reproduction. There is no marriage in Jechran society. Women who are intent on having a child will choose a male of their liking and procreate.&lt;br /&gt;
&lt;br /&gt;
Almost no consideration is given to human and elven distinctions. There are tribes that are largely human, and tribes that are largely elven, however they all follow the same precepts of female dominance and faith in Dre'Ana, who is herself a half-elf. Human babies are often traded to elven tribes, and vice versa. Consequently, Jechran has the highest concentration of hybrid human-elves in the whole world. Many tribes consist totally of halfelven women who have slowly mixed their blood over the past two millennia. This is not considered a bad thing among the tribes, because the most important concept is survival, not race. Race generally does not matter among the tribes of Jechran.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Jechran]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Kurathene&amp;diff=8860</id>
		<title>Kurathene</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Kurathene&amp;diff=8860"/>
		<updated>2006-02-28T00:18:08Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{Servers}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;{{Fiefs}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:FiefMap6.jpg|500px|thumb|right|Fief Map]]&lt;br /&gt;
[[The Kurathene Empire]], the largest nation on Avlis, stretches across the vast northwestern plains and into the western reaches of the [[Pg:Galdos_and_Deglos|Deglosian]] Mountains, occupying roughly a quarter of the continent. &lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[[Information About Individual Fiefs|Information About Individual Fiefs]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[pg:History of the Kurathene Empire|History of the Kurathene Empire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kurathene Timeline]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[pg:General Information about the Kurathene Empire|General Information about the Kurathene Empire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kuras|Kuras, the capitol of the Kurathene Empire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kurathene War System|Kurathene War System]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
The nation can greatly be divided into six regions based on borders and geographic features, most notably split via the Nomad River and climate: The [[Julaspium|Sorraine]] Expanse, Trenaine Peninsula, [[Medec|Medec]] Basin, [[Cytheria|Cytherian]] Frontier, Epillus Steppe and the [[Arvanos|Braccien]] Champaign. &lt;br /&gt;
&lt;br /&gt;
Although formerly the most powerful, prosperous nation on Avlis, the modern Empire is little more than a shadow of its former glory, a collection of squabbling nation-states formerly owing allegiance to the Imperial Crown. While various efforts to reunite the Empire have been attempted over the last two centuries the lack of a clear charismatic figure comparable to Joral Kuras and questionable claims to the crown have marked the failure of each attempt.&lt;br /&gt;
&lt;br /&gt;
==Demographics== &lt;br /&gt;
The inhabitants of Kurathene are predominantly [[Human, Civilized|human]], concentrated primarily along the banks of the Nomad River, the shores of Amelede Bay and around Lake Mantith, an artificial lake dug in the middle of the Medec Basin. Large populations of [[Wemic|wemics]] and [[Dracon|dracon]] also exist, but they are more geographically limited, wemics to the Braccien Champaign, dracon primarily in the Sorraine Expanse. In the cities of Kalion, Medec and Brescant there are a sizeable number of [[Elf, Avlissian|elves]] primarily immigrated from the [[Pg:The_Seven_Cities|Seven Cities]] as well as a relatively large [[Orc|orcish]] population near [[Crullath]]. [[Dwarf, Dubgaldokin|Dwarves]] and [[Gnome|gnomes]] are also known to inhabit border regions though the numbers that actually consider themselves Kurathene are small. [[Shaahesk]] are rarely if ever seen in Kurathene due to long-standing racial animosity between noble families and their [[Pg:Drotid|Drotid]] counterparts.&lt;br /&gt;
&lt;br /&gt;
Despite the fall of Joral Kuras, the predominant faith in Kurathene is still the Church of [[Toran]], who have a strong contingent of worshippers both human and dracon. Religious diversity tends to expand as one moves away from the city of [[Kuras]], with the southern ends of the Champaign particularly fruitful in diversity, ranging from [[Mikon]] to [[Hurine]]. Other strong religions in the region include [[Senath]], [[Ingoren]] and [[Vorin]]. &lt;br /&gt;
&lt;br /&gt;
Lingering prejudices however, remain for [[Angadar]], [[Valok]] and [[The'ton]], while worship of [[Maleki]] and [[Aarilax]] are often outright banned in public life. [[Dru'El]] and [[Forian]] are tolerated within most circles, though their worship is subdued and practically non-existant and generally frowned upon.&lt;br /&gt;
&lt;br /&gt;
==Geography== &lt;br /&gt;
While the terrain of Kurathene is relatively diverse, there are several notable features that are shared within the nation geographically. Grassy plains and flat lands are generally the dominant feature of the land, with a very small number of mountainous regions. &lt;br /&gt;
&lt;br /&gt;
Two major rivers dot the landscape, the Methran River to the south which connects southern Kurathene with Brekon and the Nomad River to the north, which formerly was the basis for borders between administrative districts and the singular boon to the Kurathene economy and commerce. &lt;br /&gt;
&lt;br /&gt;
*The Nomad flows from two principle sources: Lake Hurine to the west and Lake Mantith to the east, meeting near the city of Kuras to form the main length of the river. The western branch is known as the Lower Nomad, while the tributary from Mantith is often called the Gypsy. The Lower Nomad further splits into an artificial tributary known as the Wanderer, which connects through a series of canals to Lake Mantith. &lt;br /&gt;
&lt;br /&gt;
*The Methran River, named after Lord Methran Arvanos, forms the border between Kurathene and Brekon, a naturally wide river which irrigates an otherwise relatively arid region. The river splits into three various tributaries, the Upper Methran, the Lower Methran and the Orcsbane.&lt;br /&gt;
&lt;br /&gt;
The climate of Kurathene is notoriously unpredictable; it may for example be scorching hot and sweltering in [[Arvanos|Brescant]], while snowing in the northern reaches of [[Cytheria]]. In general the vast size of the plains obscures the massive variation in weather that often occurs between regions, travelers often only experiencing one type of weather if they happen to travel along with it. It can however be generally divided along the geographic regions as follows: &lt;br /&gt;
&lt;br /&gt;
====Sorraine Expanse====&lt;br /&gt;
The weather is often temperate and mild through nine months of the year, with the winter months being extremely harsh and dry. Spring and summer bring about relatively unpredictable shifts in temperature, but the region lacks any extreme weather patterns. &lt;br /&gt;
&lt;br /&gt;
====Trenaine Peninsula====&lt;br /&gt;
Known for its propensity for strong winds and rainy autumns, the Peninsula is temperate, with relatively unstable weather but predictable temperatures from early spring to late summer. Autumns bring the storm seasons from both the North Sea and Amelede Bay, along with gale force winds. The often changing nature of the weather has made discussions of it a popular pastime in the city of [[Trenium|Kalion]]. &lt;br /&gt;
&lt;br /&gt;
====Medec Basin==== &lt;br /&gt;
Characterized by its warmth and stability, the Basin has perhaps the most pleasant weather of any region in Kurathene. Foul weather, particularly in the form of flash rains and lake effect storms are concentrated in the winter months, giving a good, stable yield on crops during the spring and summer. &lt;br /&gt;
&lt;br /&gt;
====Cytherian Frontier====&lt;br /&gt;
Harsh and unrelenting, the Frontier can widely be split into two seasons, the comfortable, sunny summer months and the blistering cold winter which if predictable is often defined with heavy snowfall and consistently cold temperatures. &lt;br /&gt;
&lt;br /&gt;
====Epillus Steppe====&lt;br /&gt;
Defined by a relatively arid climate, the Steppe is known for its dry summer months and wildly fluctuating temperature during the winter, where it can often go from scorching to freezing in the space of a few hours. &lt;br /&gt;
&lt;br /&gt;
====Braccien Champaign====&lt;br /&gt;
With the ocean on one side and the Nomad River on the other, the Champaign is known for its predictable, reliable and pleasant weather, with only narrow changes through-out the year. While somewhat cooler than the Medec Basin, the winter months in the Champaign are somewhat more manageably dry.&lt;br /&gt;
&lt;br /&gt;
== In Game Developments / Other ==&lt;br /&gt;
===Kurathene Team===&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:MC|'''Coordinator''']]: [[:User:Jonezie|Jonezie]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:Senior_DM|'''Senior''']]: [[:User:Thalarian|Thalarian]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:DM|'''DMs''']]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Needed files#Kurathene|Needed Files]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=green&amp;gt;[http://www.avlis.org/portal.php?getpage=serverstatus2 Server]: Kurathene: avlis.blackdagger.net:5130&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=71643 Kurathene Open Beta]&lt;br /&gt;
[[Category:Kurathene]]&lt;br /&gt;
[[Category:Nations|Kurathene]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=The_Wastelands&amp;diff=10551</id>
		<title>The Wastelands</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=The_Wastelands&amp;diff=10551"/>
		<updated>2006-02-28T00:17:34Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also known as the Dead Lands, '''The Wastelands''' are largely uninhabited due to the fact that this is a barren, desolate area. The Wastelands are almost impenetrable. They have been since the [[Orc|orcish]] mages tried to unleash their evocation spell that ended the Great War and caused a massive explosion that threatened to destroy all of Avlis.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Wastelands]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Drotid&amp;diff=8187</id>
		<title>Drotid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Drotid&amp;diff=8187"/>
		<updated>2006-02-28T00:14:58Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Pg:Drotid|Drotid]] (also known as Shaah Sulehagh) is a nation ruled by lizardmen (who call themselves the [[Shaahesk]]), but populated by several 'servitor races' which consist of anything that has passed their borders without permits, races that the lizardmen conquered, and various slaves bought from other nations/privateers.&lt;br /&gt;
&lt;br /&gt;
Approximately 40% of Drotid's population is [[Kobold|kobolds]]. Simply put, they breed like vermin and have litters of up to four pups. Nearly 30% of the remaining is troglodyte, and 20% are lizard folk with the final 10% consisting of members of the various races that have been enslaved.&lt;br /&gt;
&lt;br /&gt;
The lizardmen keep control of their nation through discipline, fear, and a willingness to take reprisals to a genocidal level. Example: there used to be snake men in the same area. They were too difficult to control, and after a third uprising, the lizardmen wiped out the entire race. Since then, they feel no remorse in wiping out villages, tribes, or even towns that do not appreciate their 'enlightened' rule.&lt;br /&gt;
&lt;br /&gt;
The lizardmen themselves are separated into castes. The Aristocratic caste consists of wealthy merchants, boyars, high-ranking military officials, and high-ranking priests. The Craftsman caste consists of the various blacksmiths, carpenters, engineers, millers, and artisans. These individuals make up the majority of the lizardman population, as well as almost all of the trog population. Temple guards, mercenaries, soldiers, marines, and pitfighters all make up the warrior caste. This is the only caste that a slave may elevate himself into. Even though there are many dwarven and elven artisans, they are always watched, and thus belong to the fourth and final caste, the Slave/Servant caste. This caste consists of general laborers as well as slave handlers and slaves. Slave traders belong to the Aristocrat caste.&lt;br /&gt;
&lt;br /&gt;
T'Nanshi borders Drotid to the south, to the north and west lies Deglos, and to the northeast is an unclaimed area known only as the Dead Lands.&lt;br /&gt;
&lt;br /&gt;
Approximately 60% of Drotid is marshes; so finding enough dry land to build a city is near impossible. As a result, instead of large cities, Drotid is filled with small towns and villages, most of which are controlled by a local headman. The word for this 'Headman' is so unpronounceable that we are going to simply refer to them as Boyars. These Boyars make policy in as far as they decide local policy concerning trade, agriculture, and religion, but they are required to garrison troops that answer only to the Overlord (Voivode).&lt;br /&gt;
&lt;br /&gt;
The Voivode is the head of the military as well as overlord of the boyars. He dictates policy regarding interregional trade, religion and military matters as well as providing a safe haven for visiting local dignitaries. The position of Voivode is elected by the Boyars, who are placed into position by the Voivode. As a result, most Voivodes retain their position for life. Life is, of course, a very questionable term. One Voivode was assassinated one week into his term because of too many policy changes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Drotid]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=T%27Nanshi&amp;diff=8196</id>
		<title>T'Nanshi</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=T%27Nanshi&amp;diff=8196"/>
		<updated>2006-02-28T00:14:32Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:T\'Nanshi_cropped_from_southern_Avlis_map.jpg|thumb|300px|Nation of T\'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The [[Elf, Avlissian|elven]] nation of '''T'Nanshi''''s roots lie all the way back in the creation of Avlis. Legend holds that it was the general location of the prison that held [[The_Nine_Major_Gods#Dru.27El|Dru'El]] when he was a mortal prisoner kept by the evil [[Negerai]]. Whether this is true or not, the site of the creation of the first elves was somewhere in the ancient forests of T'Nanshi, and they have remained in the area since then.&lt;br /&gt;
&lt;br /&gt;
The name T'Nanshi is translated loosely as &amp;quot;Spirit Land&amp;quot;. The name comes from a very ancient dead language thought to have been spoken by the nature spirits who inhabited Avlis well before the arrival of the nine prisoners and the Negerai. This language has largely been lost, but the present day elven language is thought to be derived from it. Dru'El was said to be interested in recovering the lost language, and he gave what fragments he found to his elves. This is why the elven language on Avlis differs quite a bit from the language spoken by elves encountered on other planes.&lt;br /&gt;
&lt;br /&gt;
Over time, the word for spirit came to be the same as the word for elf. Thus, T'Nanshi is now derived from the phrase &amp;quot;Land of the Elves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Le'Or T'Nanshi ==&lt;br /&gt;
&lt;br /&gt;
'''Location:''' Center point of the nation of T'Nanshi. T'Nanshi is located north of [[Pg:M%27Chek|M'Chek]].  It borders Deglos to the north, Drotid to the east, and Ferrel and Toran Shaarda to the west.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Name Derivation:''' Translated from Avlissian elven, Le' (the) Or (Light) (of) T' (Land of) Nanshi (The Elves, The Elven People).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Predominant Race in City:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
'''Predominant Alignment:''' Chaotic Good&amp;lt;br&amp;gt;&lt;br /&gt;
'''Government:''' Elected (Noble) Council&lt;br /&gt;
&lt;br /&gt;
[[Le'Or T'Nanshi]] is the capital of the elven nation of T'Nanshi proper. The administration of the entire nation is controlled from this location. However, as a rule, the elves rule things very loosely and only as much as needed.&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi and the Nation of T'Nanshi are ruled by the same body of elected officials. The Council of Nine controls all foreign policy and domestic matters.&lt;br /&gt;
&lt;br /&gt;
Members are elected to the Council of Nine via elections held every fifty years. The Council of Nine passes laws, as few as possible, that are enforced within Le'Or T'Nanshi by The Watchmen. The remainder of the nation gets its laws enforced by the T'Nanshi army.&lt;br /&gt;
&lt;br /&gt;
Both the Watchmen and the T'Nanshi army are separate entities controlled by the council. Both the Watchmen and the army each have a supreme commander in chief that is a member of the council. They are the only ones on the governing body with a specific task to look after. The rest of the members act in consultation with each other on all other matters.&lt;br /&gt;
&lt;br /&gt;
Although it is not a law, it often happens that only Nobles can get elected to the Council of Nine. This is not seen as a problem by the elves, for most common elves have absolutely no interest in politics or governing, and they have little intention of catching the eye of the government.&lt;br /&gt;
&lt;br /&gt;
Noble families in T'Nanshi are not the same as in a typical human nation. Nobility is not equated with land ownership or money in elven society. For the elves, a noble family is simply a family who has played a big part in the history of the elves at some point in time. When a family earns a distinction to set it apart from the normal elven families, it is considered noble. It just so happens, that most of these families also have successful business dealings that have made them wealthy, but it is not true of all the noble families. The commander in chief of the Elven army is a lady named Aratelda Rinthon. She is of the noble House Rinthon, which traces its roots back to Solerion Rinthon, a famous leader who is responsible for pressing the attack that nearly pushed the orcs into the sea during the Great War.&lt;br /&gt;
&lt;br /&gt;
The commander in chief of the Watchmen is a man named Ryiel Sunmar. His family is also of noble descent, although they take their lineage from the newer Sunmar family and its founder, Orleron Sunmar. Ryiel is Orleron's half-brother.&lt;br /&gt;
&lt;br /&gt;
For more detailed information on the city, see [[Le'Or T'Nanshi]].&lt;br /&gt;
&lt;br /&gt;
== Elysia ==&lt;br /&gt;
&lt;br /&gt;
'''Location''': Along the western edge of T'Nanshi, south of the halfling nation of Ferrell&amp;lt;br&amp;gt;&lt;br /&gt;
'''Name Derivation''': Elysia is named after the Neutral Good Outer Plane, Elysium.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Predominant Race''': Sylvan. The population consists of mostly elves, half-elves, and fairy races.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Predominant Alignment''': Neutral Good&lt;br /&gt;
&lt;br /&gt;
[[Elysia]] is a fortified city located along the shores of Lake Eridanus, along the western edge of T'Nanshi, south of the halfling nation of Ferrell. The city is actually made up almost entirely of loyal followers of the Champions of O'ma. Vanoviel Niltaurwen, after helping to foil the plot of Valok to enter Avlis, was tasked by O'ma himself to create an order of holy warriors to help in defending the ideals of Goodness throughout the planes. Fifty years ago Vanoviel, a half-elf/half-nymph, created a small fort as the headquarters of the early Champions of O'ma where Elysia is presently. Over time the small fort became a keep, the keep became a castle, the castle was surrounded by farms and artisans, and eventually the city was formed. Vanoviel decided to call the city Elysia, in honor of O'ma's home plane of Elysium.&lt;br /&gt;
&lt;br /&gt;
Elysia still serves as the headquarters of the Champions of O'ma, however the Champions do not run the city. Instead, the city of Elysia is governed by a Mayor and a City Council. The mayor is elected bi-annually by a popular vote of all citizens of Elysia and its surrounding farm areas that submit to the city's rule. The current mayor is Ainthradion Rinthon, a well respected elf who has lived in Elysia for many years and a relative of Aratelda Rinthon, a former adventuring companion of Vanoviel.&lt;br /&gt;
&lt;br /&gt;
