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		<id>https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31092</id>
		<title>Wemic</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31092"/>
		<updated>2009-05-31T18:21:18Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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;
'''[[NWN:Effective_character_level|ECL]]:''' 3&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +7 [[NWN:Strength|Str]] +1 [[NWN:Dexterity|Dex]] +1 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Size Category'''&lt;br /&gt;
* [[NWN:Size_modifier|Large]] - As a Large creature, Wemics suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Skill Focus|Skill Focus: Hide]]&lt;br /&gt;
* [[NWN:Skill Affinity (Move Silently)|Skill Affinity: Move Silently]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Deflection bonus|Deflection Armor Bonus]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Unlike Centaur, Wemics are a dynamic models - torso of a wemic is a half-orc, and will show any tattoos selected during character generation. Skin and hair colour are also as selected during character generation.&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.&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.)&lt;br /&gt;
* As of the 1.67 patch, wemics cannot equip tiny sized weapons. This includes daggers, Kukri, shurikens, fashion accessories, etc.&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;
== Customs ==&lt;br /&gt;
&lt;br /&gt;
[[Wemic marriage customs]]&lt;br /&gt;
| [[Wemic Wedding]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31091</id>
		<title>Half-Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31091"/>
		<updated>2009-05-31T18:21:02Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Hybrid Races:''' {{HybridRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Half-Orc]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +5 Str -1 Dex -2 Int -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Size Category'''&lt;br /&gt;
* [[NWN:Size_modifier|Large]] - As a Large creature, Half-Ogres suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Cleave|Cleave]]&lt;br /&gt;
* [[NWN:Lowlight Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' &lt;br /&gt;
*[[NWN:Natural armor bonus|Natural Armour Bonus]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* As of the 1.69 update, the standard half-ogre model is fully dynamic.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When [[Ogre|ogres]] breed with [[Human|humans]], the result is the bitter hybrid race of half-ogres. Caught between a race disposed towards evil that sees them as weakened and diluted freaks, and a more tolerant race that fears them for their ancestry, these creatures spend much of their lives being torn apart by conflicting standards. More often than not, they are born of violence and wind up continuing the chain of negativity in which they were created.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres have difficulty controlling their tempers and are prone to violent outbursts of varying magnitude. For the most part, the rest of their personality is determined by the race that raised them. In ogre societies, they are demeaned and degraded for their weakness and impure heritage, and this often drives them to becoming fearful and troublesome. By contrast, in human societies they are regarded as unintelligent brutes who are unable to control their horrible tempers, and this can sometimes give them a thuggish personality akin to a bully.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres grow to be between 6 1/2 and 7 1/2 feet tall. Their skin color is usually along the normal human ranges, but with a yellowish and slightly jaundiced-looking tinge to it. Eye and hair color also range along the full human range.&lt;br /&gt;
&lt;br /&gt;
If living among ogres, they will often pick up the same skin conditions and boils that are seen in full-blooded specimens, but when living among humans they practice the same general hygiene of that race and cases of skin problems are limited. Clothing and dress are also according to the society that raised them.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Because of the nature of their ogre lineage, most races assume that half-ogres are evil and dangerous creatures, just as full-blooded ogres are. In fact, most races see little difference between half-ogres and ogres, so depending on their opinions of evil, different races will receive them accordingly. Full ogres generally degrade and torment half-breeds because of their weaker stature and impure blood, while full humans will fear them and believe them to be dangerous.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres generally take on the alignment of the society that raised them, if they do not reject that part of their heritage. Those who reject societies will often take on opposite characteristics from what they are rejecting. For example, the chaotic ogre race can produce a lawful half-ogre if it decides that the disorderly anarchy of ogre society is not desirable. Goodness is not as common as neutrality and evil, however, because their ogre blood tends to make them slightly greedy and selfish.&lt;br /&gt;
&lt;br /&gt;
== Half-Ogre Lands ==&lt;br /&gt;
&lt;br /&gt;
Generally, half-ogres are found wherever humans and ogres are. They have no lands of their own, but are found as parts of other societies. Many individuals can be found in the Seven Cities where a multitude of other races tend to mix with one another in a reasonably tolerable fashion.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres who embrace their ogre heritage are usually followers of [[Maleki]], the creator of the goblinoid and giant-kin races. Those who are raised by humans or reject their ogre ways can worship any number of other deities based on philosophy or need. When their inner turmoil is too much to bear, some half-ogres will worship no deity at all.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
A half-ogre learns the language of the race that reared it. If it was brought up by humans, this language is usually common. More languages can be picked up along the way if it encounters other races.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres receive names from the race that raised them. If they grew up in an ogre society, they often take on descriptive names that are demeaning and degrading. Human societies also tend to give them nicknames that describe their oafish characteristics.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Inner conflict and turmoil easily drives half-ogres to wander the face of Avlis in search of acceptance, or just to get away. Depression, greed, and anger can make them reckless and willing to undertake dangerous missions with little hesitation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Giant-Kin|Giant-kin racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Hybrid Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31090</id>
		<title>Half-Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31090"/>
		<updated>2009-05-31T18:19:48Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Hybrid Races:''' {{HybridRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Half-Orc]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +5 Str -1 Dex -2 Int -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Size Category'''&lt;br /&gt;
* [[NWN:Size_modifier|Large]] - As a Large creature, Half-Ogres suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts. This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Cleave|Cleave]]&lt;br /&gt;
* [[NWN:Lowlight Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' &lt;br /&gt;
*[[NWN:Natural armor bonus|Natural Armour Bonus]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* As of the 1.69 update, the standard half-ogre model is fully dynamic.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When [[Ogre|ogres]] breed with [[Human|humans]], the result is the bitter hybrid race of half-ogres. Caught between a race disposed towards evil that sees them as weakened and diluted freaks, and a more tolerant race that fears them for their ancestry, these creatures spend much of their lives being torn apart by conflicting standards. More often than not, they are born of violence and wind up continuing the chain of negativity in which they were created.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres have difficulty controlling their tempers and are prone to violent outbursts of varying magnitude. For the most part, the rest of their personality is determined by the race that raised them. In ogre societies, they are demeaned and degraded for their weakness and impure heritage, and this often drives them to becoming fearful and troublesome. By contrast, in human societies they are regarded as unintelligent brutes who are unable to control their horrible tempers, and this can sometimes give them a thuggish personality akin to a bully.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres grow to be between 6 1/2 and 7 1/2 feet tall. Their skin color is usually along the normal human ranges, but with a yellowish and slightly jaundiced-looking tinge to it. Eye and hair color also range along the full human range.&lt;br /&gt;
&lt;br /&gt;
If living among ogres, they will often pick up the same skin conditions and boils that are seen in full-blooded specimens, but when living among humans they practice the same general hygiene of that race and cases of skin problems are limited. Clothing and dress are also according to the society that raised them.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Because of the nature of their ogre lineage, most races assume that half-ogres are evil and dangerous creatures, just as full-blooded ogres are. In fact, most races see little difference between half-ogres and ogres, so depending on their opinions of evil, different races will receive them accordingly. Full ogres generally degrade and torment half-breeds because of their weaker stature and impure blood, while full humans will fear them and believe them to be dangerous.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres generally take on the alignment of the society that raised them, if they do not reject that part of their heritage. Those who reject societies will often take on opposite characteristics from what they are rejecting. For example, the chaotic ogre race can produce a lawful half-ogre if it decides that the disorderly anarchy of ogre society is not desirable. Goodness is not as common as neutrality and evil, however, because their ogre blood tends to make them slightly greedy and selfish.&lt;br /&gt;
&lt;br /&gt;
== Half-Ogre Lands ==&lt;br /&gt;
&lt;br /&gt;
Generally, half-ogres are found wherever humans and ogres are. They have no lands of their own, but are found as parts of other societies. Many individuals can be found in the Seven Cities where a multitude of other races tend to mix with one another in a reasonably tolerable fashion.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres who embrace their ogre heritage are usually followers of [[Maleki]], the creator of the goblinoid and giant-kin races. Those who are raised by humans or reject their ogre ways can worship any number of other deities based on philosophy or need. When their inner turmoil is too much to bear, some half-ogres will worship no deity at all.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
A half-ogre learns the language of the race that reared it. If it was brought up by humans, this language is usually common. More languages can be picked up along the way if it encounters other races.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres receive names from the race that raised them. If they grew up in an ogre society, they often take on descriptive names that are demeaning and degrading. Human societies also tend to give them nicknames that describe their oafish characteristics.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Inner conflict and turmoil easily drives half-ogres to wander the face of Avlis in search of acceptance, or just to get away. Depression, greed, and anger can make them reckless and willing to undertake dangerous missions with little hesitation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Giant-Kin|Giant-kin racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Hybrid Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Kobold&amp;diff=31089</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Kobold&amp;diff=31089"/>
		<updated>2009-05-31T18:18:53Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Reptilian Races:''' {{ReptilianRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Dwarf]], [[Gnome]] or [[Halfling]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' -1 [[NWN:Strength|Str]] -1 [[NWN:Constitution|Con]]&lt;br /&gt;
&lt;br /&gt;
'''Size Category:''' &lt;br /&gt;
*[[NWN:Size_category|Small]] - As a Small creature, Kobolds gain a +1 to AC and a +1 to Attack, as well as a -4 to Grapple checks (Bigby's Grasping Hand and Knockdown attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&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;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Reptilian|Reptilian racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Reptilian Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Kobold&amp;diff=31088</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Kobold&amp;diff=31088"/>
		<updated>2009-05-31T18:18:37Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Reptilian Races:''' {{ReptilianRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Dwarf]], [[Gnome]] or [[Halfling]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' -1 [[NWN:Strength|Str]] -1 [[NWN:Constitution|Con]]&lt;br /&gt;
&lt;br /&gt;
'''Size Category:''' &lt;br /&gt;
*[[NWN:Size_category|Small]] - As a Small creature, Goblins gain a +1 to AC and a +1 to Attack, as well as a -4 to Grapple checks (Bigby's Grasping Hand and Knockdown attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&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;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Reptilian|Reptilian racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Reptilian Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31087</id>
		<title>Wemic</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31087"/>
		<updated>2009-05-31T18:18:11Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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;
'''[[NWN:Effective_character_level|ECL]]:''' 3&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +7 [[NWN:Strength|Str]] +1 [[NWN:Dexterity|Dex]] +1 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Size Category'''&lt;br /&gt;
* [[NWN:Size_modifier|Large]] - As a Large creature, Wemics suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts. This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Skill Focus|Skill Focus: Hide]]&lt;br /&gt;
* [[NWN:Skill Affinity (Move Silently)|Skill Affinity: Move Silently]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Deflection bonus|Deflection Armor Bonus]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Unlike Centaur, Wemics are a dynamic models - torso of a wemic is a half-orc, and will show any tattoos selected during character generation. Skin and hair colour are also as selected during character generation.&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.&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.)&lt;br /&gt;
* As of the 1.67 patch, wemics cannot equip tiny sized weapons. This includes daggers, Kukri, shurikens, fashion accessories, etc.&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;
== Customs ==&lt;br /&gt;
&lt;br /&gt;
[[Wemic marriage customs]]&lt;br /&gt;
| [[Wemic Wedding]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Goblin&amp;diff=31086</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Goblin&amp;diff=31086"/>
		<updated>2009-05-31T18:16:19Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Goblinoid Races:''' {{GoblinoidRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Dwarf]], [[Gnome]] or [[Halfling]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' -1 [[NWN:Strength|Str]] -1 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Size Category:''' &lt;br /&gt;
*[[NWN:Size_category|Small]] - As a Small creature, Goblins gain a +1 to AC and a +1 to Attack, as well as a -4 to Grapple checks (Bigby's Grasping Hand and Knockdown attempts). This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Feats:''' [[NWN:Alertness|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;
* Goblins are a static model. Regardless of what is chosen during character generation, all Goblins have the same appearance.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
'''Goblins''' are the smallest of [[Maleki]]'s races on Avlis. For diminutive creatures, they make grand plans of conquest and dominion, but always lack the resources and focus to pull them off. Through the centuries, they have managed some refinement, however, and have eeked out a living among the orcs and other races as second-class citizens.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
While the word 'goblin' normally brings images to bear of mindless mottled green creatures running around for the sole purpose of being battle fodder, the goblins of Avlis tend to be a bit more intelligent and infinitely less suicidal than those images would dictate. Goblin personalities are far from orderly and constant, but they more or less meander along the same direction. Survival is their key craving, and depending on how successful they are at it, other priorities may come into play. Goblins who manage to make their living in civilized environments will begin to crave luxuries and pleasures that they can buy with their hard-earned cash. The term 'hard-earned' may vary from individual to individual, as many goblins are not above stealing, lying, or even killing for their pay. However, once the pay is obtained, these goblins like to have a good time with it. Delusions of grandeur are also common among these folk. Goblins often think more highly of themselves than is necessary, and this can lead to grand plots of destruction, chaos, and oppression. Nevertheless, only in extreme examples of powerful individuals have visions like these ever bore fruit.&lt;br /&gt;
&lt;br /&gt;