The City Council members are elected or selected, depending on their sending district, to a one year term. Each of the city's districts has an equal vote in the council. In addition to the elected members there are four permanent members of the council. Vanoviel Niltaurwen, Head of the Champions of O'ma, or in her stead Saramon, her chief lieutenant, is one of the permanent council members. Vanoviel or Saramon do not have a vote on the council. The remaining three permanent council members are the Masterwizard of the Champions of O'ma, High Cleric of the Champions of O'ma, and Head of the Elysial Guards, the city's militia. Each of those three members has full voting rights. The positions are currently held by Maria Torin, Masterwizardess of the Champions of O'ma, Laucin Ulyn, High Cleric of the Champions of O'ma, and Derrik Ogresbane, Captain of the Elysial Guards. The remaining eleven members of the council represent each of the city's districts. The mayor is afforded a vote only to break a tie among the council.&lt;br /&gt;
&lt;br /&gt;
Elysia is a quasi-independent city in the nation of T'Nanshi. The government of T'Nanshi doesn't attempt to control the city, as the true elves of T'Nanshi feel the city is too organized and the goals of the Champions of O'ma currently coincide with the goals of T'Nanshi. The city tries to keep itself independent of the rulings of T'Nanshi and to maintain itself as a self-sufficient entity.&lt;br /&gt;
&lt;br /&gt;
The Champions of O'ma are directly involved in the struggle between M'Chek and T'Nanshi for control of the disputed borderlands. The Champions do not necessarily feel that the elves are right in denying the humans the land, but they are distressed that the Equalizers have enlisted the aid of the Titanian fairies. The Champions feel that this is an undeniable act of evil and have themselves joined the struggle and enlisted the aid of the O'ma fairies.&lt;br /&gt;
&lt;br /&gt;
The struggle between the nations of T'Nanshi and M'Chek put the Equalizers of Mikon and the Champions of O'ma on opposite sides of the battle where in other areas of Avlis, they fight side by side.&lt;br /&gt;
&lt;br /&gt;
While most of the citizens think of Elysia as only their home, the Champions of O'ma consider it both their home and if need be a highly defensible bastion. This thought played a huge role in the design of the city. Vanoviel chose the location of Champions Castle carefully. It is situated on a hillock nearly a half mile from the shores of Lake Eridanus, the highest land mass for five miles in any direction. The city grew in concentric near circles around the completed castle. It is easiest to imagine Elysia as a bull's eye with Champions Castle as the center. The only difference is that the bull's eye is shifted right of center if facing north and looking down from above. There are eleven districts in Elysia and they form four concentric rings around Champions Castle.&lt;br /&gt;
&lt;br /&gt;
For more detailed information on the city, see [[Elysia]].&lt;br /&gt;
&lt;br /&gt;
== Other Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
[[Wilderness#Villages_and_Landmarks_in_T.27Nanshi|Villages and Landmarks in T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|T'Nanshi]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=10526</id>
		<title>M'Chek</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=10526"/>
		<updated>2006-02-28T00:14:01Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:M\'Check_Map_2.png|thumb|200px|The nation of M'Check]]&lt;br /&gt;
As a nation, '''M'Chek''' is large, but not large enough. There is severe overcrowding, and in some places, starvation. Most of the inhabitants in this case are the humans who are native to the place. Other races from the outside come in occasionally, but usually only for religious or commercial reasons. They tend not to settle there very often, because it is so difficult to find someplace to settle.&lt;br /&gt;
&lt;br /&gt;
The mainland area of M'Chek is dotted with hundreds of villages, each one full to the brim. Over the last fifty years, this population explosion has begun to take a toll on the environment in the area, leaving the once lush forests nearly bare in some places, and causing droughts in others.&lt;br /&gt;
&lt;br /&gt;
The solution, as the government sees it, is to find more land for people to live on. The problem is there is no more land available, unless the citizens of M'Chek are allowed by other nations to live within their borders. Some deals have been worked out with the other major human power on the map, [[Pg:Kurathene|The Kurathene Empire]]. However, dealing with this entity is difficult because it is not really an empire any longer, but a collection of independent fiefdoms, many of which are at war. Still, some nobles of M'Chek have been able to secure settlement deals and even unions through marriage. But the number of places where this is happening is not large enough to even make a dent in the overall population of the country.&lt;br /&gt;
&lt;br /&gt;
Where else can they go? The answer: North. M'Chek is the southernmost nation on the continent, and they are cornered into their niche by the elven nation of [[Pg:T'Nanshi|T'Nanshi]]. The land of T'Nanshi is pristine and beautiful, and by human standards, empty. Long ago, the humans beseeched the elves to let some of their families move there, but the elves refused, citing the M'Chekians' mistreatment of land they already live on. The elves did not want hordes of men and women coming to live on their land and potentially destroy it, or at least grow to outnumber the elves and destroy their nation through attrition.&lt;br /&gt;
&lt;br /&gt;
This argument got uglier and uglier over time, and eventually in the present day, it has become a full-scale war. The M'Chekians have nothing to lose, and any gains they make into elven territory are celebrated joyfully. For the elves, it is a different story. They are not interested in making gains into M'Chek's territory. (Why would they wish to compress the already squished humans any further?) However, sometimes strategic conquests are needed to secure their holdings, and they have been known to take land from M'Chek. But for the most part they are interested in keeping the humans contained.&lt;br /&gt;
&lt;br /&gt;
About fifty years ago, there was an odd occurrence where one of the evil gods attempted to break his way onto the Prime Material Plane and wreak havoc, but his plans were thwarted by a number of adventurers. One of them went on to found a holy order of warriors loyal to the god [[Mikon]]. They are known as the Equalizers.&lt;br /&gt;
&lt;br /&gt;
The Equalizers fight for balance, and will go to wherever they are needed to right any extremes. They feel that the elves are misguided and should give up some of their lands to the severely taxed humans, so in the southern portion of the continent, they have thrown in their lot with M'Chek. Since that time they have taken over control of the M'Chekian Special Forces and begun to infiltrate the elven nation both on the front and behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
Some of the allies they have acquired are the fairy races of Titania. The fairies created by the goddess Titania are always in conflict with the fairy races of O'Ma, for reasons to be discussed elsewhere. In T'Nanshi there exists huge populations of both fairy types, constantly on the brink of plunging into another Fairy War.&lt;br /&gt;
&lt;br /&gt;
The Equalizers have capitalized on this and promised that if the Titanian fairies aid the humans in their struggle against the elves, the Equalizers and the Nation of M'Chek will be sure to help the Titanians wipe out the O'Ma fairies once the war is over. Thus the battle rages on.&lt;br /&gt;
&lt;br /&gt;
See also: [[Mikona]] (capital of M'Chek)&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|M'Chek]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=8171</id>
		<title>M'Chek</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=8171"/>
		<updated>2006-02-28T00:13:07Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:M\'Check_Map_2.png|thumb|200px|The nation of M'Check]]&lt;br /&gt;
As a nation, '''M'Chek''' is large, but not large enough. There is severe overcrowding, and in some places, starvation. Most of the inhabitants in this case are the humans who are native to the place. Other races from the outside come in occasionally, but usually only for religious or commercial reasons. They tend not to settle there very often, because it is so difficult to find someplace to settle.&lt;br /&gt;
&lt;br /&gt;
The mainland area of M'Chek is dotted with hundreds of villages, each one full to the brim. Over the last fifty years, this population explosion has begun to take a toll on the environment in the area, leaving the once lush forests nearly bare in some places, and causing droughts in others.&lt;br /&gt;
&lt;br /&gt;
The solution, as the government sees it, is to find more land for people to live on. The problem is there is no more land available, unless the citizens of M'Chek are allowed by other nations to live within their borders. Some deals have been worked out with the other major human power on the map, [[Pg:Kurathene|The Kurathene Empire]]. However, dealing with this entity is difficult because it is not really an empire any longer, but a collection of independent fiefdoms, many of which are at war. Still, some nobles of M'Chek have been able to secure settlement deals and even unions through marriage. But the number of places where this is happening is not large enough to even make a dent in the overall population of the country.&lt;br /&gt;
&lt;br /&gt;
Where else can they go? The answer: North. M'Chek is the southernmost nation on the continent, and they are cornered into their niche by the elven nation of [[Pg:T'Nanshi|T'Nanshi]]. The land of T'Nanshi is pristine and beautiful, and by human standards, empty. Long ago, the humans beseeched the elves to let some of their families move there, but the elves refused, citing the M'Chekians' mistreatment of land they already live on. The elves did not want hordes of men and women coming to live on their land and potentially destroy it, or at least grow to outnumber the elves and destroy their nation through attrition.&lt;br /&gt;
&lt;br /&gt;
This argument got uglier and uglier over time, and eventually in the present day, it has become a full-scale war. The M'Chekians have nothing to lose, and any gains they make into elven territory are celebrated joyfully. For the elves, it is a different story. They are not interested in making gains into M'Chek's territory. (Why would they wish to compress the already squished humans any further?) However, sometimes strategic conquests are needed to secure their holdings, and they have been known to take land from M'Chek. But for the most part they are interested in keeping the humans contained.&lt;br /&gt;
&lt;br /&gt;
About fifty years ago, there was an odd occurrence where one of the evil gods attempted to break his way onto the Prime Material Plane and wreak havoc, but his plans were thwarted by a number of adventurers. One of them went on to found a holy order of warriors loyal to the god [[Mikon]]. They are known as the Equalizers.&lt;br /&gt;
&lt;br /&gt;
The Equalizers fight for balance, and will go to wherever they are needed to right any extremes. They feel that the elves are misguided and should give up some of their lands to the severely taxed humans, so in the southern portion of the continent, they have thrown in their lot with M'Chek. Since that time they have taken over control of the M'Chekian Special Forces and begun to infiltrate the elven nation both on the front and behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
Some of the allies they have acquired are the fairy races of Titania. The fairies created by the goddess Titania are always in conflict with the fairy races of O'Ma, for reasons to be discussed elsewhere. In T'Nanshi there exists huge populations of both fairy types, constantly on the brink of plunging into another Fairy War.&lt;br /&gt;
&lt;br /&gt;
The Equalizers have capitalized on this and promised that if the Titanian fairies aid the humans in their struggle against the elves, the Equalizers and the Nation of M'Chek will be sure to help the Titanians wipe out the O'Ma fairies once the war is over. Thus the battle rages on.&lt;br /&gt;
&lt;br /&gt;
See also: [[Mikona]] (capital of M'Chek)&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=8170</id>
		<title>M'Chek</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=M%27Chek&amp;diff=8170"/>
		<updated>2006-02-28T00:12:45Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==M'Chek==&lt;br /&gt;
[[Image:M\'Check_Map_2.png|thumb|200px|The nation of M'Check]]&lt;br /&gt;
As a nation, '''M'Chek''' is large, but not large enough. There is severe overcrowding, and in some places, starvation. Most of the inhabitants in this case are the humans who are native to the place. Other races from the outside come in occasionally, but usually only for religious or commercial reasons. They tend not to settle there very often, because it is so difficult to find someplace to settle.&lt;br /&gt;
&lt;br /&gt;
The mainland area of M'Chek is dotted with hundreds of villages, each one full to the brim. Over the last fifty years, this population explosion has begun to take a toll on the environment in the area, leaving the once lush forests nearly bare in some places, and causing droughts in others.&lt;br /&gt;
&lt;br /&gt;
The solution, as the government sees it, is to find more land for people to live on. The problem is there is no more land available, unless the citizens of M'Chek are allowed by other nations to live within their borders. Some deals have been worked out with the other major human power on the map, [[Pg:Kurathene|The Kurathene Empire]]. However, dealing with this entity is difficult because it is not really an empire any longer, but a collection of independent fiefdoms, many of which are at war. Still, some nobles of M'Chek have been able to secure settlement deals and even unions through marriage. But the number of places where this is happening is not large enough to even make a dent in the overall population of the country.&lt;br /&gt;
&lt;br /&gt;
Where else can they go? The answer: North. M'Chek is the southernmost nation on the continent, and they are cornered into their niche by the elven nation of [[Pg:T'Nanshi|T'Nanshi]]. The land of T'Nanshi is pristine and beautiful, and by human standards, empty. Long ago, the humans beseeched the elves to let some of their families move there, but the elves refused, citing the M'Chekians' mistreatment of land they already live on. The elves did not want hordes of men and women coming to live on their land and potentially destroy it, or at least grow to outnumber the elves and destroy their nation through attrition.&lt;br /&gt;
&lt;br /&gt;
This argument got uglier and uglier over time, and eventually in the present day, it has become a full-scale war. The M'Chekians have nothing to lose, and any gains they make into elven territory are celebrated joyfully. For the elves, it is a different story. They are not interested in making gains into M'Chek's territory. (Why would they wish to compress the already squished humans any further?) However, sometimes strategic conquests are needed to secure their holdings, and they have been known to take land from M'Chek. But for the most part they are interested in keeping the humans contained.&lt;br /&gt;
&lt;br /&gt;
About fifty years ago, there was an odd occurrence where one of the evil gods attempted to break his way onto the Prime Material Plane and wreak havoc, but his plans were thwarted by a number of adventurers. One of them went on to found a holy order of warriors loyal to the god [[Mikon]]. They are known as the Equalizers.&lt;br /&gt;
&lt;br /&gt;
The Equalizers fight for balance, and will go to wherever they are needed to right any extremes. They feel that the elves are misguided and should give up some of their lands to the severely taxed humans, so in the southern portion of the continent, they have thrown in their lot with M'Chek. Since that time they have taken over control of the M'Chekian Special Forces and begun to infiltrate the elven nation both on the front and behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
Some of the allies they have acquired are the fairy races of Titania. The fairies created by the goddess Titania are always in conflict with the fairy races of O'Ma, for reasons to be discussed elsewhere. In T'Nanshi there exists huge populations of both fairy types, constantly on the brink of plunging into another Fairy War.&lt;br /&gt;
&lt;br /&gt;
The Equalizers have capitalized on this and promised that if the Titanian fairies aid the humans in their struggle against the elves, the Equalizers and the Nation of M'Chek will be sure to help the Titanians wipe out the O'Ma fairies once the war is over. Thus the battle rages on.&lt;br /&gt;
&lt;br /&gt;
See also: [[Mikona]] (capital of M'Chek)&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8180</id>
		<title>Atlas of Avlis</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8180"/>
		<updated>2006-02-28T00:09:31Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[pg:Brekon|Brekon]] &lt;br /&gt;
| [[pg:Galdos and Deglos|Deglos]] &lt;br /&gt;
| [[pg:Drotid|Drotid]] &lt;br /&gt;
| [[Dubanat]] &lt;br /&gt;
| [[Ferrell]] &lt;br /&gt;
| [[pg:Jechran|Jechran]] &lt;br /&gt;
| [[pg:Kurathene|Kurathene]] &lt;br /&gt;
| [[pg:M'Chek|M'Chek]] &lt;br /&gt;
| [[The Seven Cities|Seven Cities]] &lt;br /&gt;
| [[pg:T'Nanshi|T'Nanshi]] &lt;br /&gt;
| [[Toran Shaarda|Toran Shaarda]] &lt;br /&gt;
| [[Tyedu|Tyedu]] &lt;br /&gt;
| [[pg:The Underdark|Underdark]]&lt;br /&gt;
| [[pg:The Wastelands|Wastelands]] &lt;br /&gt;
----&lt;br /&gt;
{| &lt;br /&gt;
|__TOC__&lt;br /&gt;
|valign=top style=&amp;quot;width:50%&amp;quot;|&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;&lt;br /&gt;
|''Out Of Character Information:'' &lt;br /&gt;
The game servers on Avlis began in the south, extending further and further north as additional [[:Category:Servers|servers]] were added. In the begining the servers were the nations of [[pg:M'Chek|M'Chek]], [[pg:T'Nanshi|T'Nanshi]], [[Ferrell]] and [[Deglos]], as well as the cities of [[Mikona]] (capital&lt;br /&gt;
of M'Chek), [[Elysia]] (an independent city-state in T'Nanshi), and [[Le'Or T'Nanshi]] (capital of T'Nanshi). It has now grown to these: &lt;br /&gt;
&amp;lt;center&amp;gt; {{Servers}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maps below shows Negaria, the main continent of the world of [[Wikipedia:Avlis|Avlis]]. It is divided into a variety of nations and regions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:pg_politmap.png|right|Political Map of Avlis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nations and major regions==&lt;br /&gt;
This section will give descriptions of the nations and regions, starting with M'Chek and working north up to Tyedu.&lt;br /&gt;
&lt;br /&gt;
[[pg:M'Chek|M'Chek]]&lt;br /&gt;
&lt;br /&gt;
[[pg:T'Nanshi|T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[Toran Shaarda]]&lt;br /&gt;
&lt;br /&gt;
[[Ferrell]]&lt;br /&gt;
&lt;br /&gt;
[[Dubanat]]&lt;br /&gt;
&lt;br /&gt;
[[The Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
[[Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Drotid|Drotid]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Galdos and Deglos|Galdos and Deglos]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Wastelands|The Wastelands]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Kurathene|The Kurathene Empire]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Jechran|Jechran]]&lt;br /&gt;
&lt;br /&gt;
[[Tyedu|Tyedu]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Underdark|The Underdark]]&lt;br /&gt;
&lt;br /&gt;
==Major Cities==&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Andarr|Andarr]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Brekon(city)|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Bullwark|Bullwark]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Crosstreams|Crosstreams]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Dormiria|Dormiria]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Grantir]]&lt;br /&gt;
&lt;br /&gt;
[[Kitanya]] &amp;lt;small&amp;gt;(base of the Ferrell Council of Elders)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kuras]]&lt;br /&gt;
&lt;br /&gt;
[[Le'Or T'Nanshi]] &amp;lt;small&amp;gt;(capital of the elven nation of T'Nanshi)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Malekia|Malekia]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mikona]] &amp;lt;small&amp;gt;(capital of the nation of M'Chek)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Myleah]]&lt;br /&gt;
&lt;br /&gt;
[[Qwanderal]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Qwandovia]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Red_Gate|Red Gate]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Stalwart|Stalwart]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Toostan]] &amp;lt;small&amp;gt;(ruins)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Visimontium]]&lt;br /&gt;
&lt;br /&gt;
==Towns and villages==&lt;br /&gt;
[[Bachwood]]&lt;br /&gt;
&lt;br /&gt;
[[The Village of Blandenberg|Blandenberg]]&lt;br /&gt;
&lt;br /&gt;
[[Dendigath Post]]&lt;br /&gt;
&lt;br /&gt;
[[Derrington Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elegemaera]]&lt;br /&gt;
&lt;br /&gt;
[[Equaloria Keep and Dunster Commons]]&lt;br /&gt;
&lt;br /&gt;
[[Finmaegan Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Hel'Byssia]]&lt;br /&gt;
&lt;br /&gt;
[[Huntingcreek Hills]]&lt;br /&gt;
&lt;br /&gt;
[[Nelthrope Keep]]&lt;br /&gt;
&lt;br /&gt;
[[The Order of the Way]]&lt;br /&gt;
&lt;br /&gt;
[[Kharak Zvidurat]] (Dwarf Trade)&lt;br /&gt;
&lt;br /&gt;
[[Nan Sh'Tal]]&lt;br /&gt;
&lt;br /&gt;
[[Noritath Sh'al]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
[[Quithranos]] (Fishaven)&lt;br /&gt;
&lt;br /&gt;
[[SilverFall]]&lt;br /&gt;
&lt;br /&gt;
[[Southill]]&lt;br /&gt;
&lt;br /&gt;
[[Summerleaf]]&lt;br /&gt;
&lt;br /&gt;
[[Suneal Thorp]]&lt;br /&gt;
&lt;br /&gt;
[[Westshore]]&lt;br /&gt;
&lt;br /&gt;
[[Zvidureth]]&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Avlis800width.jpg|thumb|left|600px|Negaria, the main continent of the world of Avlis]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Negaria possesses a wide variety of landscapes, from coastal plains to central mountain ranges and grand valleys and canyons traversed by extensive river systems.&lt;br /&gt;
&lt;br /&gt;
===Mountain Ranges===&lt;br /&gt;
The two largest '''mountatin ranges''' lie in the nation of Degolos.&lt;br /&gt;
&lt;br /&gt;
:'''Hills and Plateaus'''&lt;br /&gt;
&lt;br /&gt;
::[[The Hills of Tumult]]&lt;br /&gt;
&lt;br /&gt;
::[[The Warrens]]&lt;br /&gt;
&lt;br /&gt;
:'''Mountains and Volcanoes'''&lt;br /&gt;
&lt;br /&gt;
::[[Doreg-Magret]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Bolinar]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Geritri]]&lt;br /&gt;
&lt;br /&gt;
===Chasms and Caverns===&lt;br /&gt;
[[The Lost River Caverns]]&lt;br /&gt;
&lt;br /&gt;
[[Orcscourge Chasm]]&lt;br /&gt;
&lt;br /&gt;
===Forests and Gardens===&lt;br /&gt;
[[Dagroth Woods]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Midnight]]&lt;br /&gt;
&lt;br /&gt;
[[Fairy Gardens]]&lt;br /&gt;
&lt;br /&gt;
[[Geritri Forest]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Arlasdor]]&lt;br /&gt;
&lt;br /&gt;
===Islands===&lt;br /&gt;
[[Desolation Island]] west of M'Chek&lt;br /&gt;
&lt;br /&gt;
[[The_Sahuagin_Archipelago|The Sahuagin Archipelago]] southeast of Drotid&lt;br /&gt;
&lt;br /&gt;
[[Sargone (island)]] in Amelede Bay&lt;br /&gt;
&lt;br /&gt;
[[Image:Avlis political2.jpg|thumb|400px|]]&lt;br /&gt;
&lt;br /&gt;
===Lakes===&lt;br /&gt;
[[Braegan Pond]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Hurine]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Mantith]]&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
[[Divalok River]]&lt;br /&gt;
&lt;br /&gt;
[[Eridanian River]]&lt;br /&gt;
&lt;br /&gt;
[[Lost_river|Lost River]]&lt;br /&gt;
&lt;br /&gt;
[[Methran River]]&lt;br /&gt;
&lt;br /&gt;
[[Nomad River]]&lt;br /&gt;
&lt;br /&gt;
[[Spriteblood River]]&lt;br /&gt;
&lt;br /&gt;
===Major Ports===&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Mikona]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abundant Minerals==&lt;br /&gt;
[[Quartz]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Pg:Dubunat&amp;diff=9244</id>
		<title>Pg:Dubunat</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Pg:Dubunat&amp;diff=9244"/>
		<updated>2006-02-28T00:06:16Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: Pg:Dubunat moved to Dubanat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dubanat]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Dubunat&amp;diff=8577</id>
		<title>Dubunat</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Dubunat&amp;diff=8577"/>
		<updated>2006-02-28T00:05:57Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dubunat_Map.jpg|thumb|300px|The nation of Dubunat]]&lt;br /&gt;
'''Dubunat''' lies directly south of the [[Orc|Orcish]] nation of [[Brekon]]. It too is a bastion for orcs, though its society has diverged slightly from its northern neighbor. During the [[Pg:The_Great_War|Great War]], the orcs were chased across the continent from their ancestral nation of Dobrekan. They held out on the west coast where they founded these two nations. Historically, the area now called Dubunat was loosely under control of the military commanders in Brekon. The remnants of the Dobrekanian army were marginally grounded in the south, but as the war drew to a close, reinforcements were needed to establish order in the newly forming Brekon. So the troops gradually migrated north, leaving only the rabble and normal citizenry in place.&lt;br /&gt;
&lt;br /&gt;
Quickly, this situation degenerated into banditry. The area now controlled by Dubunat was a common trade route between the southern nations and the [[Kurathene|Kurathene Empire]]. This made it very easy for the bandits to make a living. One particular orc bandit named [[The'ton]] struck it big in the area, and became somewhat of a bandit King in his own right. Using ingenious tactics of fear and intimidation, The'ton managed to control the trade route through the future nation of Dubunat completely, and use the riches derived from it to further organize the rest of the orc bandits in the area.&lt;br /&gt;
&lt;br /&gt;
Over time, The'ton became a very powerful immortal who managed to piece together the nation of Dubunat from the rabble of bandits and make them self-sufficient. He founded the city of Cronthetus in a well-defended valley near the northwest part of the country, and it later became the capital of the nation he called Dubunat, meaning &amp;quot;Rightness through strength&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This transformation into a nation was completed roughly five hundred years after the end of the Great War. During that whole time The'ton remained its immortal King, bearing many children in his harems. He took great pains to eliminate all who opposed him, and did anything he could to gain more followers. Eventually, his transformation into a Demigod was marked by [[Mikon]] and he was retrieved from his place where he is said to have been taken to sit at [[Valok]]'s right hand, for he was always loyal to Valok in his mortal days.&lt;br /&gt;
&lt;br /&gt;
The descendents of The'ton have ruled Dubunat as a monarchy ever since. The nation is very orderly, for having started from a collection of bandits, however its order is more punctuated by the rule of might makes right. Those who are strong get to make the laws. Those who obey the laws will gain respect from the strong, so long as they remain useful.&lt;br /&gt;
&lt;br /&gt;
Most of Dubunat's inhabitants are orcs. Most normal citizens are mere farmers, having turned from their bandit ways, however all are required to serve in the military, which is often regarded still as a group of bandits by the surrounding nations, for they still harry patrols from [[Pg:Toran_Shaarda|Toran Shaarda]] and [[Pg:T'Nanshi|T'Nanshi]]. Relations with its northern neighbor are generally good, though Brekon often becomes jealous of Dubunat's triumphs and has sometimes sought to conquer pieces of it in the past, but normally Brekon is more concerned with dealings in the Kurathene Empire.&lt;br /&gt;
&lt;br /&gt;
Though Dubunat is a monarchy, it has no discernable feudal system, but instead it allows appointed governors to oversee portions of the country. These governors are often stern and try to control every little village in order to gain as much as they can for themselves, however a few have been known to be lazy and lax. Those villages often resort to being led by people from the inside who have managed to rise to the top of the pecking order in the name of the governor.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=20288 Source]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Brekon_(nation)&amp;diff=8579</id>
		<title>Brekon (nation)</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Brekon_(nation)&amp;diff=8579"/>
		<updated>2006-02-28T00:04:25Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brekon_Map.jpg|thumb|300px|Bekon]] &lt;br /&gt;
Located on the western coast of the main continent, '''Brekon''' is the major stronghold and home of the [[Orc|Orcish]] race. Long ago, orcs were created by the god [[Valok]] on the eastern coast of Avlis, but during the Great War, their nation, &amp;quot;Dobrekan&amp;quot;, was attacked from all sides and the orcs were forced to flee. Throughout the war, a running chase took place in which the entire bulk of the race was pushed across the continent in blind retreat. At a pivotal point, it looked as if the orcs would be pushed into the sea, but in time they pulled together and managed to assemble a stronghold that later became [[Brekon(city)|the city of Brekon]].&lt;br /&gt;
&lt;br /&gt;
This city grew in size and scope until it controlled much of the land around it. Aside from the other orcish nation of Dubunat, this place became a haven for not only the orcs, but also many other races such as giant-kin and [[Goblin|goblins]]. By the end of the Great War, the nations surrounding Brekon were unable to destroy it and so they resigned themselves to tense economic relations, which grew over the years into a bustling trade.&lt;br /&gt;
&lt;br /&gt;
As a society, Brekon is a theocracy, giving all homage to Valok. Valok and his Church rule the city. They control all military and daily aspects of life and trade, as well as diplomacy. The clerics in the city are mainly concerned with getting an upper hand on their political rivals and jockeying for an ever so slightly higher position. For this, they are not considered dangerous by the other nations; however, sometimes the Church as a whole will have confrontations with those around it.&lt;br /&gt;
&lt;br /&gt;
Secondarily, there is a strong following of [[Maleki]] within the city of Brekon, and this is mainly a staple of the giant-kin and goblins who live there. Here, these folk are often considered second class citizens; however, they are always awarded full rights under the law, as are any outsiders. &amp;quot;The Law&amp;quot; is usually loose enough for the Church to handle any matter it needs to.&lt;br /&gt;
&lt;br /&gt;
Because of the huge conglomerate of races living in Brekon, there are many different scales represented. Most buildings are slightly larger than normal medium size. They are made to cater to those of orc size, but also [[Ogre|ogre]] and slightly larger sized creatures. Other buildings even have smaller accommodations for goblins. Every detail is multi-scaled, right down to the concentric doorways in buildings made to accommodate more than one size.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=20284 Source]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Brekon_(city)&amp;diff=9542</id>
		<title>Brekon (city)</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Brekon_(city)&amp;diff=9542"/>
		<updated>2006-02-28T00:04:14Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Brekon.jpg|thumb|The City of Brekon ]]&lt;br /&gt;
'''The city of Brekon''' lies directly on the coast and it is no more than a few days journey from the city of Red Gate, which belongs to the Confederation of [[The Seven Cities]] to the southwest of [[Brekon|the nation of Brekon]]. The southern gate of the city, which faces [[The Seven Cities#Red gate|Red Gate]], is constantly bustling with traffic and rarely ever closes at night. Brekon is known for its shipbuilding and a few other more illicit activities, the least of which is the cultivation of dire animals for manufacturing blood fury crystals, a potent narcotic. There are also vast natural resources within the nation's borders, most of which are in the form of ores which are crafted into weapons and armor that are exported to anyone who will buy them. The Seven Cities buy up much of the ore, for they have little of their own, and the Kurathene empire generally buys the finished products.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=20284 Source]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Ferrell&amp;diff=8571</id>
		<title>Ferrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Ferrell&amp;diff=8571"/>
		<updated>2006-02-27T23:56:24Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{Servers}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Servers]]&lt;br /&gt;
[[Image:Ferrell1.jpg|thumb|300px|Ferrell]]&lt;br /&gt;
[[Ferrell]], nestled between the forests of [[Pg:T'Nanshi|T'Nanshi]], the foothills of [[Deglos|Deglos]], and the rolling grassy plains of [[Pg:Toran_Shaarda|Toran Shaarda]], [[Pg:Dubunat|Dubunat]] and [[Pg:Brekon|Brekon]] lies the tiny nation of Ferrell. This peaceful little zone is little more than a large collection of hamlets built into the sides of naturally occurring grassy hills that roll through the area. However, it has remained steadfast and safe through out its entire 1800+ year history on Avlis. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Ferrell is a nation of halflings. Desiring the crisp clean air of the hill country, and the cozy comforting shelter of their housemounds, the halflings are very adept at keeping out of the affairs that churn around them. In a tiny area no more than a hundred miles from north to south, the halflings have managed to build hundreds of minor villages across the homey landscape. Some of these villages are quite small, consisting of no more than three or four housemounds clustered around a central walkway. Larger villages also exist. Kitanya Hill is one of the largest of them, consisting of several hundred housemounds, trading, and crafting facilities as well as major roads that lead to other places in Ferrell. Often, this place is regarded as the capitol of the low-profile nation, though such official distinctions are rarely regarded seriously in halfling society.&lt;br /&gt;
&lt;br /&gt;
[[Pg:Ferrell|Description of Ferrell]]&lt;br /&gt;
&lt;br /&gt;
[http://www.the-roeders.com/Avlis/ferrell_map_icons.html Central Ferrell map of gardens]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Places of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== The Port Hole ===&lt;br /&gt;
&lt;br /&gt;
=== The AKN Hall ===&lt;br /&gt;
&lt;br /&gt;
=== ROTE Ferrell Style ===&lt;br /&gt;
&lt;br /&gt;
=== Salt Mines ===&lt;br /&gt;
&lt;br /&gt;
=== Roseberry Woods ===&lt;br /&gt;
&lt;br /&gt;
=== Little Falls Canyons (LFC) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Citizens of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Mayor Jamjeans ===&lt;br /&gt;
&lt;br /&gt;
=== Humphrey and Merin ===&lt;br /&gt;
&lt;br /&gt;
=== Beria ===&lt;br /&gt;
&lt;br /&gt;
== Groups of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Shirriffs ===&lt;br /&gt;
&lt;br /&gt;
=== Freelancers of the Springmaiden ===&lt;br /&gt;
&lt;br /&gt;
=== Salt Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Arcane Orcs ===&lt;br /&gt;
&lt;br /&gt;
=== Se'Fassu's Undead ===&lt;br /&gt;
&lt;br /&gt;
== In Game Developments / Other ==&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=219 Port Eridanus Marketplace]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=170 City of Port Eridanus Forum] Discussion of the daily events in and around the City of [[Port Eridanus]] in Ferrell.&lt;br /&gt;
&lt;br /&gt;
[[:Category:FerrellPCs|Notable Ferrell PCs]]&lt;br /&gt;
&lt;br /&gt;
==Ferrell Team:==&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:MC|'''Coordinator''']]: [[User:Kinarr|Kinarr]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:Senior DM|'''Senior''']]: &lt;br /&gt;
&lt;br /&gt;
[[:Category:Team:DM|'''DMs''']]: [[User:IceThorn|IceThorn]], [[User:Gurky Bogglewig|Gurky]], [[User:Sindol|Sindol]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Needed files#Ferrell|Needed Files]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=green&amp;gt;[http://www.avlis.org/portal.php?getpage=serverstatus2 Server]: Ferrell: avlis.blackdagger.net:5126&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=The_Seven_Cities&amp;diff=10502</id>
		<title>The Seven Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=The_Seven_Cities&amp;diff=10502"/>
		<updated>2006-02-27T23:53:02Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_Seven_Cities_Map.jpg|thumb|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
On the western tip of Avlis sit the Seven Cities. Known for their racial diversity, the cities are home to orcs, humans, elves, halflings, gnomes and other races. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Cities ==&lt;br /&gt;
[[Image:Sevencitiesmap.jpg|thumb|500px|Map of the Seven Cities]]&lt;br /&gt;
The names of the cities are Redgate, Andarr, Dormiria, Stalwart, Crosstreams, Malekia and Bullwark. From these cities streams the second largest system of trade in all of Avlis. Information on some of the cities follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The City of Red Gate===&lt;br /&gt;
Red Gate is the easternmost city of the confederation making up The Seven Cities. Its gigantic red northern gate, for which the city is named, is always open and facing the orcish capitol city of Brekon. At all hours of the day and night, there is traffic coming in and out of the gate, mainly in the form of caravans carrying goods to and from Brekon.&lt;br /&gt;
&lt;br /&gt;
Because of its location, Red Gate serves as the lifeline for Brekon to the rest of the world. Goods made in that country are brought here so they can be distributed throughout the world, and outside goods are bought here so they can be carted back to the villages within Brekon.&lt;br /&gt;
&lt;br /&gt;
The Divalok River runs through the middle of Red Gate. It enters from the east gate and leaves through the west gate where it goes on to flow through the cities of Crosstreams and Andarr, where it terminates in the ocean. This river acts as a natural water highway responsible for driving much of the economy of the Seven Cities and northern Avlis. Goods from Brekon and the other cities are taken down by barge and by ship to Andarr where they are put onto ocean faring vessels and transported to other parts of the world. Red Gate is located at one of the first staging points where the river becomes deep enough for ship travel, and is therefore one of the first places from which goods are shipped.&lt;br /&gt;
&lt;br /&gt;
The eastern side of the city is a gigantic riverfront marketplace, where goods from all around the continent can be found at various points of their journey to wherever they are going. This marketplace is directly connected to the northern section of Red Gate which is set up as a caravan jump-point. This area is constantly packed with beasts of burden and caravans in various stages of assembly or disassembly. There is no clear demarcation between this section of town and the marketplace. One sort of flows into the other. Beasts of burden slowly give way to storefronts and barge-docks in a seemingly never-ending sprawl of economic activity.&lt;br /&gt;
&lt;br /&gt;
The center of the city is walled off and reserved for the noble families that run Red Gate. It is usually referred to as the Palatial District, and currently, the noble families there consist mainly of humans, orcs, and elves, though there are a couple of influential halfling business families there.&lt;br /&gt;
&lt;br /&gt;
The southern district of the city is generally reserved for families with money, usually consisting of successful merchant folk and minor nobles. This part of town is set up so those people can keep themselves occupied with drinking and partying as well as their day-to-day business dealings and living.&lt;br /&gt;
&lt;br /&gt;
The general &amp;quot;rabble&amp;quot; of the city lives on the western side and northwestern edge. At the extreme western edge of the city is a small shipyard where ships can be repaired and barges can be fabricated.&lt;br /&gt;
&lt;br /&gt;
Because of the nature of Red Gate, it has an extremely diverse population. There are a very large number of orcs living there peacefully, and where there are orcs, there are always goblins and giant-kin as well. Another large portion of the population is made up of gnomes, many of them businesspeople from Deglos who have settled there over the years. Additionally, there are many humans, halflings, elves, dwarves, and a small number of dracon. Fairy races are not common in Red Gate, except for the small pockets of urban sprites which exist in every city on Avlis.&lt;br /&gt;
&lt;br /&gt;
This racial diversity gives way to religious diversity as well. Red Gate has a shrine to just about any deity you can think of. It has large temples to Valok, Gorethar, Hurine, Aarilax, Fegall, and Berryn. There are also some very small temples to Toran, and Dra'Nar. The temples are located throughout the city in various places.&lt;br /&gt;