Ultimately, goblins are social creatures who like the company of other goblins, however if being around other goblins inhibits their ability to survive or get ahead in life, they will prefer getting ahead. While roaming in the wilds, goblins always prefer safety in numbers, though individuals living in the cities are quite often found alone. None of these qualities are born out of a deep love for their fellow goblilns, so much as an innate knowledge of statistics that says when bad things happen, it is always good to have other targets around for those bad things in the hopes that they will not come too close.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Goblins are small bipedal creatures with long pointy ears, and skin ranging from brown to green with an orange tinge. They have short spindly legs ending in clawed toes with four digits, and stubby arms with grimy mottled hands with five clawed fingers. Their small frame makes them weak, though they make up for it in numbers when necessary. The tallest goblins will reach 3 1/2 feet, though on average males are between 3 and 3 1/2 feet tall and females are around four inches shorter than that. Goblin eye color is usually black, while oranges, yellows, and reds are also common. Compared to their faces, their eyes are proportionately large, giving them good eyesight at night. Hair is somewhat uncommon among goblins. Those that have hair will usually only have a few wisps and patches of black or brown growing on their heads.&lt;br /&gt;
&lt;br /&gt;
Goblins will dress according to whatever clothing is available. When existing far from civilization, they will don animal skins and poor-quality fabrics, but when they live in cities among other civilized races, they will wear finer clothing purchased from merchants.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Other races generally only perceive goblins as a threat when they exist in large numbers and are semi-focussed on a single goal. In cases like these, drastic action will be taken against the group, but more often than not a small contingent of goblins living among [[Orc|orcs]], [[Dracon|dracon]], or even [[Human|humans]] will be overlooked. Orcish cities tend to contain the pinnacle of goblin civilization also. In these areas it is common to find goblins as priests of Maleki, some of which may even have minor influence in the government. Maleki's church prizes intelligent goblins for their ability to be inconspicuous when needed, and for their talent for getting in and out of tight places.&lt;br /&gt;
&lt;br /&gt;
Goodly races such as [[Elf|elves]] and [[Fey|fairies]] have little tolerance for goblins and will shoo them away whenever a dangerous group seems to be forming. If the goblins are part of a larger force led by other giant-kin, they will not be spared, but if they are only small clusters of wandering merchants or traders, they will be tolerated with a cautious eye.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Goblins tend towards chaotic evil. All actions taken by a goblin are self-motivated and are intended to lead towards some sort of personal benefit. Laws are a nuisance for them, but they realize that following some laws may be necessary to keep them from becoming a pile of goo at the end of a city guard's mace.&lt;br /&gt;
&lt;br /&gt;
== Goblin Lands ==&lt;br /&gt;
&lt;br /&gt;
Most goblins live in small groups of extended families that occupy tiny villages in remote areas that are safe from attack by bigger creatures or overzealous goodly races. Some of these extended groupings can become quite large, reaching sizes comparable to large towns. Goblins have no national or even regional organizations that these villages fall under. In general, the strongest and smartest goblin will lead the group and try to keep them close by to act as numerous targets for any possible danger. A good number of goblins have gone to live in cities made by orcs, humans, and other races. The orcish capitol of [[Brekon (city)|Brekon]] is home to many of these individuals, and the &lt;br /&gt;
[[The Seven Cities|Seven Cities]] also contain some very successful goblins who make their living in the cosmopolitan atmosphere of tolerance found there.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Most goblins follow their creator, Maleki, though they can often be found paying homage to whatever god they think seems to bring them the most luck. Goblins believe strongly in luck and fortune as things that are given out by the deities. This makes them superstitious at times, and can lead to large swings in behavior and mood, which are also in line with Maleki's teachings.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Goblins have their own language that does not seem to be related to any others spoken by other giant-kin or other major races. Most of them can also speak a thickly accented form of common, especially those that live in urban environments, or those that make a living through travel.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Single syllable first names are the norm for goblins. First and last names are acquired at birth, but last names may sometimes change based on actions taken in life. If a goblin performs a negative or embarrassing deed, its last name can reflect this. By contrast, heroic or lucky deeds can be exaggerated in a name.&lt;br /&gt;
&lt;br /&gt;
=== Male Names ===&lt;br /&gt;
&lt;br /&gt;
Bam, Dak, Glarn, Gork, Parth, Shal, Stook, Teek, Van, Zak&lt;br /&gt;
&lt;br /&gt;
=== Female Names === &lt;br /&gt;
&lt;br /&gt;
Bae, Cel, Dov, Ita, Lu, Mae, Rai, Tal, Tee, Zani&lt;br /&gt;
&lt;br /&gt;
=== Last Names ===&lt;br /&gt;
&lt;br /&gt;
Elfslayer, Knobbyhead, Ruler of Kings, The Brekonian, The Smelly&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Goblins will only leave the safety of their dwellings and groups if they see some big gain in doing so. When grand plans and unimpeded desires take them to places of civilization, they will often run into the underground societies and shady characters of the area. A few goblins will leave the safety of their villages in the name of profit and financial gain, which are needed for the purposes of pleasure.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Goblinoid|Goblinoid racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Goblinoid Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31085</id>
		<title>Wemic</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31085"/>
		<updated>2009-05-31T18:11:37Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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;
'''[[NWN:Effective_character_level|ECL]]:''' 3&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +7 [[NWN:Strength|Str]] +1 [[NWN:Dexterity|Dex]] +1 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Skill Focus|Skill Focus: Hide]]&lt;br /&gt;
* [[NWN:Skill Affinity (Move Silently)|Skill Affinity: Move Silently]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Deflection bonus|Deflection Armor Bonus]]&lt;br /&gt;
* [[NWN:Size_modifier|Large Size]] - As a Large creature, Wemics suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts. This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Unlike Centaur, Wemics are a dynamic models - torso of a wemic is a half-orc, and will show any tattoos selected during character generation. Skin and hair colour are also as selected during character generation.&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.&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.)&lt;br /&gt;
* As of the 1.67 patch, wemics cannot equip tiny sized weapons. This includes daggers, Kukri, shurikens, fashion accessories, etc.&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;
== Customs ==&lt;br /&gt;
&lt;br /&gt;
[[Wemic marriage customs]]&lt;br /&gt;
| [[Wemic Wedding]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31084</id>
		<title>Half-Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31084"/>
		<updated>2009-05-31T18:10:55Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Hybrid Races:''' {{HybridRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Half-Orc]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +5 Str -1 Dex -2 Int -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Size Category:''' Large&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Cleave|Cleave]]&lt;br /&gt;
* [[NWN:Lowlight Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' &lt;br /&gt;
*[[NWN:Natural armor bonus|Natural Armour Bonus]]&lt;br /&gt;