&lt;br /&gt;
Red Gate's atmosphere is that of a bustling trade center and caravan jump-point. It is an area where east meets west and north meets south, and they all come together to exchange their goods. The attitude of folks in Red Gate is that trade is everything, and anything that disrupts trade is generally not appreciated. They are aware of all the various racial and religious difficulties that abound, and the nobles of Red Gate often go to great lengths to stifle such things and cover them up as they happen.&lt;br /&gt;
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===The City of Andarr===&lt;br /&gt;
Andarr is the westernmost city of the confederation making up The Seven Cities. This city serves as a major year-round port for virtually the entire western coast of Avlis. While other cities in the confederation, such as Stalwart and Melekia, have ports of their own, only Andarr's is large enough to accommodate the huge amounts of trade going in and out of the region, and only Andarr's port has all the necessary technology for building, repairing, and maintaining ships of all sizes. In the port of Andarr, you can find ships from all nations conducting trade. Goods from inland areas come down the Divalok River and land in Andarr where they are loaded onto their ships and taken away. Conversely, ships from elsewhere come into Andarr and unload their goods where they are carted up the river to the inland areas. A good portion of these goods are also known to go directly out the northern and southern gates of the city as well. As most citizens will tell you, &amp;quot;Everything stops and starts in Andarr.&amp;quot;&lt;br /&gt;
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Some of the major features of Andarr are that it is bisected by the Valokian River into a northern and southern half, and each of its districts is completely walled in and separate from all the others. The creators of the city felt that this would make it more easily defensible against invaders from the sea who might try to establish a beachhead there. Anyone coming in from the ocean would need to take each district separately as if it were its own tiny little city.&lt;br /&gt;
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The docks district is one of the larger sections of Andarr. This area is located on the western shore of the city and serves both as a trade depot and a military rally point for all manner of naval activity. The docks district is so big that it stretches from the northernmost tip of Andarr to the southernmost tip. In effect, the entire western piece of the city is made up of docks and dock-related buildings.&lt;br /&gt;
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Near the center of the city, and immediately east of the docks, is the Smithing District. The other major commodity which Andarr is known for is metal goods. The government of Andarr is a major importer of iron ore, which is fashioned into all manner of metal implements by the smiths in the smithing district. Many know that the dwarves are the best smiths in the land, but the people in Andarr would argue that that's only true if the dwarf is Andarrian. A large portion of the smiths in Andarr are orcish, and there are even some human and elven ones. Truthfully, the smiths of Andarr are of all races, and no matter which race they are, it is generally accepted that their goods are superior to all but the finest from Galdos and Deglos.&lt;br /&gt;
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To the north and south of the Smithing District are residential areas where the large population of Andarr makes its go at living. The two residential districts, with the Smithing District in between them, are all adjacent to the docks. East of these districts is the largest district of Andarr, the Business District. The bulk of Andarr's economic and governmental activity takes place here. Goods that are brought down by boat are sold in a small market if desired. However, the majority of the space in this district is used by trading companies who conduct imports and exports. The sprawling mass of buildings in this district goes for the entire length of the city from north to south.&lt;br /&gt;
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East of the business district are two more walled-in sections, one to the north of the river and one to the south. Both are residential in nature, however the one to the south tends to include houses of wealthier families. In the northeastern residential district, there are many taverns and other establishments for fun and pleasure, and the residents of Andarr often refer to this place as the Tavern District, though officially it is still known as the Northeastern Residential District.&lt;br /&gt;
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As in all seven cities, the population of Andarr is diverse. However, because of Andarr's strategic location, there is a lot of outside influence from other governments. The lords of Andarr are closely tied to various Kurathene nobles, such as the goodly Lord Arvanos, and the much defamed Lord Crullath. It is not uncommon to see ships from the various Kurathene nobles docked at this port. For many, Andarr is the stopping point along the journey to the Kurathene from points south, and it has gained a reputation as a decent place to make business transactions and dealings between multiple parties. For everyone wishing to make their presence known in The Seven Cities, Andarr is one of the best places to start their work. Its central location lends itself to this.&lt;br /&gt;
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===The City of Dormiria===&lt;br /&gt;
Also known as The City of Refugees, Dormiria is located on the northeast corner of the land that contains The Seven Cities right on the border with the orcish nation of Brekon. &lt;br /&gt;
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Dormiria is a popular place for those who are fleeing the laws of other nations or groups because it has a very lenient government that does not look kindly upon intrusions by outside forces to affect their own justices. For orcish refugess it is especially popular because it is easy to get to, yet not as frequented by orcish officials as the city of Red Gate, which is much closer to the orcish capitol city of Brekon. &lt;br /&gt;
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This makes the city a breeding ground for all those who are disaffected with deities like [[Valok]] and [[The'ton]], and those who wish to engage in activities not looked kindly upon by the orcish nations. Many of the rising numbers of orcish mages can be found here because of that, and some of these folk are managing to gain a foothold in the Dormirian government as well. &lt;br /&gt;
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Naturally, this neutrality and seeming propensity to harbor outlaws puts Dormiria at odds with its orcish neighbor, and quite a few skirmishes have broken out in Brekon's attempts to force its way in after one of its interests. Because of the position it enjoys as part of the condederacy of The Seven Cities, Dormiria is unafraid of Brekon and uses these benefits to its solid advantage. &lt;br /&gt;
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The term &amp;quot;refugee&amp;quot; does not describe objectively whether a creature is unseedy or benign whatsoever. Thus, personalities and races of all kinds can be found in Dormiria. Unfortunately, many of them are paranoid in nature, but they currently have confidence in the government to protect them from outside nabbers. &lt;br /&gt;
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On the other hand, this paranoia is also counterproductive to Dormirian culture and economics. The city port is used more often to smuggle persons out of the area than it is used to bring in goods for sale or trade. A large personal protection trade has risen up because of this, and many of the best bodyguards and caravan protectors can be found here, which makes them Dormiria's largest export. &lt;br /&gt;
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Some of the refugees have managed to piece together a small merchant economy inside the city, and a market district of sorts has sprung up in the city within the last few decades. One can also find some fairly nice houses in the center district which house the nobles of the city and its government buildings. There is also a highly developed town watch police force based in the east of the city that works to keep meddlers from other governments out of the city, and it is rumored that some of these are actually &amp;quot;secret&amp;quot; guards that go in plain clothes and get involved in underworld deallings in order to pre-empt outside interference.&lt;br /&gt;
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===The City of Stalwart===&lt;br /&gt;
On the northern branch of the Divalok River sits Stalwart, the City of Rich Pleasures. Among all the Seven Cities, Stalwart occupies an interesting position. To the south are three heavily defended cities (Bullwark, Malekia, and Crosstreams). To the west is Andarr, a mighty naval power. To the east are Red Gate and Dormiria which act as a barrier against Brekon's intrustion. Because of the great protection offered by these cities over land and by sea, Stalwart needs to put almost no resources into defending itself. In fact, the city has no walls to speak of. &lt;br /&gt;
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When a city does not need to spend large resources to defend itself, and when the river running through a city is not deep enough for large ships, the atmosphere is not good for the business of commerce. Consequently, Stalwart does not have a large port and does not see much ship traffic. This tends to make the goods in the city a little more expensive than elsewhere, and that often makes the city attract a higher class crowd, because many of the goods that do make it in are of very special quality. &lt;br /&gt;
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This combination of factors over the years has turned the city into a sort of playground for the wealthy and adventurous. In Stalwart, the theatre and music may not be as beautiful as in the bardic districts of Crosstreams, but the sheer number of establishments is magnificent to behold. A noble with enough cash in Stalwart can attend to any kind of vice or pleasure he or she wishes. There's gambling, high class prostitution, the finest wines and perfumes, and any other kind of luxury imaginable. &lt;br /&gt;
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Residents in Stalwart tend to have a lot of money compared to commoners in other cities and live in opulence. The entire city looks as if it is one large noble district peppered with carpeted inns and taverns. &lt;br /&gt;
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Naturally, this makes the place a good meeting site for nobles of the other cities who often congregate there to discuss business in comfort. Even nobles from as far away as M'Chek are often found there relaxing or using the city as a meeting point to negotiate with far away counterparts over marriage deals and treaties. For nobles at war, Stalwart has even been used as a place to reconcile or engage in diplomacy. The noble families in charge of the city have recognized this and tried to stay neutral in all outsider matters in order to foster this atmosphere. &lt;br /&gt;
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Stalwart is not known for its temples and religious nature, however there is a large temple to Mishlekh and some small temples to Kelvos, Wilsash, and Ingoren. &lt;br /&gt;
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The population in the city has no dominant racial type, though it possesses a high proportion of gnomes who tend to be one of the only &amp;quot;more serious-minded&amp;quot; folk among the other races in the city.&lt;br /&gt;
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===The City of Crosstreams===&lt;br /&gt;
As it flows from east to west, the Divalok river splits. One portion continues off towards the city of Andarr and the ocean beyond. The other portion flows southwest towards another city called Malekia. Crosstreams sits right on top of that split.&lt;br /&gt;
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While the cities of Andarr and Redgate act as hubs coming in and out of the region of the Seven Cities, the city of Crosstreams acts as the hub within the region. By far, Crosstreams is the largest known city on the continent, and with that distinction comes many other properties. Culture is at its highest here. The most cosmopolitan and openminded ideas begin here among the many centers of learning, music, and art within the city walls.&lt;br /&gt;
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Some say that entering Crosstreams is like entering another reality, for the pace of life has a whole other purpose unakin to the outside world. Traders abound here, but more for the purpose of pleasure rather than business. They can be seen attending the theatres and pubs that are plentiful. Both freelancing bards and the followers of The Harpinger, who has his largest temple here, are freely encouraged to make their living entertaining people. In Crosstreams, there's a festival almost every week, depicting some event that happened in the past, or commemorating one of the gods. Though the population is made up of all the major races, and most of the minor ones, tolerance is dominant as a social attitude, and religious expression is appreciated.&lt;br /&gt;
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For times when religions just can't help but conflict, Crosstreams possesses one of the most skillful city guard units in the world. They are able to enforce the peace and diversity of the place without causing too much unrest, and for some reason, they seem to even have crime well under control. People question everything here, but for the most part they are happy with the government and nobles of the city, so they don't dig too deep on this particular issue so much.&lt;br /&gt;
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Pretty much any god's worshippers can be found in this city. The Harpginger's temple is among the largest, but there are also temples to The'ton, O'Ma, Mikon, Hurine, and a few others. Shrines of other gods abound in the Religious district as well. Crosstreams is laid out in three major sections connected by bridges. The city is shaped like a &amp;quot;V&amp;quot; laid on its side with the point of the &amp;quot;V&amp;quot; pointing east. The splitting river creates the &amp;quot;V&amp;quot;.&lt;br /&gt;
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The northern side of the &amp;quot;V&amp;quot; is mostly a residential area, though there are quite a few good taverns there. The southern side of the &amp;quot;V&amp;quot; contains mostly merchant housing, and a small district known as the Instrument Quarter, where the finest crafters of musical instruments base their trade. In the middle section, between the two rivers, there is the Capitol District right at the pinnacle of the &amp;quot;V&amp;quot;. Beyond that lies the Theatre District, which is fairly small. To the west of the Theatre District lies the Religious District. At the far western end, the city is capped off by an area of Parks, and then another residential district.&lt;br /&gt;
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===The City of Malekia===&lt;br /&gt;
On the southern branch of the Divalok river sits the largest city on the continent dedicated to the forces of evil, the City of Malekia. &lt;br /&gt;
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From an outsider's perspective, the city streets are a tangled and twisted mess of dead end alleys with curious slots in the stone walls, and strange paths leading into courtyards surrounded by towers. For those familiar with the design, Malekia is a death trap for any invading army. Though the city walls are not strong, the layout of the urban anomaly is roughly in the form of concentric rings filled with twisted passages in between. The passages seem random, but they are actually designed to make an invading army become quickly lost and divided in the streets, where the defenders can use the towers and wall slots to murder them as they meander aimlessly. &lt;br /&gt;
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The residents of Malekia are largely followers of [[Maleki]], though there are significant numbers that follow other gods like [[The Harpinger]], [[Evrak]], [[Wilsash]], [[Xenon]], [[Kelvos]], and [[Paragus]]. The second largest following in the city is that of [[The'ton]]. Each of these gods has at least one temple in the city, though there is no discernable temple district. &lt;br /&gt;
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In fact, Malekia has no discernable districts at all, because of its nature. &lt;br /&gt;
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One would imagine that such a city would be a playground for Thieves guilds, and that the city would contain many of them. However, the term &amp;quot;thief&amp;quot; is rather moot in Malekia, and their &amp;quot;guilds&amp;quot; are basically just &amp;quot;the government&amp;quot;. The &amp;quot;guild leaders&amp;quot; are technically nobles, and win their place by many means, usually by right of succession of family, or by combat. Each noble has his or her own police force that patrols certain sections of the city that are accepted to be under their faction's control. However, these areas, or turfs, change constantly. &lt;br /&gt;
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Malekia does have laws, and oddly enough the laws make no race subject to another strictly on a racial basis, and they outlaw any kind of political coup or toppling of one noble by another. Of course, this does not preclude doing these things without getting caught. There are of course strict penalties for any noble found in an attempt to destroy another. &lt;br /&gt;
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The population of Malekia is as diverse as any other of the Seven Cities, though there are fewer goodly races and more of the less scrupulous kind present. Outside of Brekon, Malekia possesses the highest goblin and giantkin population of any other place in Negaria. Humans, halflings, and the occasional dwarves can be seen mucking about as well, with a healthy number of orcs present as immigrants from Dubunat which lies only a few miles to the south. &lt;br /&gt;
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Malekia recognizes that it owes its existance to the confederation of The Seven Cities, and generally does not try to overtly control or disrupt the entity. Of course, many things happen behind the scenes, and there are always attempts to 'extend the confederations holdings into Dubunat', but the orcs of Dubunat take it in stride. In either case, Dubunat encroaches on the affairs of Malekia just as often because it sees the city as a jewel for the taking. Like all the other cities in the confederation, Malekia sends its emissaries to vote on council matters and supply troops to the pool of confederaton soldiers, but the emissaries themselves always change because of internal situations.&lt;br /&gt;
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===The City of Bullwark=== &lt;br /&gt;
The city of Bullwark is the southernmost city of the confederation known as The Seven Cities. It is the only city in the confederation that does not have access to a major watery thoroughfare, yet it is highly regarded as the glue that holds the confederation together. &lt;br /&gt;
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Bullwark is the smallest and youngest of the Seven Cities, yet its troops make up the largest percentage of the Confederated Army. This is because all males of fighting age that are residents of the city are required by law to serve in the military. This is at times hard to enforce because record-keeping can be difficult unless magic is employed to help, but luckily for Bullwark, strict measures for enforcement are not necessary. The citizens of Bullwark are incredibly nationalistic and proud of the Confederation. They take great pride in being allowed to serve in its armed forces, and it is thought that this pride partly rubs off on the other cities to solidify their confederation. &lt;br /&gt;
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Initially, Bullwark was set up as a fortress to guard against the onslaught of orcs that came into the region during the Great War. Since then it has always remained relatively stout and efficient, which has enabled it to keep Dubunat, the orcish nation to the south, at bay except for minor periods where wars were fought between the southern orcs and The Seven Cities. &lt;br /&gt;
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Bullwark makes only what it needs in terms of goods and services, and it exports little. Much of its wealth, whatever meager wealth it contains, is imported from elsewhere, usually the other six cities. The center of the city is a vast fortress run by a series of generals who double as the nobles of the city. These nobles are not just responsible for military matters, but also for making laws and running the day to day operations of the city. For the most part, this task is not difficult for them internally, because most citizens of Bullwark understand the nature of the law and follow it accordingly. Those who don't are either expelled or imprisoned. &lt;br /&gt;
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Off to the northern side of the city is a vast training ground and military base that is used to train the Confederated Army. Soldiers from all Seven Cities come there to train and learn the ways of combat. The fortress and the base together are considered the military center of the confederation. To the east of this complex is the Confederated School of War, where officers are trained for the Confederated Army. This school is not directly controlled by the government, however, and is often known to take students from any place in the world who can afford the fees. Many Kurathene Nobles have sent their sons there, as have M'Chekian nobles, and even some sons of Toran Shaarda. &lt;br /&gt;
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Surrounding these areas are the residences, usually made up of functional homes with little austerity. There are a decent number of inns and other establishments but rarely does one find the shady places that are so common in the other cities. The residents of the city are much like the noble. They tend towards kindness and the desire to help others, with a healthy respect for the law. &lt;br /&gt;
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Racially, Bullwark is fairly diverse. Initially, the city was largely human, but over the centuries many orcs have made their homes there from either Dubunat or Brekon. There are even a fair number of dwarves and halflings in the city that contribute immensely to the local culture. Less common races would include elves and goblinoid, but there are plenty of token examples, as always. &lt;br /&gt;
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Religion is not such a prevalent force in Bullwark as is nationalism, but there are sizeable temples in the city to Dra'Nar, Dre'Ana, Gorethar, Toran, and Senath. Smaller shrines to other deities are also fairly common.&lt;br /&gt;
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[http://www.avlis.org/viewtopic.php?t=130 Source]&lt;br /&gt;
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[[Category:Nations|Seven]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=The_Seven_Cities&amp;diff=8163</id>
		<title>The Seven Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=The_Seven_Cities&amp;diff=8163"/>
		<updated>2006-02-27T23:52:42Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
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&lt;div&gt;[[Image:The_Seven_Cities_Map.jpg|thumb|300px|right|]]&lt;br /&gt;
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On the western tip of Avlis sit the Seven Cities. Known for their racial diversity, the cities are home to orcs, humans, elves, halflings, gnomes and other races. &lt;br /&gt;
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== The Cities ==&lt;br /&gt;
[[Image:Sevencitiesmap.jpg|thumb|500px|Map of the Seven Cities]]&lt;br /&gt;
The names of the cities are Redgate, Andarr, Dormiria, Stalwart, Crosstreams, Malekia and Bullwark. From these cities streams the second largest system of trade in all of Avlis. Information on some of the cities follows:&lt;br /&gt;
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===The City of Red Gate===&lt;br /&gt;
Red Gate is the easternmost city of the confederation making up The Seven Cities. Its gigantic red northern gate, for which the city is named, is always open and facing the orcish capitol city of Brekon. At all hours of the day and night, there is traffic coming in and out of the gate, mainly in the form of caravans carrying goods to and from Brekon.&lt;br /&gt;
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Because of its location, Red Gate serves as the lifeline for Brekon to the rest of the world. Goods made in that country are brought here so they can be distributed throughout the world, and outside goods are bought here so they can be carted back to the villages within Brekon.&lt;br /&gt;
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The Divalok River runs through the middle of Red Gate. It enters from the east gate and leaves through the west gate where it goes on to flow through the cities of Crosstreams and Andarr, where it terminates in the ocean. This river acts as a natural water highway responsible for driving much of the economy of the Seven Cities and northern Avlis. Goods from Brekon and the other cities are taken down by barge and by ship to Andarr where they are put onto ocean faring vessels and transported to other parts of the world. Red Gate is located at one of the first staging points where the river becomes deep enough for ship travel, and is therefore one of the first places from which goods are shipped.&lt;br /&gt;
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The eastern side of the city is a gigantic riverfront marketplace, where goods from all around the continent can be found at various points of their journey to wherever they are going. This marketplace is directly connected to the northern section of Red Gate which is set up as a caravan jump-point. This area is constantly packed with beasts of burden and caravans in various stages of assembly or disassembly. There is no clear demarcation between this section of town and the marketplace. One sort of flows into the other. Beasts of burden slowly give way to storefronts and barge-docks in a seemingly never-ending sprawl of economic activity.&lt;br /&gt;
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The center of the city is walled off and reserved for the noble families that run Red Gate. It is usually referred to as the Palatial District, and currently, the noble families there consist mainly of humans, orcs, and elves, though there are a couple of influential halfling business families there.&lt;br /&gt;
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The southern district of the city is generally reserved for families with money, usually consisting of successful merchant folk and minor nobles. This part of town is set up so those people can keep themselves occupied with drinking and partying as well as their day-to-day business dealings and living.&lt;br /&gt;
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The general &amp;quot;rabble&amp;quot; of the city lives on the western side and northwestern edge. At the extreme western edge of the city is a small shipyard where ships can be repaired and barges can be fabricated.&lt;br /&gt;
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Because of the nature of Red Gate, it has an extremely diverse population. There are a very large number of orcs living there peacefully, and where there are orcs, there are always goblins and giant-kin as well. Another large portion of the population is made up of gnomes, many of them businesspeople from Deglos who have settled there over the years. Additionally, there are many humans, halflings, elves, dwarves, and a small number of dracon. Fairy races are not common in Red Gate, except for the small pockets of urban sprites which exist in every city on Avlis.&lt;br /&gt;
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This racial diversity gives way to religious diversity as well. Red Gate has a shrine to just about any deity you can think of. It has large temples to Valok, Gorethar, Hurine, Aarilax, Fegall, and Berryn. There are also some very small temples to Toran, and Dra'Nar. The temples are located throughout the city in various places.&lt;br /&gt;
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Red Gate's atmosphere is that of a bustling trade center and caravan jump-point. It is an area where east meets west and north meets south, and they all come together to exchange their goods. The attitude of folks in Red Gate is that trade is everything, and anything that disrupts trade is generally not appreciated. They are aware of all the various racial and religious difficulties that abound, and the nobles of Red Gate often go to great lengths to stifle such things and cover them up as they happen.&lt;br /&gt;
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===The City of Andarr===&lt;br /&gt;
Andarr is the westernmost city of the confederation making up The Seven Cities. This city serves as a major year-round port for virtually the entire western coast of Avlis. While other cities in the confederation, such as Stalwart and Melekia, have ports of their own, only Andarr's is large enough to accommodate the huge amounts of trade going in and out of the region, and only Andarr's port has all the necessary technology for building, repairing, and maintaining ships of all sizes. In the port of Andarr, you can find ships from all nations conducting trade. Goods from inland areas come down the Divalok River and land in Andarr where they are loaded onto their ships and taken away. Conversely, ships from elsewhere come into Andarr and unload their goods where they are carted up the river to the inland areas. A good portion of these goods are also known to go directly out the northern and southern gates of the city as well. As most citizens will tell you, &amp;quot;Everything stops and starts in Andarr.&amp;quot;&lt;br /&gt;
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Some of the major features of Andarr are that it is bisected by the Valokian River into a northern and southern half, and each of its districts is completely walled in and separate from all the others. The creators of the city felt that this would make it more easily defensible against invaders from the sea who might try to establish a beachhead there. Anyone coming in from the ocean would need to take each district separately as if it were its own tiny little city.&lt;br /&gt;
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The docks district is one of the larger sections of Andarr. This area is located on the western shore of the city and serves both as a trade depot and a military rally point for all manner of naval activity. The docks district is so big that it stretches from the northernmost tip of Andarr to the southernmost tip. In effect, the entire western piece of the city is made up of docks and dock-related buildings.&lt;br /&gt;
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Near the center of the city, and immediately east of the docks, is the Smithing District. The other major commodity which Andarr is known for is metal goods. The government of Andarr is a major importer of iron ore, which is fashioned into all manner of metal implements by the smiths in the smithing district. Many know that the dwarves are the best smiths in the land, but the people in Andarr would argue that that's only true if the dwarf is Andarrian. A large portion of the smiths in Andarr are orcish, and there are even some human and elven ones. Truthfully, the smiths of Andarr are of all races, and no matter which race they are, it is generally accepted that their goods are superior to all but the finest from Galdos and Deglos.&lt;br /&gt;
&lt;br /&gt;
To the north and south of the Smithing District are residential areas where the large population of Andarr makes its go at living. The two residential districts, with the Smithing District in between them, are all adjacent to the docks. East of these districts is the largest district of Andarr, the Business District. The bulk of Andarr's economic and governmental activity takes place here. Goods that are brought down by boat are sold in a small market if desired. However, the majority of the space in this district is used by trading companies who conduct imports and exports. The sprawling mass of buildings in this district goes for the entire length of the city from north to south.&lt;br /&gt;
&lt;br /&gt;
East of the business district are two more walled-in sections, one to the north of the river and one to the south. Both are residential in nature, however the one to the south tends to include houses of wealthier families. In the northeastern residential district, there are many taverns and other establishments for fun and pleasure, and the residents of Andarr often refer to this place as the Tavern District, though officially it is still known as the Northeastern Residential District.&lt;br /&gt;
&lt;br /&gt;
As in all seven cities, the population of Andarr is diverse. However, because of Andarr's strategic location, there is a lot of outside influence from other governments. The lords of Andarr are closely tied to various Kurathene nobles, such as the goodly Lord Arvanos, and the much defamed Lord Crullath. It is not uncommon to see ships from the various Kurathene nobles docked at this port. For many, Andarr is the stopping point along the journey to the Kurathene from points south, and it has gained a reputation as a decent place to make business transactions and dealings between multiple parties. For everyone wishing to make their presence known in The Seven Cities, Andarr is one of the best places to start their work. Its central location lends itself to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The City of Dormiria===&lt;br /&gt;
Also known as The City of Refugees, Dormiria is located on the northeast corner of the land that contains The Seven Cities right on the border with the orcish nation of Brekon. &lt;br /&gt;
&lt;br /&gt;
Dormiria is a popular place for those who are fleeing the laws of other nations or groups because it has a very lenient government that does not look kindly upon intrusions by outside forces to affect their own justices. For orcish refugess it is especially popular because it is easy to get to, yet not as frequented by orcish officials as the city of Red Gate, which is much closer to the orcish capitol city of Brekon. &lt;br /&gt;
&lt;br /&gt;
This makes the city a breeding ground for all those who are disaffected with deities like [[Valok]] and [[The'ton]], and those who wish to engage in activities not looked kindly upon by the orcish nations. Many of the rising numbers of orcish mages can be found here because of that, and some of these folk are managing to gain a foothold in the Dormirian government as well. &lt;br /&gt;
&lt;br /&gt;
Naturally, this neutrality and seeming propensity to harbor outlaws puts Dormiria at odds with its orcish neighbor, and quite a few skirmishes have broken out in Brekon's attempts to force its way in after one of its interests. Because of the position it enjoys as part of the condederacy of The Seven Cities, Dormiria is unafraid of Brekon and uses these benefits to its solid advantage. &lt;br /&gt;
&lt;br /&gt;
The term &amp;quot;refugee&amp;quot; does not describe objectively whether a creature is unseedy or benign whatsoever. Thus, personalities and races of all kinds can be found in Dormiria. Unfortunately, many of them are paranoid in nature, but they currently have confidence in the government to protect them from outside nabbers. &lt;br /&gt;
&lt;br /&gt;
On the other hand, this paranoia is also counterproductive to Dormirian culture and economics. The city port is used more often to smuggle persons out of the area than it is used to bring in goods for sale or trade. A large personal protection trade has risen up because of this, and many of the best bodyguards and caravan protectors can be found here, which makes them Dormiria's largest export. &lt;br /&gt;
&lt;br /&gt;
Some of the refugees have managed to piece together a small merchant economy inside the city, and a market district of sorts has sprung up in the city within the last few decades. One can also find some fairly nice houses in the center district which house the nobles of the city and its government buildings. There is also a highly developed town watch police force based in the east of the city that works to keep meddlers from other governments out of the city, and it is rumored that some of these are actually &amp;quot;secret&amp;quot; guards that go in plain clothes and get involved in underworld deallings in order to pre-empt outside interference.&lt;br /&gt;
&lt;br /&gt;
===The City of Stalwart===&lt;br /&gt;
On the northern branch of the Divalok River sits Stalwart, the City of Rich Pleasures. Among all the Seven Cities, Stalwart occupies an interesting position. To the south are three heavily defended cities (Bullwark, Malekia, and Crosstreams). To the west is Andarr, a mighty naval power. To the east are Red Gate and Dormiria which act as a barrier against Brekon's intrustion. Because of the great protection offered by these cities over land and by sea, Stalwart needs to put almost no resources into defending itself. In fact, the city has no walls to speak of. &lt;br /&gt;
&lt;br /&gt;
When a city does not need to spend large resources to defend itself, and when the river running through a city is not deep enough for large ships, the atmosphere is not good for the business of commerce. Consequently, Stalwart does not have a large port and does not see much ship traffic. This tends to make the goods in the city a little more expensive than elsewhere, and that often makes the city attract a higher class crowd, because many of the goods that do make it in are of very special quality. &lt;br /&gt;
&lt;br /&gt;
This combination of factors over the years has turned the city into a sort of playground for the wealthy and adventurous. In Stalwart, the theatre and music may not be as beautiful as in the bardic districts of Crosstreams, but the sheer number of establishments is magnificent to behold. A noble with enough cash in Stalwart can attend to any kind of vice or pleasure he or she wishes. There's gambling, high class prostitution, the finest wines and perfumes, and any other kind of luxury imaginable. &lt;br /&gt;
&lt;br /&gt;
Residents in Stalwart tend to have a lot of money compared to commoners in other cities and live in opulence. The entire city looks as if it is one large noble district peppered with carpeted inns and taverns. &lt;br /&gt;
&lt;br /&gt;
Naturally, this makes the place a good meeting site for nobles of the other cities who often congregate there to discuss business in comfort. Even nobles from as far away as M'Chek are often found there relaxing or using the city as a meeting point to negotiate with far away counterparts over marriage deals and treaties. For nobles at war, Stalwart has even been used as a place to reconcile or engage in diplomacy. The noble families in charge of the city have recognized this and tried to stay neutral in all outsider matters in order to foster this atmosphere. &lt;br /&gt;
&lt;br /&gt;
Stalwart is not known for its temples and religious nature, however there is a large temple to Mishlekh and some small temples to Kelvos, Wilsash, and Ingoren. &lt;br /&gt;
&lt;br /&gt;
The population in the city has no dominant racial type, though it possesses a high proportion of gnomes who tend to be one of the only &amp;quot;more serious-minded&amp;quot; folk among the other races in the city.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The City of Crosstreams===&lt;br /&gt;
As it flows from east to west, the Divalok river splits. One portion continues off towards the city of Andarr and the ocean beyond. The other portion flows southwest towards another city called Malekia. Crosstreams sits right on top of that split.&lt;br /&gt;
&lt;br /&gt;
While the cities of Andarr and Redgate act as hubs coming in and out of the region of the Seven Cities, the city of Crosstreams acts as the hub within the region. By far, Crosstreams is the largest known city on the continent, and with that distinction comes many other properties. Culture is at its highest here. The most cosmopolitan and openminded ideas begin here among the many centers of learning, music, and art within the city walls.&lt;br /&gt;
&lt;br /&gt;
Some say that entering Crosstreams is like entering another reality, for the pace of life has a whole other purpose unakin to the outside world. Traders abound here, but more for the purpose of pleasure rather than business. They can be seen attending the theatres and pubs that are plentiful. Both freelancing bards and the followers of The Harpinger, who has his largest temple here, are freely encouraged to make their living entertaining people. In Crosstreams, there's a festival almost every week, depicting some event that happened in the past, or commemorating one of the gods. Though the population is made up of all the major races, and most of the minor ones, tolerance is dominant as a social attitude, and religious expression is appreciated.&lt;br /&gt;