*[[NWN:Size_modifier|Large Size]] -  As a Large creature, Half-Ogres suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts. This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* As of the 1.69 update, the standard half-ogre model is fully dynamic.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When [[Ogre|ogres]] breed with [[Human|humans]], the result is the bitter hybrid race of half-ogres. Caught between a race disposed towards evil that sees them as weakened and diluted freaks, and a more tolerant race that fears them for their ancestry, these creatures spend much of their lives being torn apart by conflicting standards. More often than not, they are born of violence and wind up continuing the chain of negativity in which they were created.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres have difficulty controlling their tempers and are prone to violent outbursts of varying magnitude. For the most part, the rest of their personality is determined by the race that raised them. In ogre societies, they are demeaned and degraded for their weakness and impure heritage, and this often drives them to becoming fearful and troublesome. By contrast, in human societies they are regarded as unintelligent brutes who are unable to control their horrible tempers, and this can sometimes give them a thuggish personality akin to a bully.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres grow to be between 6 1/2 and 7 1/2 feet tall. Their skin color is usually along the normal human ranges, but with a yellowish and slightly jaundiced-looking tinge to it. Eye and hair color also range along the full human range.&lt;br /&gt;
&lt;br /&gt;
If living among ogres, they will often pick up the same skin conditions and boils that are seen in full-blooded specimens, but when living among humans they practice the same general hygiene of that race and cases of skin problems are limited. Clothing and dress are also according to the society that raised them.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Because of the nature of their ogre lineage, most races assume that half-ogres are evil and dangerous creatures, just as full-blooded ogres are. In fact, most races see little difference between half-ogres and ogres, so depending on their opinions of evil, different races will receive them accordingly. Full ogres generally degrade and torment half-breeds because of their weaker stature and impure blood, while full humans will fear them and believe them to be dangerous.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres generally take on the alignment of the society that raised them, if they do not reject that part of their heritage. Those who reject societies will often take on opposite characteristics from what they are rejecting. For example, the chaotic ogre race can produce a lawful half-ogre if it decides that the disorderly anarchy of ogre society is not desirable. Goodness is not as common as neutrality and evil, however, because their ogre blood tends to make them slightly greedy and selfish.&lt;br /&gt;
&lt;br /&gt;
== Half-Ogre Lands ==&lt;br /&gt;
&lt;br /&gt;
Generally, half-ogres are found wherever humans and ogres are. They have no lands of their own, but are found as parts of other societies. Many individuals can be found in the Seven Cities where a multitude of other races tend to mix with one another in a reasonably tolerable fashion.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres who embrace their ogre heritage are usually followers of [[Maleki]], the creator of the goblinoid and giant-kin races. Those who are raised by humans or reject their ogre ways can worship any number of other deities based on philosophy or need. When their inner turmoil is too much to bear, some half-ogres will worship no deity at all.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
A half-ogre learns the language of the race that reared it. If it was brought up by humans, this language is usually common. More languages can be picked up along the way if it encounters other races.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres receive names from the race that raised them. If they grew up in an ogre society, they often take on descriptive names that are demeaning and degrading. Human societies also tend to give them nicknames that describe their oafish characteristics.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Inner conflict and turmoil easily drives half-ogres to wander the face of Avlis in search of acceptance, or just to get away. Depression, greed, and anger can make them reckless and willing to undertake dangerous missions with little hesitation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Giant-Kin|Giant-kin racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Hybrid Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31083</id>
		<title>Half-Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31083"/>
		<updated>2009-05-31T18:10:08Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Hybrid Races:''' {{HybridRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Half-Orc]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +5 Str -1 Dex -2 Int -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Size Category:''' Large&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Cleave|Cleave]]&lt;br /&gt;
* [[NWN:Lowlight Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' &lt;br /&gt;
[[NWN:Natural armor bonus|Natural Armour Bonus]]&lt;br /&gt;
[[NWN:Size_modifier|Large Size]] -  As a Large creature, Half-Ogres suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts. This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.)&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* As of the 1.69 update, the standard half-ogre model is fully dynamic.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When [[Ogre|ogres]] breed with [[Human|humans]], the result is the bitter hybrid race of half-ogres. Caught between a race disposed towards evil that sees them as weakened and diluted freaks, and a more tolerant race that fears them for their ancestry, these creatures spend much of their lives being torn apart by conflicting standards. More often than not, they are born of violence and wind up continuing the chain of negativity in which they were created.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres have difficulty controlling their tempers and are prone to violent outbursts of varying magnitude. For the most part, the rest of their personality is determined by the race that raised them. In ogre societies, they are demeaned and degraded for their weakness and impure heritage, and this often drives them to becoming fearful and troublesome. By contrast, in human societies they are regarded as unintelligent brutes who are unable to control their horrible tempers, and this can sometimes give them a thuggish personality akin to a bully.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres grow to be between 6 1/2 and 7 1/2 feet tall. Their skin color is usually along the normal human ranges, but with a yellowish and slightly jaundiced-looking tinge to it. Eye and hair color also range along the full human range.&lt;br /&gt;
&lt;br /&gt;
If living among ogres, they will often pick up the same skin conditions and boils that are seen in full-blooded specimens, but when living among humans they practice the same general hygiene of that race and cases of skin problems are limited. Clothing and dress are also according to the society that raised them.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Because of the nature of their ogre lineage, most races assume that half-ogres are evil and dangerous creatures, just as full-blooded ogres are. In fact, most races see little difference between half-ogres and ogres, so depending on their opinions of evil, different races will receive them accordingly. Full ogres generally degrade and torment half-breeds because of their weaker stature and impure blood, while full humans will fear them and believe them to be dangerous.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres generally take on the alignment of the society that raised them, if they do not reject that part of their heritage. Those who reject societies will often take on opposite characteristics from what they are rejecting. For example, the chaotic ogre race can produce a lawful half-ogre if it decides that the disorderly anarchy of ogre society is not desirable. Goodness is not as common as neutrality and evil, however, because their ogre blood tends to make them slightly greedy and selfish.&lt;br /&gt;
&lt;br /&gt;
== Half-Ogre Lands ==&lt;br /&gt;
&lt;br /&gt;
Generally, half-ogres are found wherever humans and ogres are. They have no lands of their own, but are found as parts of other societies. Many individuals can be found in the Seven Cities where a multitude of other races tend to mix with one another in a reasonably tolerable fashion.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres who embrace their ogre heritage are usually followers of [[Maleki]], the creator of the goblinoid and giant-kin races. Those who are raised by humans or reject their ogre ways can worship any number of other deities based on philosophy or need. When their inner turmoil is too much to bear, some half-ogres will worship no deity at all.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
A half-ogre learns the language of the race that reared it. If it was brought up by humans, this language is usually common. More languages can be picked up along the way if it encounters other races.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres receive names from the race that raised them. If they grew up in an ogre society, they often take on descriptive names that are demeaning and degrading. Human societies also tend to give them nicknames that describe their oafish characteristics.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Inner conflict and turmoil easily drives half-ogres to wander the face of Avlis in search of acceptance, or just to get away. Depression, greed, and anger can make them reckless and willing to undertake dangerous missions with little hesitation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Giant-Kin|Giant-kin racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Hybrid Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31082</id>