&lt;br /&gt;
For times when religions just can't help but conflict, Crosstreams possesses one of the most skillful city guard units in the world. They are able to enforce the peace and diversity of the place without causing too much unrest, and for some reason, they seem to even have crime well under control. People question everything here, but for the most part they are happy with the government and nobles of the city, so they don't dig too deep on this particular issue so much.&lt;br /&gt;
&lt;br /&gt;
Pretty much any god's worshippers can be found in this city. The Harpginger's temple is among the largest, but there are also temples to The'ton, O'Ma, Mikon, Hurine, and a few others. Shrines of other gods abound in the Religious district as well. Crosstreams is laid out in three major sections connected by bridges. The city is shaped like a &amp;quot;V&amp;quot; laid on its side with the point of the &amp;quot;V&amp;quot; pointing east. The splitting river creates the &amp;quot;V&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The northern side of the &amp;quot;V&amp;quot; is mostly a residential area, though there are quite a few good taverns there. The southern side of the &amp;quot;V&amp;quot; contains mostly merchant housing, and a small district known as the Instrument Quarter, where the finest crafters of musical instruments base their trade. In the middle section, between the two rivers, there is the Capitol District right at the pinnacle of the &amp;quot;V&amp;quot;. Beyond that lies the Theatre District, which is fairly small. To the west of the Theatre District lies the Religious District. At the far western end, the city is capped off by an area of Parks, and then another residential district.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The City of Malekia===&lt;br /&gt;
On the southern branch of the Divalok river sits the largest city on the continent dedicated to the forces of evil, the City of Malekia. &lt;br /&gt;
&lt;br /&gt;
From an outsider's perspective, the city streets are a tangled and twisted mess of dead end alleys with curious slots in the stone walls, and strange paths leading into courtyards surrounded by towers. For those familiar with the design, Malekia is a death trap for any invading army. Though the city walls are not strong, the layout of the urban anomaly is roughly in the form of concentric rings filled with twisted passages in between. The passages seem random, but they are actually designed to make an invading army become quickly lost and divided in the streets, where the defenders can use the towers and wall slots to murder them as they meander aimlessly. &lt;br /&gt;
&lt;br /&gt;
The residents of Malekia are largely followers of [[Maleki]], though there are significant numbers that follow other gods like [[The Harpinger]], [[Evrak]], [[Wilsash]], [[Xenon]], [[Kelvos]], and [[Paragus]]. The second largest following in the city is that of [[The'ton]]. Each of these gods has at least one temple in the city, though there is no discernable temple district. &lt;br /&gt;
&lt;br /&gt;
In fact, Malekia has no discernable districts at all, because of its nature. &lt;br /&gt;
&lt;br /&gt;
One would imagine that such a city would be a playground for Thieves guilds, and that the city would contain many of them. However, the term &amp;quot;thief&amp;quot; is rather moot in Malekia, and their &amp;quot;guilds&amp;quot; are basically just &amp;quot;the government&amp;quot;. The &amp;quot;guild leaders&amp;quot; are technically nobles, and win their place by many means, usually by right of succession of family, or by combat. Each noble has his or her own police force that patrols certain sections of the city that are accepted to be under their faction's control. However, these areas, or turfs, change constantly. &lt;br /&gt;
&lt;br /&gt;
Malekia does have laws, and oddly enough the laws make no race subject to another strictly on a racial basis, and they outlaw any kind of political coup or toppling of one noble by another. Of course, this does not preclude doing these things without getting caught. There are of course strict penalties for any noble found in an attempt to destroy another. &lt;br /&gt;
&lt;br /&gt;
The population of Malekia is as diverse as any other of the Seven Cities, though there are fewer goodly races and more of the less scrupulous kind present. Outside of Brekon, Malekia possesses the highest goblin and giantkin population of any other place in Negaria. Humans, halflings, and the occasional dwarves can be seen mucking about as well, with a healthy number of orcs present as immigrants from Dubunat which lies only a few miles to the south. &lt;br /&gt;
&lt;br /&gt;
Malekia recognizes that it owes its existance to the confederation of The Seven Cities, and generally does not try to overtly control or disrupt the entity. Of course, many things happen behind the scenes, and there are always attempts to 'extend the confederations holdings into Dubunat', but the orcs of Dubunat take it in stride. In either case, Dubunat encroaches on the affairs of Malekia just as often because it sees the city as a jewel for the taking. Like all the other cities in the confederation, Malekia sends its emissaries to vote on council matters and supply troops to the pool of confederaton soldiers, but the emissaries themselves always change because of internal situations.&lt;br /&gt;
&lt;br /&gt;
===The City of Bullwark=== &lt;br /&gt;
The city of Bullwark is the southernmost city of the confederation known as The Seven Cities. It is the only city in the confederation that does not have access to a major watery thoroughfare, yet it is highly regarded as the glue that holds the confederation together. &lt;br /&gt;
&lt;br /&gt;
Bullwark is the smallest and youngest of the Seven Cities, yet its troops make up the largest percentage of the Confederated Army. This is because all males of fighting age that are residents of the city are required by law to serve in the military. This is at times hard to enforce because record-keeping can be difficult unless magic is employed to help, but luckily for Bullwark, strict measures for enforcement are not necessary. The citizens of Bullwark are incredibly nationalistic and proud of the Confederation. They take great pride in being allowed to serve in its armed forces, and it is thought that this pride partly rubs off on the other cities to solidify their confederation. &lt;br /&gt;
&lt;br /&gt;
Initially, Bullwark was set up as a fortress to guard against the onslaught of orcs that came into the region during the Great War. Since then it has always remained relatively stout and efficient, which has enabled it to keep Dubunat, the orcish nation to the south, at bay except for minor periods where wars were fought between the southern orcs and The Seven Cities. &lt;br /&gt;
&lt;br /&gt;
Bullwark makes only what it needs in terms of goods and services, and it exports little. Much of its wealth, whatever meager wealth it contains, is imported from elsewhere, usually the other six cities. The center of the city is a vast fortress run by a series of generals who double as the nobles of the city. These nobles are not just responsible for military matters, but also for making laws and running the day to day operations of the city. For the most part, this task is not difficult for them internally, because most citizens of Bullwark understand the nature of the law and follow it accordingly. Those who don't are either expelled or imprisoned. &lt;br /&gt;
&lt;br /&gt;
Off to the northern side of the city is a vast training ground and military base that is used to train the Confederated Army. Soldiers from all Seven Cities come there to train and learn the ways of combat. The fortress and the base together are considered the military center of the confederation. To the east of this complex is the Confederated School of War, where officers are trained for the Confederated Army. This school is not directly controlled by the government, however, and is often known to take students from any place in the world who can afford the fees. Many Kurathene Nobles have sent their sons there, as have M'Chekian nobles, and even some sons of Toran Shaarda. &lt;br /&gt;
&lt;br /&gt;
Surrounding these areas are the residences, usually made up of functional homes with little austerity. There are a decent number of inns and other establishments but rarely does one find the shady places that are so common in the other cities. The residents of the city are much like the noble. They tend towards kindness and the desire to help others, with a healthy respect for the law. &lt;br /&gt;
&lt;br /&gt;
Racially, Bullwark is fairly diverse. Initially, the city was largely human, but over the centuries many orcs have made their homes there from either Dubunat or Brekon. There are even a fair number of dwarves and halflings in the city that contribute immensely to the local culture. Less common races would include elves and goblinoid, but there are plenty of token examples, as always. &lt;br /&gt;
&lt;br /&gt;
Religion is not such a prevalent force in Bullwark as is nationalism, but there are sizeable temples in the city to Dra'Nar, Dre'Ana, Gorethar, Toran, and Senath. Smaller shrines to other deities are also fairly common.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=130 Source]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8168</id>
		<title>Atlas of Avlis</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8168"/>
		<updated>2006-02-27T23:52:27Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[pg:Brekon|Brekon]] &lt;br /&gt;
| [[pg:Galdos and Deglos|Deglos]] &lt;br /&gt;
| [[pg:Drotid|Drotid]] &lt;br /&gt;
| [[pg:Dubunat|Dubunat]] &lt;br /&gt;
| [[Ferrell]] &lt;br /&gt;
| [[pg:Jechran|Jechran]] &lt;br /&gt;
| [[pg:Kurathene|Kurathene]] &lt;br /&gt;
| [[pg:M'Chek|M'Chek]] &lt;br /&gt;
| [[The Seven Cities|Seven Cities]] &lt;br /&gt;
| [[pg:T'Nanshi|T'Nanshi]] &lt;br /&gt;
| [[Toran Shaarda|Toran Shaarda]] &lt;br /&gt;
| [[Tyedu|Tyedu]] &lt;br /&gt;
| [[pg:The Underdark|Underdark]]&lt;br /&gt;
| [[pg:The Wastelands|Wastelands]] &lt;br /&gt;
----&lt;br /&gt;
{| &lt;br /&gt;
|__TOC__&lt;br /&gt;
|valign=top style=&amp;quot;width:50%&amp;quot;|&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;&lt;br /&gt;
|''Out Of Character Information:'' &lt;br /&gt;
The game servers on Avlis began in the south, extending further and further north as additional [[:Category:Servers|servers]] were added. In the begining the servers were the nations of [[pg:M'Chek|M'Chek]], [[pg:T'Nanshi|T'Nanshi]], [[Ferrell]] and [[Deglos]], as well as the cities of [[Mikona]] (capital&lt;br /&gt;
of M'Chek), [[Elysia]] (an independent city-state in T'Nanshi), and [[Le'Or T'Nanshi]] (capital of T'Nanshi). It has now grown to these: &lt;br /&gt;
&amp;lt;center&amp;gt; {{Servers}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maps below shows Negaria, the main continent of the world of [[Wikipedia:Avlis|Avlis]]. It is divided into a variety of nations and regions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:pg_politmap.png|right|Political Map of Avlis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nations and major regions==&lt;br /&gt;
This section will give descriptions of the nations and regions, starting with M'Chek and working north up to Tyedu.&lt;br /&gt;
&lt;br /&gt;
[[pg:M'Chek|M'Chek]]&lt;br /&gt;
&lt;br /&gt;
[[pg:T'Nanshi|T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[Toran Shaarda]]&lt;br /&gt;
&lt;br /&gt;
[[Ferrell]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Dubunat|Dubunat]]&lt;br /&gt;
&lt;br /&gt;
[[The Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Brekon|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Drotid|Drotid]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Galdos and Deglos|Galdos and Deglos]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Wastelands|The Wastelands]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Kurathene|The Kurathene Empire]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Jechran|Jechran]]&lt;br /&gt;
&lt;br /&gt;
[[Tyedu|Tyedu]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Underdark|The Underdark]]&lt;br /&gt;
&lt;br /&gt;
==Major Cities==&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Andarr|Andarr]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Brekon(city)|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Bullwark|Bullwark]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Crosstreams|Crosstreams]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Dormiria|Dormiria]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Grantir]]&lt;br /&gt;
&lt;br /&gt;
[[Kitanya]] &amp;lt;small&amp;gt;(base of the Ferrell Council of Elders)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kuras]]&lt;br /&gt;
&lt;br /&gt;
[[Le'Or T'Nanshi]] &amp;lt;small&amp;gt;(capital of the elven nation of T'Nanshi)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Malekia|Malekia]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mikona]] &amp;lt;small&amp;gt;(capital of the nation of M'Chek)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Myleah]]&lt;br /&gt;
&lt;br /&gt;
[[Qwanderal]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Qwandovia]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Red_Gate|Red Gate]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The_Seven_Cities#The_City_of_Stalwart|Stalwart]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Toostan]] &amp;lt;small&amp;gt;(ruins)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Visimontium]]&lt;br /&gt;
&lt;br /&gt;
==Towns and villages==&lt;br /&gt;
[[Bachwood]]&lt;br /&gt;
&lt;br /&gt;
[[The Village of Blandenberg|Blandenberg]]&lt;br /&gt;
&lt;br /&gt;
[[Dendigath Post]]&lt;br /&gt;
&lt;br /&gt;
[[Derrington Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elegemaera]]&lt;br /&gt;
&lt;br /&gt;
[[Equaloria Keep and Dunster Commons]]&lt;br /&gt;
&lt;br /&gt;
[[Finmaegan Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Hel'Byssia]]&lt;br /&gt;
&lt;br /&gt;
[[Huntingcreek Hills]]&lt;br /&gt;
&lt;br /&gt;
[[Nelthrope Keep]]&lt;br /&gt;
&lt;br /&gt;
[[The Order of the Way]]&lt;br /&gt;
&lt;br /&gt;
[[Kharak Zvidurat]] (Dwarf Trade)&lt;br /&gt;
&lt;br /&gt;
[[Nan Sh'Tal]]&lt;br /&gt;
&lt;br /&gt;
[[Noritath Sh'al]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
[[Quithranos]] (Fishaven)&lt;br /&gt;
&lt;br /&gt;
[[SilverFall]]&lt;br /&gt;
&lt;br /&gt;
[[Southill]]&lt;br /&gt;
&lt;br /&gt;
[[Summerleaf]]&lt;br /&gt;
&lt;br /&gt;
[[Suneal Thorp]]&lt;br /&gt;
&lt;br /&gt;
[[Westshore]]&lt;br /&gt;
&lt;br /&gt;
[[Zvidureth]]&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Avlis800width.jpg|thumb|left|600px|Negaria, the main continent of the world of Avlis]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Negaria possesses a wide variety of landscapes, from coastal plains to central mountain ranges and grand valleys and canyons traversed by extensive river systems.&lt;br /&gt;
&lt;br /&gt;
===Mountain Ranges===&lt;br /&gt;
The two largest '''mountatin ranges''' lie in the nation of Degolos.&lt;br /&gt;
&lt;br /&gt;
:'''Hills and Plateaus'''&lt;br /&gt;
&lt;br /&gt;
::[[The Hills of Tumult]]&lt;br /&gt;
&lt;br /&gt;
::[[The Warrens]]&lt;br /&gt;
&lt;br /&gt;
:'''Mountains and Volcanoes'''&lt;br /&gt;
&lt;br /&gt;
::[[Doreg-Magret]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Bolinar]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Geritri]]&lt;br /&gt;
&lt;br /&gt;
===Chasms and Caverns===&lt;br /&gt;
[[The Lost River Caverns]]&lt;br /&gt;
&lt;br /&gt;
[[Orcscourge Chasm]]&lt;br /&gt;
&lt;br /&gt;
===Forests and Gardens===&lt;br /&gt;
[[Dagroth Woods]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Midnight]]&lt;br /&gt;
&lt;br /&gt;
[[Fairy Gardens]]&lt;br /&gt;
&lt;br /&gt;
[[Geritri Forest]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Arlasdor]]&lt;br /&gt;
&lt;br /&gt;
===Islands===&lt;br /&gt;
[[Desolation Island]] west of M'Chek&lt;br /&gt;
&lt;br /&gt;
[[The_Sahuagin_Archipelago|The Sahuagin Archipelago]] southeast of Drotid&lt;br /&gt;
&lt;br /&gt;
[[Sargone (island)]] in Amelede Bay&lt;br /&gt;
&lt;br /&gt;
[[Image:Avlis political2.jpg|thumb|400px|]]&lt;br /&gt;
&lt;br /&gt;
===Lakes===&lt;br /&gt;
[[Braegan Pond]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Hurine]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Mantith]]&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
[[Divalok River]]&lt;br /&gt;
&lt;br /&gt;
[[Eridanian River]]&lt;br /&gt;
&lt;br /&gt;
[[Lost_river|Lost River]]&lt;br /&gt;
&lt;br /&gt;
[[Methran River]]&lt;br /&gt;
&lt;br /&gt;
[[Nomad River]]&lt;br /&gt;
&lt;br /&gt;
[[Spriteblood River]]&lt;br /&gt;
&lt;br /&gt;
===Major Ports===&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Mikona]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abundant Minerals==&lt;br /&gt;
[[Quartz]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Tyedu&amp;diff=9504</id>
		<title>Tyedu</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Tyedu&amp;diff=9504"/>
		<updated>2006-02-27T23:50:36Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tyedu.png|thumb|300px|Tyedu]]&lt;br /&gt;
==The Nation of Tyedu==&lt;br /&gt;
&lt;br /&gt;
Located on the farthest northern reaches of Avlis' main continent, '''Tyedu''' is a snowy tundra populated by creatures who have adapted to a fierce way of life as a means of survival. The snowy expanse of this nation is dotted by all manner of cold-loving creatures, though it is also home to what is legendarily reputed to be a divine-blooded race of humans. Though they look much the same as normal humans, the &amp;quot;Spirit-kin&amp;quot;, as they call themselves, are often very well built and of strong stock. Most will point out that they are this way because their harsh environment selects only for the strongest of individuals to go on to reproduce, however the Spirit-kin tell a different story:&lt;br /&gt;
&lt;br /&gt;
Long long ago, when the gods were newly made and there were no people on Avlis to speak of, a war broke out. A great creature of infinite evil was in conflict with nine warrior gods, and the whole planet shook as they battled overhead. Day after day they would ascend to the sky to engage in deadly combat, and night after night blood would rain down onto the ground as the gods retreated to heal their wounds. Though no mortal creatures suffered from this incessant skirmishing, there were many spirits who roamed the land back then, and they were paying a heavy price. Large numbers of them were consumed in the fray and wiped out forever.&lt;br /&gt;
&lt;br /&gt;
It is told that one of the warrior gods involved in the fighting was a man of balance and equity who participated just as viciously against the Great Evil, as the other gods for such was its power. On one particular night, the god descended on the spirits living in the northland. He had come to regenerate his wounds incurred from the day's battles, and he brought with him many attendants, his own creations. These attendants were beautiful beings that called themselves &amp;quot;Mikonators&amp;quot;. Always standing over seven feet tall, their powerfully muscled frames supported large feathery gray wings that protruded from their backs. Both the male and female varieties of Mikonator were equally elegant and regal. The Mikonators lived only to serve this god, and he had created many of them for that task.&lt;br /&gt;
&lt;br /&gt;
On this night, when the god descended with his troop, he sent some of his Mikonators out among the spirits in the area to protect them. He knew that landing in this area would almost assuredly bring annihilation to the spirits the next day, for he would almost certainly be attacked right there on that spot by the Great Evil. Thus charged with the task of defending the spirits, the Mikonators held their position in the morning when the god rose to do battle... but he never came back for them.&lt;br /&gt;
&lt;br /&gt;
Many of the pairs were annihilated the next day, but some survived. Obeying their master, the Mikonators that remained never left their spirit companions, and slowly over time they became very close to each other. Many of them created offspring through their unions. These offspring were enchantingly beautiful and possessed great power, though they were not technically divine as a full god would be. Over the ages, these offspring wandered the northern land that was their home, never desiring to stray far from their parents. In time, most of the original spirits perished in one way or another through various mishaps and conflicts, such as the Great War which came long after. But gradually, the ever expanding human population of Avlis reached that area from the land that is now called The Kurathene Empire and they made it their home.&lt;br /&gt;