		<title>Wemic</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31082"/>
		<updated>2009-05-31T18:08:53Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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;
'''[[NWN:Effective_character_level|ECL]]:''' 3&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +7 [[NWN:Strength|Str]] +1 [[NWN:Dexterity|Dex]] +1 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Skill Focus|Skill Focus: Hide]]&lt;br /&gt;
* [[NWN:Skill Affinity (Move Silently)|Skill Affinity: Move Silently]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Deflection bonus|Deflection Armor Bonus]]&lt;br /&gt;
* [[NWN:Size_modifier|Large Size]] - As a Large creature, Wemics suffer a -1 to AC and a -1 to Attack, as well as a +4 to Grapple checks ([[Magic:Evards_Black_Tentacles|Evard's Black Tentacles]], [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] and [[NWN:Knockdown|Knockdown]] attempts. This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.) This is calculated in the combat engine, and not reflected on the Character Sheet.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Unlike Centaur, Wemics are a dynamic models - torso of a wemic is a half-orc, and will show any tattoos selected during character generation. Skin and hair colour are also as selected during character generation.&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.&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.)&lt;br /&gt;
* As of the 1.67 patch, wemics cannot equip tiny sized weapons. This includes daggers, Kukri, shurikens, fashion accessories, etc.&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;
== Customs ==&lt;br /&gt;
&lt;br /&gt;
[[Wemic marriage customs]]&lt;br /&gt;
| [[Wemic Wedding]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31081</id>
		<title>Half-Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31081"/>
		<updated>2009-05-31T18:04:39Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Hybrid Races:''' {{HybridRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Half-Orc]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +5 Str -1 Dex -2 Int -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Size Category:''' Large&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Cleave|Cleave]]&lt;br /&gt;
* [[NWN:Lowlight Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' &lt;br /&gt;
[[NWN:Natural armor bonus|Natural Armour Bonus]]&lt;br /&gt;
[[NWN:Size_modifier|Large Size]] -  As a Large creature, Half-Ogres suffer a -1 to AC and a -1 to Attack. This modifier stacks with all other modifiers and does not count towards any caps. (This modifier is not shown on the character sheet.) This is calculated in the combat engine, and not reflected on the Character Sheet.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* As of the 1.69 update, the standard half-ogre model is fully dynamic.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When [[Ogre|ogres]] breed with [[Human|humans]], the result is the bitter hybrid race of half-ogres. Caught between a race disposed towards evil that sees them as weakened and diluted freaks, and a more tolerant race that fears them for their ancestry, these creatures spend much of their lives being torn apart by conflicting standards. More often than not, they are born of violence and wind up continuing the chain of negativity in which they were created.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres have difficulty controlling their tempers and are prone to violent outbursts of varying magnitude. For the most part, the rest of their personality is determined by the race that raised them. In ogre societies, they are demeaned and degraded for their weakness and impure heritage, and this often drives them to becoming fearful and troublesome. By contrast, in human societies they are regarded as unintelligent brutes who are unable to control their horrible tempers, and this can sometimes give them a thuggish personality akin to a bully.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres grow to be between 6 1/2 and 7 1/2 feet tall. Their skin color is usually along the normal human ranges, but with a yellowish and slightly jaundiced-looking tinge to it. Eye and hair color also range along the full human range.&lt;br /&gt;
&lt;br /&gt;
If living among ogres, they will often pick up the same skin conditions and boils that are seen in full-blooded specimens, but when living among humans they practice the same general hygiene of that race and cases of skin problems are limited. Clothing and dress are also according to the society that raised them.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Because of the nature of their ogre lineage, most races assume that half-ogres are evil and dangerous creatures, just as full-blooded ogres are. In fact, most races see little difference between half-ogres and ogres, so depending on their opinions of evil, different races will receive them accordingly. Full ogres generally degrade and torment half-breeds because of their weaker stature and impure blood, while full humans will fear them and believe them to be dangerous.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres generally take on the alignment of the society that raised them, if they do not reject that part of their heritage. Those who reject societies will often take on opposite characteristics from what they are rejecting. For example, the chaotic ogre race can produce a lawful half-ogre if it decides that the disorderly anarchy of ogre society is not desirable. Goodness is not as common as neutrality and evil, however, because their ogre blood tends to make them slightly greedy and selfish.&lt;br /&gt;
&lt;br /&gt;
== Half-Ogre Lands ==&lt;br /&gt;
&lt;br /&gt;
Generally, half-ogres are found wherever humans and ogres are. They have no lands of their own, but are found as parts of other societies. Many individuals can be found in the Seven Cities where a multitude of other races tend to mix with one another in a reasonably tolerable fashion.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres who embrace their ogre heritage are usually followers of [[Maleki]], the creator of the goblinoid and giant-kin races. Those who are raised by humans or reject their ogre ways can worship any number of other deities based on philosophy or need. When their inner turmoil is too much to bear, some half-ogres will worship no deity at all.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
A half-ogre learns the language of the race that reared it. If it was brought up by humans, this language is usually common. More languages can be picked up along the way if it encounters other races.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres receive names from the race that raised them. If they grew up in an ogre society, they often take on descriptive names that are demeaning and degrading. Human societies also tend to give them nicknames that describe their oafish characteristics.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Inner conflict and turmoil easily drives half-ogres to wander the face of Avlis in search of acceptance, or just to get away. Depression, greed, and anger can make them reckless and willing to undertake dangerous missions with little hesitation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Giant-Kin|Giant-kin racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Hybrid Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31080</id>
		<title>Half-Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Half-Ogre&amp;diff=31080"/>
		<updated>2009-05-31T18:02:18Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Hybrid Races:''' {{HybridRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Half-Orc]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +5 Str -1 Dex -2 Int -1 Cha&lt;br /&gt;
&lt;br /&gt;
'''Size Category:''' Large&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Cleave|Cleave]]&lt;br /&gt;
* [[NWN:Lowlight Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' &lt;br /&gt;
[[NWN:Natural armor bonus|Natural Armour Bonus]]&lt;br /&gt;
[[NWN:Size_modifier|Large Size]] -  As a Large creature, Half-Ogres suffer a -1 to AC and a -1 to Attack. This is calculated in the combat engine, and not reflected on the Character Sheet.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* As of the 1.69 update, the standard half-ogre model is fully dynamic.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When [[Ogre|ogres]] breed with [[Human|humans]], the result is the bitter hybrid race of half-ogres. Caught between a race disposed towards evil that sees them as weakened and diluted freaks, and a more tolerant race that fears them for their ancestry, these creatures spend much of their lives being torn apart by conflicting standards. More often than not, they are born of violence and wind up continuing the chain of negativity in which they were created.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres have difficulty controlling their tempers and are prone to violent outbursts of varying magnitude. For the most part, the rest of their personality is determined by the race that raised them. In ogre societies, they are demeaned and degraded for their weakness and impure heritage, and this often drives them to becoming fearful and troublesome. By contrast, in human societies they are regarded as unintelligent brutes who are unable to control their horrible tempers, and this can sometimes give them a thuggish personality akin to a bully.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres grow to be between 6 1/2 and 7 1/2 feet tall. Their skin color is usually along the normal human ranges, but with a yellowish and slightly jaundiced-looking tinge to it. Eye and hair color also range along the full human range.&lt;br /&gt;
&lt;br /&gt;
If living among ogres, they will often pick up the same skin conditions and boils that are seen in full-blooded specimens, but when living among humans they practice the same general hygiene of that race and cases of skin problems are limited. Clothing and dress are also according to the society that raised them.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Because of the nature of their ogre lineage, most races assume that half-ogres are evil and dangerous creatures, just as full-blooded ogres are. In fact, most races see little difference between half-ogres and ogres, so depending on their opinions of evil, different races will receive them accordingly. Full ogres generally degrade and torment half-breeds because of their weaker stature and impure blood, while full humans will fear them and believe them to be dangerous.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres generally take on the alignment of the society that raised them, if they do not reject that part of their heritage. Those who reject societies will often take on opposite characteristics from what they are rejecting. For example, the chaotic ogre race can produce a lawful half-ogre if it decides that the disorderly anarchy of ogre society is not desirable. Goodness is not as common as neutrality and evil, however, because their ogre blood tends to make them slightly greedy and selfish.&lt;br /&gt;
&lt;br /&gt;
== Half-Ogre Lands ==&lt;br /&gt;
&lt;br /&gt;
Generally, half-ogres are found wherever humans and ogres are. They have no lands of their own, but are found as parts of other societies. Many individuals can be found in the Seven Cities where a multitude of other races tend to mix with one another in a reasonably tolerable fashion.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres who embrace their ogre heritage are usually followers of [[Maleki]], the creator of the goblinoid and giant-kin races. Those who are raised by humans or reject their ogre ways can worship any number of other deities based on philosophy or need. When their inner turmoil is too much to bear, some half-ogres will worship no deity at all.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
A half-ogre learns the language of the race that reared it. If it was brought up by humans, this language is usually common. More languages can be picked up along the way if it encounters other races.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Half-ogres receive names from the race that raised them. If they grew up in an ogre society, they often take on descriptive names that are demeaning and degrading. Human societies also tend to give them nicknames that describe their oafish characteristics.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Inner conflict and turmoil easily drives half-ogres to wander the face of Avlis in search of acceptance, or just to get away. Depression, greed, and anger can make them reckless and willing to undertake dangerous missions with little hesitation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Giant-Kin|Giant-kin racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Hybrid Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31079</id>
		<title>Wemic</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31079"/>
		<updated>2009-05-31T17:59:29Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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;
'''[[NWN:Effective_character_level|ECL]]:''' 3&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +7 [[NWN:Strength|Str]] +1 [[NWN:Dexterity|Dex]] +1 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Skill Focus|Skill Focus: Hide]]&lt;br /&gt;
* [[NWN:Skill Affinity (Move Silently)|Skill Affinity: Move Silently]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Deflection bonus|Deflection Armor Bonus]]&lt;br /&gt;
* [[NWN:Size_modifier|Large Size]] - As a Large creature, Wemics suffer a -1 to AC and a -1 to Attack. This is calculated in the combat engine, and not reflected on the Character Sheet.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Unlike Centaur, Wemics are a dynamic models - torso of a wemic is a half-orc, and will show any tattoos selected during character generation. Skin and hair colour are also as selected during character generation.&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.&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.)&lt;br /&gt;
* As of the 1.67 patch, wemics cannot equip tiny sized weapons. This includes daggers, Kukri, shurikens, fashion accessories, etc.&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;
== Customs ==&lt;br /&gt;
&lt;br /&gt;
[[Wemic marriage customs]]&lt;br /&gt;
| [[Wemic Wedding]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31078</id>
		<title>Wemic</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=31078"/>
		<updated>2009-05-31T17:58:38Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&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;
'''[[NWN:Effective_character_level|ECL]]:''' 3&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +7 [[NWN:Strength|Str]] +1 [[NWN:Dexterity|Dex]] +1 [[NWN:Constitution|Con]] -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Skill Focus|Skill Focus: Hide]]&lt;br /&gt;
* [[NWN:Skill Affinity (Move Silently)|Skill Affinity: Move Silently]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Deflection bonus|Deflection Armor Bonus]]&lt;br /&gt;
* [[Large Size|nwn:Size_modifier]] - As a Large creature, Wemics suffer a -1 to AC and a -1 to Attack. This is calculated in the combat engine, and not reflected on the Character Sheet.&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Unlike Centaur, Wemics are a dynamic models - torso of a wemic is a half-orc, and will show any tattoos selected during character generation. Skin and hair colour are also as selected during character generation.&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.&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.)&lt;br /&gt;
* As of the 1.67 patch, wemics cannot equip tiny sized weapons. This includes daggers, Kukri, shurikens, fashion accessories, etc.&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;
== Customs ==&lt;br /&gt;
&lt;br /&gt;
[[Wemic marriage customs]]&lt;br /&gt;
| [[Wemic Wedding]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Yantri&amp;diff=25251</id>
		<title>PCs:Yantri</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Yantri&amp;diff=25251"/>
		<updated>2007-05-25T11:37:32Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Devout Servant of [[Skern|Skern]]&amp;lt;br&amp;gt;&lt;br /&gt;
Captain of the [[Guild:The M'Chekian Guards|M'Chekian Guard]], Iron Fist Division, National Defense, Law Enforcement and Intelligence Departments&amp;lt;br&amp;gt;&lt;br /&gt;
Founder of the [[Guild:PrideoftheSouthlands|Pride of the South]]&amp;lt;br&amp;gt;&lt;br /&gt;
Journeyman of the AAAA&amp;lt;br&amp;gt;&lt;br /&gt;
Apprentice Sage of the [[Guild:ATU|Avlis Tower University]]&amp;lt;br&amp;gt;&lt;br /&gt;
High Apprentice of the [[Guild:AKN|A.K.N.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Life Anew&lt;br /&gt;
They say the longest road you ever walk is the one that brings you back home. Laying aside his name, his titles and his preconceptions, Kai'Ral took up a name given him by his benefactor, a hermit druid of Skern named Bernard; Yantri, meaning Wisdom Walker in the tongue of the wemics of his youth. He walks this path still, content to let Ki'Ral lie in repose behind. &amp;lt;br&amp;gt;&lt;br /&gt;
The past casts a long shadow, and those who seek to outrun it will find themselves lost in the dark. Instead, Yantri has chosen to face them head on. Walking tall, he will heal his own scars, and right the wrongs he has done, or he will fall gain, failing for the last time.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=53068 Journals of Kai'Ral Windspar]&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Yantri]]&lt;br /&gt;
[[Category:MChekPCs|Yantri]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Yantri&amp;diff=25250</id>
		<title>PCs:Yantri</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Yantri&amp;diff=25250"/>
		<updated>2007-05-25T11:37:08Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Devout Servant of [[Skern|Skern]]&amp;lt;br&amp;gt;&lt;br /&gt;