&lt;br /&gt;
These humans encountered the offspring of the Mikonators and the spirits, and they were awed by them. Many of these offspring are still worshipped as gods by the humans even to this day. The other gods of the world are largely forgotten there, for they never took interest in that land. Why should the people there give them anything at all? By the same token, the spirits adopted the humans, and over another long period they too interbred with the inhabitants, producing the Sprit-kin of today.&lt;br /&gt;
&lt;br /&gt;
This superstitious folk are very loyal to their local spirit, whom they venerate as a god in all respects. Some of the Mikonator-Spirit offspring of the area who influence a large number of Spirit-kin can feel the effects of having many worshippers, and some have ascended to minor godhood in their own right. Though these spirit-gods may rule over different areas or geographical features, such as rivers, mountains, or a stretch of plains here and there, they all acknowledge the hard lifestyle that their followers live, and they demand that everyone stay fit and strong. All of these spirit-gods have that in common, though their actual philosophies can vary greatly.&lt;br /&gt;
&lt;br /&gt;
Whenever there is a small harsh area with a lot of inhabitants trying to survive, there is inevitably conflict among them. The spirit-gods also know this and they allow it, for it makes their people stronger. Spirit-kin who follow the same spirit-god and live in the same general area are often regarded as tribes. Their actual style of government may vary. Some may have a council of elders, and some may have a hereditary chief. But all conduct business with their neighboring tribes in order to spread their resources around most efficiently to ensure survival of their unit. Some tribes will live near water and trade fish for fur. Others will hunt a specific type of animal and trade the meet and furs for other goods. Intermarriage between tribes can also happen to seal peace agreements or alliances, though these tend to wither over time.&lt;br /&gt;
&lt;br /&gt;
Tyedu has very little national identity. The only time they will be seen acting as one nation of spirit-kin is when they are threatened from the outside. Not too many of the Kurathene nobles to the south covet their land, but when it does occur, the noble is swiftly rebuffed by a unified force of spirit-kin who then go back to their own daily squabbles and matters afterwards.&lt;br /&gt;
&lt;br /&gt;
==Worshipping a Tyedu Spirit-god==&lt;br /&gt;
&lt;br /&gt;
If your character is from Tyedu, you may worship a Tyedu spirit-god. There are thousands of these gods, and so you can generally make one up to follow. Guidelines are that it must be some sort of nature god, although it can also cover some other aspect of life if you want it to. So you can have a god of war and mountains, for instance. The god can also not be more than a lesser god, and most likely it will be of demigod or hero status. When you make the god, you should send Orleron (orleron@blackdagger.com) a blurb on what the name is and what they are about and what tribe you are from. If approved it will be added to the Avlis background material.&lt;br /&gt;
&lt;br /&gt;
Another rule about these gods is that they will not be inclined to have temples and shrines outside of Tyedu. Tyedu gods are generally not worshipped outside of their tribe and certainly not outside their nation. It would take a whole huge amount of time and evolution to make a Tyedu god into an accepted deity among the other Avlissian gods. It's a lot like the amount of work it took to make a small pagan tribal deity named El into the major god of three world religions who continue their domination to this very day: Judaism, Christianity, and Islam.&lt;br /&gt;
&lt;br /&gt;
One last rule: You cannot bring in a deity that already exists someplace else. This is an opportunity for you to create Avlis deities from scratch, not to pilfer a Forgotten Realms deity or absorb a Celtic deity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=14316 Source]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8161</id>
		<title>Atlas of Avlis</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Atlas_of_Avlis&amp;diff=8161"/>
		<updated>2006-02-27T23:34:03Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[pg:Brekon|Brekon]] &lt;br /&gt;
| [[pg:Galdos and Deglos|Deglos]] &lt;br /&gt;
| [[pg:Drotid|Drotid]] &lt;br /&gt;
| [[pg:Dubunat|Dubunat]] &lt;br /&gt;
| [[Ferrell]] &lt;br /&gt;
| [[pg:Jechran|Jechran]] &lt;br /&gt;
| [[pg:Kurathene|Kurathene]] &lt;br /&gt;
| [[pg:M'Chek|M'Chek]] &lt;br /&gt;
| [[The Seven Cities|Seven Cities]] &lt;br /&gt;
| [[pg:T'Nanshi|T'Nanshi]] &lt;br /&gt;
| [[Toran Shaarda|Toran Shaarda]] &lt;br /&gt;
| [[pg:Tyedu|Tyedu]] &lt;br /&gt;
| [[pg:The Underdark|Underdark]]&lt;br /&gt;
| [[pg:The Wastelands|Wastelands]] &lt;br /&gt;
----&lt;br /&gt;
{| &lt;br /&gt;
|__TOC__&lt;br /&gt;
|valign=top style=&amp;quot;width:50%&amp;quot;|&lt;br /&gt;
{| border=1 style=&amp;quot;background-color:#fefef0&amp;quot;&lt;br /&gt;
|''Out Of Character Information:'' &lt;br /&gt;
The game servers on Avlis began in the south, extending further and further north as additional [[:Category:Servers|servers]] were added. In the begining the servers were the nations of [[pg:M'Chek|M'Chek]], [[pg:T'Nanshi|T'Nanshi]], [[Ferrell]] and [[Deglos]], as well as the cities of [[Mikona]] (capital&lt;br /&gt;
of M'Chek), [[Elysia]] (an independent city-state in T'Nanshi), and [[Le'Or T'Nanshi]] (capital of T'Nanshi). It has now grown to these: &lt;br /&gt;
&amp;lt;center&amp;gt; {{Servers}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maps below shows Negaria, the main continent of the world of [[Wikipedia:Avlis|Avlis]]. It is divided into a variety of nations and regions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:pg_politmap.png|right|Political Map of Avlis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nations and major regions==&lt;br /&gt;
This section will give descriptions of the nations and regions, starting with M'Chek and working north up to Tyedu.&lt;br /&gt;
&lt;br /&gt;
[[pg:M'Chek|M'Chek]]&lt;br /&gt;
&lt;br /&gt;
[[pg:T'Nanshi|T'Nanshi]]&lt;br /&gt;
&lt;br /&gt;
[[Toran Shaarda]]&lt;br /&gt;
&lt;br /&gt;
[[Ferrell]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Dubunat|Dubunat]]&lt;br /&gt;
&lt;br /&gt;
[[The Seven Cities]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Brekon|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Drotid|Drotid]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Galdos and Deglos|Galdos and Deglos]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Wastelands|The Wastelands]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Kurathene|The Kurathene Empire]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Jechran|Jechran]]&lt;br /&gt;
&lt;br /&gt;
[[pg:Tyedu|Tyedu]]&lt;br /&gt;
&lt;br /&gt;
[[pg:The Underdark|The Underdark]]&lt;br /&gt;
&lt;br /&gt;
==Major Cities==&lt;br /&gt;
[[Pg:The_Seven_Cities#The_City_of_Andarr|Andarr]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Brekon(city)|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[[Pg:The_Seven_Cities#The_City_of_Bullwark|Bullwark]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pg:The_Seven_Cities#The_City_of_Crosstreams|Crosstreams]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pg:The_Seven_Cities#The_City_of_Dormiria|Dormiria]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Grantir]]&lt;br /&gt;
&lt;br /&gt;
[[Kitanya]] &amp;lt;small&amp;gt;(base of the Ferrell Council of Elders)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kuras]]&lt;br /&gt;
&lt;br /&gt;
[[Le'Or T'Nanshi]] &amp;lt;small&amp;gt;(capital of the elven nation of T'Nanshi)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pg:The_Seven_Cities#The_City_of_Malekia|Malekia]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mikona]] &amp;lt;small&amp;gt;(capital of the nation of M'Chek)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Myleah]]&lt;br /&gt;
&lt;br /&gt;
[[Qwanderal]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Qwandovia]] &amp;lt;small&amp;gt;(an underwater city of nixies)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pg:The_Seven_Cities#The_City_of_Red_Gate|Red Gate]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pg:The_Seven_Cities#The_City_of_Stalwart|Stalwart]] &amp;lt;small&amp;gt;(one of the Seven Cities)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Toostan]] &amp;lt;small&amp;gt;(ruins)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Visimontium]]&lt;br /&gt;
&lt;br /&gt;
==Towns and villages==&lt;br /&gt;
[[Bachwood]]&lt;br /&gt;
&lt;br /&gt;
[[The Village of Blandenberg|Blandenberg]]&lt;br /&gt;
&lt;br /&gt;
[[Dendigath Post]]&lt;br /&gt;
&lt;br /&gt;
[[Derrington Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elegemaera]]&lt;br /&gt;
&lt;br /&gt;
[[Equaloria Keep and Dunster Commons]]&lt;br /&gt;
&lt;br /&gt;
[[Finmaegan Keep]]&lt;br /&gt;
&lt;br /&gt;
[[Hel'Byssia]]&lt;br /&gt;
&lt;br /&gt;
[[Huntingcreek Hills]]&lt;br /&gt;
&lt;br /&gt;
[[Nelthrope Keep]]&lt;br /&gt;
&lt;br /&gt;
[[The Order of the Way]]&lt;br /&gt;
&lt;br /&gt;
[[Kharak Zvidurat]] (Dwarf Trade)&lt;br /&gt;
&lt;br /&gt;
[[Nan Sh'Tal]]&lt;br /&gt;
&lt;br /&gt;
[[Noritath Sh'al]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
[[Quithranos]] (Fishaven)&lt;br /&gt;
&lt;br /&gt;
[[SilverFall]]&lt;br /&gt;
&lt;br /&gt;
[[Southill]]&lt;br /&gt;
&lt;br /&gt;
[[Summerleaf]]&lt;br /&gt;
&lt;br /&gt;
[[Suneal Thorp]]&lt;br /&gt;
&lt;br /&gt;
[[Westshore]]&lt;br /&gt;
&lt;br /&gt;
[[Zvidureth]]&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Avlis800width.jpg|thumb|left|600px|Negaria, the main continent of the world of Avlis]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Negaria possesses a wide variety of landscapes, from coastal plains to central mountain ranges and grand valleys and canyons traversed by extensive river systems.&lt;br /&gt;
&lt;br /&gt;
===Mountain Ranges===&lt;br /&gt;
The two largest '''mountatin ranges''' lie in the nation of Degolos.&lt;br /&gt;
&lt;br /&gt;
:'''Hills and Plateaus'''&lt;br /&gt;
&lt;br /&gt;
::[[The Hills of Tumult]]&lt;br /&gt;
&lt;br /&gt;
::[[The Warrens]]&lt;br /&gt;
&lt;br /&gt;
:'''Mountains and Volcanoes'''&lt;br /&gt;
&lt;br /&gt;
::[[Doreg-Magret]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Bolinar]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
::[[Mount Geritri]]&lt;br /&gt;
&lt;br /&gt;
===Chasms and Caverns===&lt;br /&gt;
[[The Lost River Caverns]]&lt;br /&gt;
&lt;br /&gt;
[[Orcscourge Chasm]]&lt;br /&gt;
&lt;br /&gt;
===Forests and Gardens===&lt;br /&gt;
[[Dagroth Woods]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Midnight]]&lt;br /&gt;
&lt;br /&gt;
[[Fairy Gardens]]&lt;br /&gt;
&lt;br /&gt;
[[Geritri Forest]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Arlasdor]]&lt;br /&gt;
&lt;br /&gt;
===Islands===&lt;br /&gt;
[[Desolation Island]] west of M'Chek&lt;br /&gt;
&lt;br /&gt;
[[The_Sahuagin_Archipelago|The Sahuagin Archipelago]] southeast of Drotid&lt;br /&gt;
&lt;br /&gt;
[[Sargone (island)]] in Amelede Bay&lt;br /&gt;
&lt;br /&gt;
[[Image:Avlis political2.jpg|thumb|400px|]]&lt;br /&gt;
&lt;br /&gt;
===Lakes===&lt;br /&gt;
[[Braegan Pond]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Crescetoria]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Hurine]]&lt;br /&gt;
&lt;br /&gt;
[[Lake Mantith]]&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
[[Divalok River]]&lt;br /&gt;
&lt;br /&gt;
[[Eridanian River]]&lt;br /&gt;
&lt;br /&gt;
[[Lost_river|Lost River]]&lt;br /&gt;
&lt;br /&gt;
[[Methran River]]&lt;br /&gt;
&lt;br /&gt;
[[Nomad River]]&lt;br /&gt;
&lt;br /&gt;
[[Spriteblood River]]&lt;br /&gt;
&lt;br /&gt;
===Major Ports===&lt;br /&gt;
[[Eastshore]]&lt;br /&gt;
&lt;br /&gt;
[[Elysia]]&lt;br /&gt;
&lt;br /&gt;
[[Mikona]]&lt;br /&gt;
&lt;br /&gt;
[[Port Eridanus]]&lt;br /&gt;
&lt;br /&gt;
[[Port Nireth]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abundant Minerals==&lt;br /&gt;
[[Quartz]]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=The_Seven_Cities&amp;diff=8162</id>
		<title>The Seven Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=The_Seven_Cities&amp;diff=8162"/>
		<updated>2006-02-27T23:32:16Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_Seven_Cities_Map.jpg|thumb|300px|right|]]&lt;br /&gt;
&lt;br /&gt;
On the western tip of Avlis sit the Seven Cities. Known for their racial diversity, the cities are home to orcs, humans, elves, halflings, gnomes and other races. &lt;br /&gt;
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== The Cities ==&lt;br /&gt;
[[Image:Sevencitiesmap.jpg|thumb|500px|Map of the Seven Cities]]&lt;br /&gt;
The names of the cities are Redgate, Andarr, Dormiria, Stalwart, Crosstreams, Malekia and Bullwark. From these cities streams the second largest system of trade in all of Avlis. Information on some of the cities follows:&lt;br /&gt;
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===The City of Red Gate===&lt;br /&gt;
Red Gate is the easternmost city of the confederation making up The Seven Cities. Its gigantic red northern gate, for which the city is named, is always open and facing the orcish capitol city of Brekon. At all hours of the day and night, there is traffic coming in and out of the gate, mainly in the form of caravans carrying goods to and from Brekon.&lt;br /&gt;
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Because of its location, Red Gate serves as the lifeline for Brekon to the rest of the world. Goods made in that country are brought here so they can be distributed throughout the world, and outside goods are bought here so they can be carted back to the villages within Brekon.&lt;br /&gt;
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The Divalok River runs through the middle of Red Gate. It enters from the east gate and leaves through the west gate where it goes on to flow through the cities of Crosstreams and Andarr, where it terminates in the ocean. This river acts as a natural water highway responsible for driving much of the economy of the Seven Cities and northern Avlis. Goods from Brekon and the other cities are taken down by barge and by ship to Andarr where they are put onto ocean faring vessels and transported to other parts of the world. Red Gate is located at one of the first staging points where the river becomes deep enough for ship travel, and is therefore one of the first places from which goods are shipped.&lt;br /&gt;
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The eastern side of the city is a gigantic riverfront marketplace, where goods from all around the continent can be found at various points of their journey to wherever they are going. This marketplace is directly connected to the northern section of Red Gate which is set up as a caravan jump-point. This area is constantly packed with beasts of burden and caravans in various stages of assembly or disassembly. There is no clear demarcation between this section of town and the marketplace. One sort of flows into the other. Beasts of burden slowly give way to storefronts and barge-docks in a seemingly never-ending sprawl of economic activity.&lt;br /&gt;
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The center of the city is walled off and reserved for the noble families that run Red Gate. It is usually referred to as the Palatial District, and currently, the noble families there consist mainly of humans, orcs, and elves, though there are a couple of influential halfling business families there.&lt;br /&gt;
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The southern district of the city is generally reserved for families with money, usually consisting of successful merchant folk and minor nobles. This part of town is set up so those people can keep themselves occupied with drinking and partying as well as their day-to-day business dealings and living.&lt;br /&gt;
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The general &amp;quot;rabble&amp;quot; of the city lives on the western side and northwestern edge. At the extreme western edge of the city is a small shipyard where ships can be repaired and barges can be fabricated.&lt;br /&gt;
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Because of the nature of Red Gate, it has an extremely diverse population. There are a very large number of orcs living there peacefully, and where there are orcs, there are always goblins and giant-kin as well. Another large portion of the population is made up of gnomes, many of them businesspeople from Deglos who have settled there over the years. Additionally, there are many humans, halflings, elves, dwarves, and a small number of dracon. Fairy races are not common in Red Gate, except for the small pockets of urban sprites which exist in every city on Avlis.&lt;br /&gt;
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This racial diversity gives way to religious diversity as well. Red Gate has a shrine to just about any deity you can think of. It has large temples to Valok, Gorethar, Hurine, Aarilax, Fegall, and Berryn. There are also some very small temples to Toran, and Dra'Nar. The temples are located throughout the city in various places.&lt;br /&gt;
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Red Gate's atmosphere is that of a bustling trade center and caravan jump-point. It is an area where east meets west and north meets south, and they all come together to exchange their goods. The attitude of folks in Red Gate is that trade is everything, and anything that disrupts trade is generally not appreciated. They are aware of all the various racial and religious difficulties that abound, and the nobles of Red Gate often go to great lengths to stifle such things and cover them up as they happen.&lt;br /&gt;
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===The City of Andarr===&lt;br /&gt;
Andarr is the westernmost city of the confederation making up The Seven Cities. This city serves as a major year-round port for virtually the entire western coast of Avlis. While other cities in the confederation, such as Stalwart and Melekia, have ports of their own, only Andarr's is large enough to accommodate the huge amounts of trade going in and out of the region, and only Andarr's port has all the necessary technology for building, repairing, and maintaining ships of all sizes. In the port of Andarr, you can find ships from all nations conducting trade. Goods from inland areas come down the Divalok River and land in Andarr where they are loaded onto their ships and taken away. Conversely, ships from elsewhere come into Andarr and unload their goods where they are carted up the river to the inland areas. A good portion of these goods are also known to go directly out the northern and southern gates of the city as well. As most citizens will tell you, &amp;quot;Everything stops and starts in Andarr.&amp;quot;&lt;br /&gt;
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Some of the major features of Andarr are that it is bisected by the Valokian River into a northern and southern half, and each of its districts is completely walled in and separate from all the others. The creators of the city felt that this would make it more easily defensible against invaders from the sea who might try to establish a beachhead there. Anyone coming in from the ocean would need to take each district separately as if it were its own tiny little city.&lt;br /&gt;
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The docks district is one of the larger sections of Andarr. This area is located on the western shore of the city and serves both as a trade depot and a military rally point for all manner of naval activity. The docks district is so big that it stretches from the northernmost tip of Andarr to the southernmost tip. In effect, the entire western piece of the city is made up of docks and dock-related buildings.&lt;br /&gt;
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Near the center of the city, and immediately east of the docks, is the Smithing District. The other major commodity which Andarr is known for is metal goods. The government of Andarr is a major importer of iron ore, which is fashioned into all manner of metal implements by the smiths in the smithing district. Many know that the dwarves are the best smiths in the land, but the people in Andarr would argue that that's only true if the dwarf is Andarrian. A large portion of the smiths in Andarr are orcish, and there are even some human and elven ones. Truthfully, the smiths of Andarr are of all races, and no matter which race they are, it is generally accepted that their goods are superior to all but the finest from Galdos and Deglos.&lt;br /&gt;