Captain of the [[Guild:The M'Chekian Guards|M'Chekian Guard]], Iron Fist Division&amp;lt;br&amp;gt;, National Defense, Law Enforcement and Intelligence Departments&lt;br /&gt;
Founder of the [[Guild:PrideoftheSouthlands|Pride of the South]]&amp;lt;br&amp;gt;&lt;br /&gt;
Journeyman of the AAAA&amp;lt;br&amp;gt;&lt;br /&gt;
Apprentice Sage of the [[Guild:ATU|Avlis Tower University]]&amp;lt;br&amp;gt;&lt;br /&gt;
High Apprentice of the [[Guild:AKN|A.K.N.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Life Anew&lt;br /&gt;
They say the longest road you ever walk is the one that brings you back home. Laying aside his name, his titles and his preconceptions, Kai'Ral took up a name given him by his benefactor, a hermit druid of Skern named Bernard; Yantri, meaning Wisdom Walker in the tongue of the wemics of his youth. He walks this path still, content to let Ki'Ral lie in repose behind. &amp;lt;br&amp;gt;&lt;br /&gt;
The past casts a long shadow, and those who seek to outrun it will find themselves lost in the dark. Instead, Yantri has chosen to face them head on. Walking tall, he will heal his own scars, and right the wrongs he has done, or he will fall gain, failing for the last time.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=53068 Journals of Kai'Ral Windspar]&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Yantri]]&lt;br /&gt;
[[Category:MChekPCs|Yantri]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs&amp;diff=25249</id>
		<title>PCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs&amp;diff=25249"/>
		<updated>2007-05-25T11:29:19Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* Y */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]]&lt;br /&gt;
[[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]]&lt;br /&gt;
[[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]]&lt;br /&gt;
[[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]]&lt;br /&gt;
[[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]]&lt;br /&gt;
[[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]]&lt;br /&gt;
[[#Y|Y]] [[#Z|Z]] | [[:Category:PCs| PCs Category]]&lt;br /&gt;
&lt;br /&gt;
=Character Listing=&lt;br /&gt;
To make a new entry, [[PCs:Template|use this template]].&lt;br /&gt;
&lt;br /&gt;
This is a section for writing about your PCs.  This may seem redundant with the boards, since those have journals and biography sections already. Furthermore, as the wiki grows, these entries can be hyperlinked into various articles that are written.  So if [[PCs:Samwir | Samwir]] causes trouble in Elysia, you can just click his name to read about him.  Links to these bios will be added as the history section is fleshed out, so put your PC in here when you get a chance.&lt;br /&gt;
&lt;br /&gt;
The template linked above will put your character in the general [[:Category:PCs]] category. However, if your character is based primarily on one server, use that server's PC category instead ([[:Category:MChekPCs|MChekPCs]], [[:Category:ElysiaPCs|ElysiaPCs]], [[:Category:FerrellPCs|FerrellPCs]], etc).&lt;br /&gt;
&lt;br /&gt;
'''Remember, all info here can be taken as IC information.  Don't post anything about your PC you wouldn't want others knowing.  Even more importantly, if you post something about another's PC, make sure it's 100% verifiable from the public boards, or else you stand a good chance of being accused of griefing.'''&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
* [[PCs:Aerill_Ailpera|Ailpera, Aerill]]&lt;br /&gt;
* [[PCs:Michael al'Aere|al'Aere, Michael]]&lt;br /&gt;
* [[PCs:Arania Moonshadow AlastaireAlaster|Alastaire-Alaster, Arania Moonshadow]]&lt;br /&gt;
* [[PCs:Ankhara al'Khalid|al'Khalid, Ankhara]]&lt;br /&gt;
* [[PCs:Jorio_Alerian|Alerian, Jorio]]&lt;br /&gt;
* [[PCs:Vanar_Alhaldren|Alhaldren, Vanar]]&lt;br /&gt;
* [[PCs:Friday_Alibar|Alibar, Friday]]&lt;br /&gt;
* [[PCs:Isogel Alleb|Alleb, Isogel]]&lt;br /&gt;
* [[PCs:Aeveras_Altaer|Altaer, Aeveras]]&lt;br /&gt;
* [[PCs:Nawen_Amakiir|Amakiir, Nawen]]&lt;br /&gt;
* [[PCs:Tamia_Amakiir|Amakiir, Tamia]]&lt;br /&gt;
* [[PCs:Indiga Amanta|Amanta, Indiga]]&lt;br /&gt;
* [[PCs:Rune Amanta|Amanta, Rune]]&lt;br /&gt;
* [[PCs:Amiru|Amiru]]&lt;br /&gt;
* [[PCs:Andrews, Russell|Andrews, Russell]]&lt;br /&gt;
* [[PCs:Anifail, Fealith|Anifail, Fealith]]&lt;br /&gt;
* [[PCs:Thalarian Arc'Thass|Arc'Thass, Thalarian]]&lt;br /&gt;
* [[PCs:Tenirra Arken'Held|Arken'Held, Tenirra]]&lt;br /&gt;
* [[PCs:Aen'dyr Ar'tys|Ar'tys, Aen'dyr]]&lt;br /&gt;
* [[PCs:Karrek Asen|Asen, Karrek]]&lt;br /&gt;
* [[PCs:Aspen (Eadha'Duir)|Aspen (Eadha'Duir)]]&lt;br /&gt;
* [[PCs:Ayiree|Ayiree]]&lt;br /&gt;
* [[PCs:Seretah Aylown|Aylown, Seretah]]&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
* [[PCs:Baloth|Baloth]]&lt;br /&gt;
* [[PCs:Me'rrrokash Ba'shaak|Ba'shaak, Me'rrrokash]]&lt;br /&gt;
* [[PCs:Mieri Bellmaker|Bellmaker, Mieri]]&lt;br /&gt;
* [[PCs:Blake Benneset|Benneset, Blake]]&lt;br /&gt;
* [[PCs:Kate Benneset|Benneset, Kate]]&lt;br /&gt;
* [[PCs:Bheem|Bheem]]&lt;br /&gt;
* [[PCs:Boris|Boris]]&lt;br /&gt;
* [[PCs:Josoph Billearn|Billearn, Josoph]]&lt;br /&gt;
* [[PCs:Krator Blackfist|Blackfist, Krator]]&lt;br /&gt;
* [[PCs:Bronwen Blacksteel|Blacksteel, Bronwen]]&lt;br /&gt;
* [[PCs:Garek_Blackstone|Blackstone, Garek]]&lt;br /&gt;
* [[PCs:Holandar Blackmane|Blackmane, Holandar]]&lt;br /&gt;
* [[PCs:Talon Blade|Blade, Talon]]&lt;br /&gt;
* [[PCs:Glenda Blecherofferschnach|Blecherofferschnach, Glenda]]&lt;br /&gt;
* [[PCs:Dannar Blighte|Blighte, Dannar]]&lt;br /&gt;
* [[PCs:Vurk Bloodfang|Bloodfang, Vurk]]&lt;br /&gt;
* [[PCs:Arkn'sterod Bloodsaik|Bloodsaik, Arkn'sterod]]&lt;br /&gt;
* [[PCs:Hawk Bodyravager|Bodyravager, Hawk]]&lt;br /&gt;
* [[PCs:Harvey Boekhorst|Boekhorst, Harvey]]&lt;br /&gt;
* [[PCs:Gurky Bogglewig|Bogglewig, Gurky]]&lt;br /&gt;
* [[PCs:Paco Di Brancaleone|Brancaleone, Paco Di]]&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
* [[PCs:Arn_Callindraes|Callindraes, Arn]]&lt;br /&gt;
* [[PCs:Methuselah Caneras|Caneras, Methuselah]]&lt;br /&gt;
* [[PCs:Valeria Cavalieri|Cavalieri, Valeria]]&lt;br /&gt;
* [[Pcs:Caviel|Caviel]]&lt;br /&gt;
* [[PCs:Celarisse Char|Char, Celarisse]]&lt;br /&gt;
* [[PCs:Char'Jer|Char'Jer]]&lt;br /&gt;
* [[PCs:Cloud|Cloud]]&lt;br /&gt;
* [[PCs:'Coco'_Coranthia|'Coco' Coranthia]]&lt;br /&gt;
* [[PCs:Celarisse Curanwen|Curanwen, Celarisse]]&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
* [[PCs:Llyshra Dald|Dald, Llyshra]] (deceased)&lt;br /&gt;
* [[PCs:Seavien Dana|Dana, Seavien]]&lt;br /&gt;
* [[PCs:Jayem Dareau|Dareau, Jayem]]&lt;br /&gt;
* [[PCs:Fade Darkwing|Darkwing, Fade]]&lt;br /&gt;
* [[PCs:Gill Darkstar|Darkstar, Gill]]&lt;br /&gt;
* [[PCs:Sakura Darkstar|Darkstar, Sakura]]&lt;br /&gt;
* [[PCs:Kalgar Darthvord|Darthvord, Kalgar]]&lt;br /&gt;
* [[PCs:Kima Datter|Datter, Kima]]&lt;br /&gt;
* [[PCs:Day|Day]]&lt;br /&gt;
* [[PCs:Lucius D'Cythra|D'Cythra, Lucius]]&lt;br /&gt;
* [[PCs:Garret de'Karne|de'Karne, Garret]]&lt;br /&gt;
* [[PCs:Renard de'Tyrens|de'Tyrens, Renard]]&lt;br /&gt;
* [[PCs:Deider|Deider]]&lt;br /&gt;
* [[PCs:Vanyankaya (Vanya) Del'Trion|Del'Trion, Vanyankaya (Vanya)]]&lt;br /&gt;
* [[PCs:Evantis Delaxis|Delaxis, Evantis]]&lt;br /&gt;
* [[PCs:Jariston Derthur|Derthur, Jariston]]&lt;br /&gt;
* [[PCs:Madon &amp;quot;Madness&amp;quot; Dethrune|Dethrune, Madon &amp;quot;Madness&amp;quot;]]&lt;br /&gt;
* [[PCs:K%27Lari_D%27ila%27mnefer|D'ila'mnefer, K'Lari]]&lt;br /&gt;
* [[PCs:Shannen Di'rithia| Di'rithia, Shannen]]&lt;br /&gt;
* [[PCs:Dok|Dok]]&lt;br /&gt;
* [[PCs:Draconis|Draconis]]&lt;br /&gt;
* [[PCs:Cromodon Draker|Draker, Cromodon]]&lt;br /&gt;
* [[PCs:Dravenmore|Dravenmore, Edge]]&lt;br /&gt;
* [[PCs:Adagio D'Tranticus|D'Tranticus, Adagio]]&lt;br /&gt;
* [[PCs:Havian O Dryinos|Dryinos, Havian O]]&lt;br /&gt;
* [[PCs:Galoban Dulsaer|Dulsaer, Galoban]]&lt;br /&gt;
* [[PCs:Celithril Dy'nen|Dy'nen, Celithril]]&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
* [[PCs:Terra_Earthkin|Earthkin, Terra]]&lt;br /&gt;
* [[PCs:Dilvish_Eglath|Eglath, Dilvish]]&lt;br /&gt;
* [[PCs:Eldraea|Eldraea]] (deceased)&lt;br /&gt;
* [[PCs:Snorri Elfslayer|Elfslayer, Snorri]]&lt;br /&gt;
* [[PCs:El'Githoral|El'Githoral]]&lt;br /&gt;
* [[PCs:Leto von Elis|von Elis, Leto]]&lt;br /&gt;
* [[PCs:Elsie|Elsie]]&lt;br /&gt;
* [[PCs:Elyl|Elyl]]&lt;br /&gt;
* [[PCs:Rabiah_Endymion|Endymion, Rabiah]]&lt;br /&gt;
* [[PCs:Epiktetus|Epiktetus]]&lt;br /&gt;
* [[PCs:Epanu|Epanu]]&lt;br /&gt;
* [[PCs:Erendhl_Eleashal|Ele'ash'al, Ere'n'dhl]] (deceased)&lt;br /&gt;
* [[PCs:Dante_Everliss|Everliss, Dante]]&lt;br /&gt;
* [[PCs:Sephira_Everliss|Everliss, Sephira]]&lt;br /&gt;
* [[PCs:Jared_Evershield|Evershield, Jared]]&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
* [[PCs:Zacharia FeatherFingers|FeatherFingers, Zacharia]]&lt;br /&gt;
* [[PCs:Ialath Fentellon|Fentellon, Ialath]]&lt;br /&gt;
* [[PCs:Fireblaze|Fireblaze, Cinder]]&lt;br /&gt;
* [[PCs:Ferris Floydsson|Floydsson, Ferris]]&lt;br /&gt;
* [[PCs:Jand de la Fleur| Fleur, Jand de la]]&lt;br /&gt;
* [[PCs: Artros|Forbeis, Artros]]&lt;br /&gt;
* [[PCs:Dorgan Fostwil|Fostwil, Dorgan]]&lt;br /&gt;
* [[PCs:Heronimous Fox|Fox, Heronimous]]&lt;br /&gt;
* [[PCs:Rorln Frizzlegomp|Frizzlegomp, Rorln]]&lt;br /&gt;