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To the north and south of the Smithing District are residential areas where the large population of Andarr makes its go at living. The two residential districts, with the Smithing District in between them, are all adjacent to the docks. East of these districts is the largest district of Andarr, the Business District. The bulk of Andarr's economic and governmental activity takes place here. Goods that are brought down by boat are sold in a small market if desired. However, the majority of the space in this district is used by trading companies who conduct imports and exports. The sprawling mass of buildings in this district goes for the entire length of the city from north to south.&lt;br /&gt;
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East of the business district are two more walled-in sections, one to the north of the river and one to the south. Both are residential in nature, however the one to the south tends to include houses of wealthier families. In the northeastern residential district, there are many taverns and other establishments for fun and pleasure, and the residents of Andarr often refer to this place as the Tavern District, though officially it is still known as the Northeastern Residential District.&lt;br /&gt;
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As in all seven cities, the population of Andarr is diverse. However, because of Andarr's strategic location, there is a lot of outside influence from other governments. The lords of Andarr are closely tied to various Kurathene nobles, such as the goodly Lord Arvanos, and the much defamed Lord Crullath. It is not uncommon to see ships from the various Kurathene nobles docked at this port. For many, Andarr is the stopping point along the journey to the Kurathene from points south, and it has gained a reputation as a decent place to make business transactions and dealings between multiple parties. For everyone wishing to make their presence known in The Seven Cities, Andarr is one of the best places to start their work. Its central location lends itself to this.&lt;br /&gt;
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===The City of Dormiria===&lt;br /&gt;
Also known as The City of Refugees, Dormiria is located on the northeast corner of the land that contains The Seven Cities right on the border with the orcish nation of Brekon. &lt;br /&gt;
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Dormiria is a popular place for those who are fleeing the laws of other nations or groups because it has a very lenient government that does not look kindly upon intrusions by outside forces to affect their own justices. For orcish refugess it is especially popular because it is easy to get to, yet not as frequented by orcish officials as the city of Red Gate, which is much closer to the orcish capitol city of Brekon. &lt;br /&gt;
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This makes the city a breeding ground for all those who are disaffected with deities like [[Valok]] and [[The'ton]], and those who wish to engage in activities not looked kindly upon by the orcish nations. Many of the rising numbers of orcish mages can be found here because of that, and some of these folk are managing to gain a foothold in the Dormirian government as well. &lt;br /&gt;
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Naturally, this neutrality and seeming propensity to harbor outlaws puts Dormiria at odds with its orcish neighbor, and quite a few skirmishes have broken out in Brekon's attempts to force its way in after one of its interests. Because of the position it enjoys as part of the condederacy of The Seven Cities, Dormiria is unafraid of Brekon and uses these benefits to its solid advantage. &lt;br /&gt;
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The term &amp;quot;refugee&amp;quot; does not describe objectively whether a creature is unseedy or benign whatsoever. Thus, personalities and races of all kinds can be found in Dormiria. Unfortunately, many of them are paranoid in nature, but they currently have confidence in the government to protect them from outside nabbers. &lt;br /&gt;
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On the other hand, this paranoia is also counterproductive to Dormirian culture and economics. The city port is used more often to smuggle persons out of the area than it is used to bring in goods for sale or trade. A large personal protection trade has risen up because of this, and many of the best bodyguards and caravan protectors can be found here, which makes them Dormiria's largest export. &lt;br /&gt;
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Some of the refugees have managed to piece together a small merchant economy inside the city, and a market district of sorts has sprung up in the city within the last few decades. One can also find some fairly nice houses in the center district which house the nobles of the city and its government buildings. There is also a highly developed town watch police force based in the east of the city that works to keep meddlers from other governments out of the city, and it is rumored that some of these are actually &amp;quot;secret&amp;quot; guards that go in plain clothes and get involved in underworld deallings in order to pre-empt outside interference.&lt;br /&gt;
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===The City of Stalwart===&lt;br /&gt;
On the northern branch of the Divalok River sits Stalwart, the City of Rich Pleasures. Among all the Seven Cities, Stalwart occupies an interesting position. To the south are three heavily defended cities (Bullwark, Malekia, and Crosstreams). To the west is Andarr, a mighty naval power. To the east are Red Gate and Dormiria which act as a barrier against Brekon's intrustion. Because of the great protection offered by these cities over land and by sea, Stalwart needs to put almost no resources into defending itself. In fact, the city has no walls to speak of. &lt;br /&gt;
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When a city does not need to spend large resources to defend itself, and when the river running through a city is not deep enough for large ships, the atmosphere is not good for the business of commerce. Consequently, Stalwart does not have a large port and does not see much ship traffic. This tends to make the goods in the city a little more expensive than elsewhere, and that often makes the city attract a higher class crowd, because many of the goods that do make it in are of very special quality. &lt;br /&gt;
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This combination of factors over the years has turned the city into a sort of playground for the wealthy and adventurous. In Stalwart, the theatre and music may not be as beautiful as in the bardic districts of Crosstreams, but the sheer number of establishments is magnificent to behold. A noble with enough cash in Stalwart can attend to any kind of vice or pleasure he or she wishes. There's gambling, high class prostitution, the finest wines and perfumes, and any other kind of luxury imaginable. &lt;br /&gt;
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Residents in Stalwart tend to have a lot of money compared to commoners in other cities and live in opulence. The entire city looks as if it is one large noble district peppered with carpeted inns and taverns. &lt;br /&gt;
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Naturally, this makes the place a good meeting site for nobles of the other cities who often congregate there to discuss business in comfort. Even nobles from as far away as M'Chek are often found there relaxing or using the city as a meeting point to negotiate with far away counterparts over marriage deals and treaties. For nobles at war, Stalwart has even been used as a place to reconcile or engage in diplomacy. The noble families in charge of the city have recognized this and tried to stay neutral in all outsider matters in order to foster this atmosphere. &lt;br /&gt;
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Stalwart is not known for its temples and religious nature, however there is a large temple to Mishlekh and some small temples to Kelvos, Wilsash, and Ingoren. &lt;br /&gt;
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The population in the city has no dominant racial type, though it possesses a high proportion of gnomes who tend to be one of the only &amp;quot;more serious-minded&amp;quot; folk among the other races in the city.&lt;br /&gt;
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===The City of Crosstreams===&lt;br /&gt;
As it flows from east to west, the Divalok river splits. One portion continues off towards the city of Andarr and the ocean beyond. The other portion flows southwest towards another city called Malekia. Crosstreams sits right on top of that split.&lt;br /&gt;
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While the cities of Andarr and Redgate act as hubs coming in and out of the region of the Seven Cities, the city of Crosstreams acts as the hub within the region. By far, Crosstreams is the largest known city on the continent, and with that distinction comes many other properties. Culture is at its highest here. The most cosmopolitan and openminded ideas begin here among the many centers of learning, music, and art within the city walls.&lt;br /&gt;
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Some say that entering Crosstreams is like entering another reality, for the pace of life has a whole other purpose unakin to the outside world. Traders abound here, but more for the purpose of pleasure rather than business. They can be seen attending the theatres and pubs that are plentiful. Both freelancing bards and the followers of The Harpinger, who has his largest temple here, are freely encouraged to make their living entertaining people. In Crosstreams, there's a festival almost every week, depicting some event that happened in the past, or commemorating one of the gods. Though the population is made up of all the major races, and most of the minor ones, tolerance is dominant as a social attitude, and religious expression is appreciated.&lt;br /&gt;
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For times when religions just can't help but conflict, Crosstreams possesses one of the most skillful city guard units in the world. They are able to enforce the peace and diversity of the place without causing too much unrest, and for some reason, they seem to even have crime well under control. People question everything here, but for the most part they are happy with the government and nobles of the city, so they don't dig too deep on this particular issue so much.&lt;br /&gt;
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Pretty much any god's worshippers can be found in this city. The Harpginger's temple is among the largest, but there are also temples to The'ton, O'Ma, Mikon, Hurine, and a few others. Shrines of other gods abound in the Religious district as well. Crosstreams is laid out in three major sections connected by bridges. The city is shaped like a &amp;quot;V&amp;quot; laid on its side with the point of the &amp;quot;V&amp;quot; pointing east. The splitting river creates the &amp;quot;V&amp;quot;.&lt;br /&gt;
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The northern side of the &amp;quot;V&amp;quot; is mostly a residential area, though there are quite a few good taverns there. The southern side of the &amp;quot;V&amp;quot; contains mostly merchant housing, and a small district known as the Instrument Quarter, where the finest crafters of musical instruments base their trade. In the middle section, between the two rivers, there is the Capitol District right at the pinnacle of the &amp;quot;V&amp;quot;. Beyond that lies the Theatre District, which is fairly small. To the west of the Theatre District lies the Religious District. At the far western end, the city is capped off by an area of Parks, and then another residential district.&lt;br /&gt;
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===The City of Malekia===&lt;br /&gt;
On the southern branch of the Divalok river sits the largest city on the continent dedicated to the forces of evil, the City of Malekia. &lt;br /&gt;
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From an outsider's perspective, the city streets are a tangled and twisted mess of dead end alleys with curious slots in the stone walls, and strange paths leading into courtyards surrounded by towers. For those familiar with the design, Malekia is a death trap for any invading army. Though the city walls are not strong, the layout of the urban anomaly is roughly in the form of concentric rings filled with twisted passages in between. The passages seem random, but they are actually designed to make an invading army become quickly lost and divided in the streets, where the defenders can use the towers and wall slots to murder them as they meander aimlessly. &lt;br /&gt;
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The residents of Malekia are largely followers of [[Maleki]], though there are significant numbers that follow other gods like [[The Harpinger]], [[Evrak]], [[Wilsash]], [[Xenon]], [[Kelvos]], and [[Paragus]]. The second largest following in the city is that of [[The'ton]]. Each of these gods has at least one temple in the city, though there is no discernable temple district. &lt;br /&gt;
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In fact, Malekia has no discernable districts at all, because of its nature. &lt;br /&gt;
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One would imagine that such a city would be a playground for Thieves guilds, and that the city would contain many of them. However, the term &amp;quot;thief&amp;quot; is rather moot in Malekia, and their &amp;quot;guilds&amp;quot; are basically just &amp;quot;the government&amp;quot;. The &amp;quot;guild leaders&amp;quot; are technically nobles, and win their place by many means, usually by right of succession of family, or by combat. Each noble has his or her own police force that patrols certain sections of the city that are accepted to be under their faction's control. However, these areas, or turfs, change constantly. &lt;br /&gt;
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Malekia does have laws, and oddly enough the laws make no race subject to another strictly on a racial basis, and they outlaw any kind of political coup or toppling of one noble by another. Of course, this does not preclude doing these things without getting caught. There are of course strict penalties for any noble found in an attempt to destroy another. &lt;br /&gt;
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The population of Malekia is as diverse as any other of the Seven Cities, though there are fewer goodly races and more of the less scrupulous kind present. Outside of Brekon, Malekia possesses the highest goblin and giantkin population of any other place in Negaria. Humans, halflings, and the occasional dwarves can be seen mucking about as well, with a healthy number of orcs present as immigrants from Dubunat which lies only a few miles to the south. &lt;br /&gt;
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Malekia recognizes that it owes its existance to the confederation of The Seven Cities, and generally does not try to overtly control or disrupt the entity. Of course, many things happen behind the scenes, and there are always attempts to 'extend the confederations holdings into Dubunat', but the orcs of Dubunat take it in stride. In either case, Dubunat encroaches on the affairs of Malekia just as often because it sees the city as a jewel for the taking. Like all the other cities in the confederation, Malekia sends its emissaries to vote on council matters and supply troops to the pool of confederaton soldiers, but the emissaries themselves always change because of internal situations.&lt;br /&gt;
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===The City of Bullwark=== &lt;br /&gt;
The city of Bullwark is the southernmost city of the confederation known as The Seven Cities. It is the only city in the confederation that does not have access to a major watery thoroughfare, yet it is highly regarded as the glue that holds the confederation together. &lt;br /&gt;
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Bullwark is the smallest and youngest of the Seven Cities, yet its troops make up the largest percentage of the Confederated Army. This is because all males of fighting age that are residents of the city are required by law to serve in the military. This is at times hard to enforce because record-keeping can be difficult unless magic is employed to help, but luckily for Bullwark, strict measures for enforcement are not necessary. The citizens of Bullwark are incredibly nationalistic and proud of the Confederation. They take great pride in being allowed to serve in its armed forces, and it is thought that this pride partly rubs off on the other cities to solidify their confederation. &lt;br /&gt;
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Initially, Bullwark was set up as a fortress to guard against the onslaught of orcs that came into the region during the Great War. Since then it has always remained relatively stout and efficient, which has enabled it to keep Dubunat, the orcish nation to the south, at bay except for minor periods where wars were fought between the southern orcs and The Seven Cities. &lt;br /&gt;
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Bullwark makes only what it needs in terms of goods and services, and it exports little. Much of its wealth, whatever meager wealth it contains, is imported from elsewhere, usually the other six cities. The center of the city is a vast fortress run by a series of generals who double as the nobles of the city. These nobles are not just responsible for military matters, but also for making laws and running the day to day operations of the city. For the most part, this task is not difficult for them internally, because most citizens of Bullwark understand the nature of the law and follow it accordingly. Those who don't are either expelled or imprisoned. &lt;br /&gt;
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Off to the northern side of the city is a vast training ground and military base that is used to train the Confederated Army. Soldiers from all Seven Cities come there to train and learn the ways of combat. The fortress and the base together are considered the military center of the confederation. To the east of this complex is the Confederated School of War, where officers are trained for the Confederated Army. This school is not directly controlled by the government, however, and is often known to take students from any place in the world who can afford the fees. Many Kurathene Nobles have sent their sons there, as have M'Chekian nobles, and even some sons of Toran Shaarda. &lt;br /&gt;
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Surrounding these areas are the residences, usually made up of functional homes with little austerity. There are a decent number of inns and other establishments but rarely does one find the shady places that are so common in the other cities. The residents of the city are much like the noble. They tend towards kindness and the desire to help others, with a healthy respect for the law. &lt;br /&gt;
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Racially, Bullwark is fairly diverse. Initially, the city was largely human, but over the centuries many orcs have made their homes there from either Dubunat or Brekon. There are even a fair number of dwarves and halflings in the city that contribute immensely to the local culture. Less common races would include elves and goblinoid, but there are plenty of token examples, as always. &lt;br /&gt;
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Religion is not such a prevalent force in Bullwark as is nationalism, but there are sizeable temples in the city to Dra'Nar, Dre'Ana, Gorethar, Toran, and Senath. Smaller shrines to other deities are also fairly common.&lt;br /&gt;
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[http://www.avlis.org/viewtopic.php?t=130 Source]&lt;/div&gt;</summary>
		<author><name>Blakebenneset</name></author>
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	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Pg:The_Seven_Cities&amp;diff=14494</id>
		<title>Pg:The Seven Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Pg:The_Seven_Cities&amp;diff=14494"/>
		<updated>2006-02-27T23:30:41Z</updated>

		<summary type="html">&lt;p&gt;Blakebenneset: Pg:The Seven Cities moved to The Seven Cities&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[The Seven Cities]]&lt;br /&gt;
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		<author><name>Blakebenneset</name></author>
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