* [[PCs:Nord Fyne|Fyne, Nord]]&lt;br /&gt;
* [[PCs:Rolan Fyne|Fyne, Rolan]]&lt;br /&gt;
* [[PCs:Aramil Fynn|Fynn, Aramil]]&lt;br /&gt;
* [[PCs:Lotis Fynolis|Fynolis, Lotis]]&lt;br /&gt;
* [[PCs:Kard Fynolds|Fynolds, Kard]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
* [[PCs:Mellenco Gardastar|Gardastar, Mellenco]]&lt;br /&gt;
* [[PCs:Gareth|Gareth]]&lt;br /&gt;
* [[PCs:Nayala Gelbert|Gelbert, Nayala]]&lt;br /&gt;
* [[PCs:Gladd'avenglori|Gladd'avenglori]]&lt;br /&gt;
* [[PCs:Aidric Glimerblade|Glimerblade, Aidric]]&lt;br /&gt;
* [[PCs:Pilder Glittermil|Glittermil, Pilder]]&lt;br /&gt;
* [[PCs:Alnusa Glutinosa|Glutinosa, Alnusa]]&lt;br /&gt;
* [[PCs:Goldie|Goldie]]&lt;br /&gt;
* [[PCs:Grano Goodman|Goodman, Grano]]&lt;br /&gt;
* [[PCs:Fergus Goodmane|Goodmane, Fergus]]&lt;br /&gt;
* [[PCs:Belevren Graniteanvil|Graniteanvil, Belevren]] (deceased)&lt;br /&gt;
* [[PCs:Malcolm Griffon|Griffon, Malcolm]]&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
* [[PCs:Voyor Hadzum|Hadzum, Voyor]]&lt;br /&gt;
* [[PCs:Brent Hammer Hand|Hammer Hand, Brent]]&lt;br /&gt;
* [[PCs:Kharak Hammerstar|Hammerstar, Kharak]]&lt;br /&gt;
* [[PCs:Aramil Hanlen|Hanlen, Aramil]]&lt;br /&gt;
* [[PCs:Plitz Haubenschnaupf|Haubenschnaupf, Plitz]]&lt;br /&gt;
* [[PCs:Heldor|Heldor]]&lt;br /&gt;
* [[PCs:Odel Helmsplitter|Helmsplitter, Odel]]&lt;br /&gt;
* [[PCs:Gunsel Highbinder|Highbinder, Gunsel]]&lt;br /&gt;
* [[PCs:Trina Holyan|Holyan, Trina]]&lt;br /&gt;
* [[PCs:Brayon Hopper|Hopper, Brayon]]&lt;br /&gt;
* [[PCs:Otto von Hubris|Hubris]]&lt;br /&gt;
* [[PCs:Simon Hytheria|Hytheria, Simon]] (departed from Avlis)&lt;br /&gt;
* [[:Hafgan]]&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
* [[PCs:Iako|Iako]]&lt;br /&gt;
* [[PCs:Imril|Imril]]&lt;br /&gt;
* [[PCs:Alphonse Irofin|Irofin, Alphonse]]&lt;br /&gt;
* [[PCs:Rali'vinee|Ish'tarestacia, Rali'vinee]]&lt;br /&gt;
* [[PCs:Gurth Istar|Istar, Gurth]]&lt;br /&gt;
* [[PCs:Ixldor|Ixldor]]&lt;br /&gt;
* [[PCs:Izrick|Izrick]]&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
* [[PCs:Jack|Jack (Ghallis Malignant)]]&lt;br /&gt;
* [[PCs:Jade|Jade]] (deceased)&lt;br /&gt;
* [[PCs:Rhissaerk Jalesh|Jalesh, Rhissaerk]]&lt;br /&gt;
* [[PCs:Gram Jamjeans|Jamjeans, Gram]]&lt;br /&gt;
* [[PCs:Jard, Peren|Jard, Peren]] (deceased)&lt;br /&gt;
* [[PCs:Melia Jarlin|Jarlin, Melia]]&lt;br /&gt;
* [[PCs:Merago Jert|Jert, Merago]]&lt;br /&gt;
* [[PCs:Nelene Jora|Jora, Nelene]]&lt;br /&gt;
* [[PCs:Jordaine|Jordaine]]&lt;br /&gt;
* [[PCs:Kaede Jr'ei'ren|Jr'ei'ren, Kaede]]&lt;br /&gt;
* [[PCs:Tri'as Ju'eir|Ju'eir, Tri'as]]&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
* [[PCs:The Kahn Family|The Kahn Family]]&lt;br /&gt;
* [[PCs:Kahn The Dark|Kahn The Dark]]&lt;br /&gt;
* [[PCs:Allana Kalene|Kalene, Allana]]&lt;br /&gt;
* [[PCs:Kanga|Kanga]]&lt;br /&gt;
* [[PCs:Karr, Timo|Karr, Timo]] (missing)&lt;br /&gt;
* [[PCs:Leo|Kaya Kooten, Le'Ooharan]]&lt;br /&gt;
* [[PCs:KayaCha, Lyse|KayaCha, Lyse]]&lt;br /&gt;
* [[PCs:Khan, Magnus|Khan, Magnus]]&lt;br /&gt;
* [[PCs:Khiya|Khiya]]&lt;br /&gt;
* [[PCs:Kim, Jenii|Kim, Jenii]]&lt;br /&gt;
* [[PCs:Aradan Kir|Kir, Aradan]]&lt;br /&gt;
* [[PCs:Kish'ti|Kish'ti]]&lt;br /&gt;
* [[PCs:Lisa Kler|Kler, Lisa]]&lt;br /&gt;
* [[PCs:Dashel Knight|Knight, Dashel]]&lt;br /&gt;
* [[PCs:Bruno Knotslinger|Knotslinger, Bruno]]&lt;br /&gt;
* [[PCs:Sasha Konstantine|Konstantine, Sasha]]&lt;br /&gt;
* [[PCs:Yohan Kurgenson|Kurgenson, Yohan]]&lt;br /&gt;
* [[PCs:Shinaa Kuri-Assa'rai|Kuri-Assa'rai, Shinaa]]&lt;br /&gt;
* [[PCs:Darro &amp;quot;Ghostblade&amp;quot; Kwikfoot|Kwikfoot, Darro &amp;quot;Ghostblade&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
* [[PCs:Lalant|Lalant]]&lt;br /&gt;
* [[PCs:Law|Law]]&lt;br /&gt;
* [[PCs:Joren Le'Igh|Le'Igh, Joren]]&lt;br /&gt;
* [[PCs:Willem Lightheart|Lightheart, Willem]]&lt;br /&gt;
* [[PCs:Fraudoc Loclac|Loclac, Fraudoc]]&lt;br /&gt;
* [[PCs:Revjac Longtooth|Longtooth, Revjac]]&lt;br /&gt;
* [[PCs:Sydney Losstarot|Losstarot, Sydney]]&lt;br /&gt;
* [[PCs:Luna  Luna|Luna, Luna]]&lt;br /&gt;
* [[PCs:Vichan Lyonsen|Lyonsen, Vichan]] (deceased)&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
* [[PCs:Kareth Ma'fer|Ma'fer, Kareth]]&lt;br /&gt;
* [[PCs:Kaelyn MacCaddor|MacCaddor, Kaelyn]]&lt;br /&gt;
* [[PCs:Malulani jael MacMurray|MacMurray, Malulani jael]]&lt;br /&gt;
* [[PCs:Kitiara Maelstrom|Maelstron, Kitiara]]&lt;br /&gt;
* [[PCs:Jillanae Maleficarium|Maleficarium, Jillanae]]&lt;br /&gt;
* [[PCs:Manuel the White|Manuel the White]]&lt;br /&gt;
* [[PCs:Marie the Confounder|Marie]]&lt;br /&gt;
* [[PCs:Vichan Marndry|Marndry, Vichan]]&lt;br /&gt;
* [[PCs:Dale_Marshall|Marshall, Dale]]&lt;br /&gt;
* [[PCs:Derek_Matthews|Matthews, Derek]]&lt;br /&gt;
* [[PCs:Frida da Medican|Medican, Frida da]]&lt;br /&gt;
* [[PCs:Janur da Medican|Medican, Janur da]]&lt;br /&gt;
* [[PCs:Mendell|Mendell]]&lt;br /&gt;
* [[PCs:Melonius Mennallin|Mennallin, Melonius]]&lt;br /&gt;
* [[PCs:Quicksilver Meridan|Meridan, Quicksilver]]&lt;br /&gt;
* [[PCs:Shana Merlin|Merlin, Shana]]&lt;br /&gt;
* [[PCs:Mhog'ar|Mhog'ar]]&lt;br /&gt;
* [[PCs:Miasha Jarnen|Miasha Jarnen]]&lt;br /&gt;
* [[PCs:Godloth_Mikonar|Mikonar, Godloth]]&lt;br /&gt;
* [[PCs:Ayren_Milen|Milen, Sir Ayren]]&lt;br /&gt;
* [[PCs:Gilthodel Mir'Dolledh|Mir'Dolledh, Gilthodiel]]&lt;br /&gt;
* [[PCs:Julian Montfort|Montfort, Julian]]&lt;br /&gt;
* [[PCs:Mowghina Moonblood|Moonblood, Mowghina]]&lt;br /&gt;
* [[PCs:Alia Moonstone|Moonstone, Alia]]&lt;br /&gt;
* [[PCs:Zachar Mordecai| Mordecai, Zachar]]&lt;br /&gt;
* [[PCs:Cairn Mosslel|Mosslel, Cairn]]&lt;br /&gt;
* [[PCs:Mylo|Mylo]]&lt;br /&gt;
* [[PCs:Arwan Mylwen|Mylwen, Arwan]]&lt;br /&gt;
* [[PCs:Annie_Meygle|Meygle, Annie]]&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
* [[PCs:Narwë|Narwë]]&lt;br /&gt;
* [[PCs:Marin Nemelgen|Nemelgen, Marin]]&lt;br /&gt;
* [[PCs:Sywyn Neren|Neren, Sywyn]]&lt;br /&gt;
* [[PCs:Erriss Nerivenne|Nerivenne, Erriss]]&lt;br /&gt;
* [[PCs:Logani Nightcrawler|Nightcrawler, Logani]]&lt;br /&gt;
* [[PCs:Elros Nolimon|Nolimon, Elros]]&lt;br /&gt;
* [[PCs:Kathea Nyht|Nyht, Kathea]]&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
* [[PCs:Damar Ogdem|Ogdem, Damar]]&lt;br /&gt;
* [[PCs:Oorayv'levena|Oorayv'levena]]&lt;br /&gt;
* [[PCs:Aiquandol Orener the 3rd|Orener the 3rd, Aiquandol]] (missing)&lt;br /&gt;
* [[PCs:Anyamaur Orener|Orener, Anyamur]]&lt;br /&gt;
* [[PCs:Micah Elizabeth Ormane|Ormane, Micah Elizabeth]]&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
* [[PCs:Pajal|Pajal]]&lt;br /&gt;
* [[PCs:Ganden Pandorn|Pandorn, Ganden]]&lt;br /&gt;
* [[PCs:Leopold Phefefhur|Phefefhur, Leopold]]&lt;br /&gt;
* [[PCs:Kela Pureflank|Pureflank, Kela]]&lt;br /&gt;
* [[PCs:Pyracanum|Pyracanum]]&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
* [[PCs:D'Anjal Veskandar Ra|Ra, Veskandar D'Anjal]]&lt;br /&gt;
* [[PCs:Raen|Raen]]&lt;br /&gt;
* [[PCs:Chival Rai|Rai, Chival]]&lt;br /&gt;
* [[PCs:Edward Von Ravenstone|Von Ravenstone, Edward]]&lt;br /&gt;
* [[PCs:Victor Rastinfer|Rastinfer, Victor]]&lt;br /&gt;
* [[PCs:Seka Ravenswylde|Ravenswylde, Seka]]&lt;br /&gt;
* [[PCs:An'wen Re'lin|Re'lin, An'wen]]&lt;br /&gt;
* [[PCs:Rello|Rello]]&lt;br /&gt;
* [[PCs:Revan|Revan]]&lt;br /&gt;
* [[PCs:Riadoc|Riadoc]]&lt;br /&gt;
* [[PCs:Brant Risko|Risko, Brant]]&lt;br /&gt;
* [[PCs:Anaraxis Romulus|Romulus, Anaraxis]]&lt;br /&gt;
* [[PCs:Kered Rose|Rose, Kered]]&lt;br /&gt;
* [[PCs:Ruby|Ruby]]&lt;br /&gt;
* [[PCs:Jwolaroth Ruk|Ruk, Jwolaroth]]&lt;br /&gt;
* [[PCs:Ulfeit Rumnaheim|Rumnaheim, Ulfeit]]&lt;br /&gt;
* [[PCs:Losin Rockhands|Rockhands, Losin]]&lt;br /&gt;
* [[PCs:Red_Lotus|Red Lotus]]&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
* [[PCs:Theresa Saint Albion|Saint Albion, Theresa ]]&lt;br /&gt;
* [[PCs:Samwir|Samwir]]&lt;br /&gt;
* [[PCs:Scientia Filia Hericus|Scientia Filia Hericus]]&lt;br /&gt;
* [[PCs:Serenydion|Serenydion]]&lt;br /&gt;
* [[PCs:Resthal Sethi|Sethi, Resthal]]&lt;br /&gt;
* [[PCs:Sesamauhtis|Shaahilax]]&lt;br /&gt;
* [[PCs:Enzaneti Sighkopaf|Sighkopaf, Enzaneti]]&lt;br /&gt;
* [[PCs:Namlig Sirhc|Sirhc, Namlig]]&lt;br /&gt;
* [[PCs:Ramiz Sii|Sii, Ramiz]]&lt;br /&gt;
* [[PCs:Sinomi Sii|Sii, Sinomi]]&lt;br /&gt;
* [[PCs:Findail Silaureth|Silaureth, Findail]]&lt;br /&gt;
* [[PCs:Elong Singalong|Singalong, Elong]]&lt;br /&gt;
* [[PCs:Melakin Skyweider|Skyweider, Melakin]]&lt;br /&gt;
* [[PCs:Skavius Slaan |Slaan, Skavius]]&lt;br /&gt;
* [[PCs:Snow| Snow]]&lt;br /&gt;
* [[PCs:Ellowin_Be'tend_Snyder|Snyder, Ellowin Be'tend]]&lt;br /&gt;
* [[PCs: Susallia Songbird|Songbird, Susallia]]&lt;br /&gt;
* [[PCs:Morgoth Sorben|Sorben, Morgoth]]&lt;br /&gt;
* [[PCs:Spit|Spit]]&lt;br /&gt;
* [[PCs:Raging Squirrel|Squirrel, Raging]]&lt;br /&gt;
* [[PCs:Gotthardt Staahl|Staahl, Gotthardt]]&lt;br /&gt;
* [[PCs:Crunk Steelcaster|Steelcaster, Crunk]]&lt;br /&gt;
* [[PCs:Hargas Steelhead|Steelhead, Hargas]]&lt;br /&gt;
* [[PCs:Raldar Stonecleaver|Stonecleaver, Raldar]]&lt;br /&gt;
* [[PCs:Shaniqua Stont|Stont, Shaniqua]]&lt;br /&gt;
* [[PCs:Aspen Stormcat|Stormcat, Aspen]]&lt;br /&gt;
* [[PCs:Thror Stormhammer|Stormhammer, Thror]]&lt;br /&gt;
* [[PCs:Straccio|Straccio]]&lt;br /&gt;
* [[PCs:Elenya|Strix, Elenya]] (deceased)&lt;br /&gt;
* [[PCs:Ruby Summerset|Summerset, Ruby]]&lt;br /&gt;
* [[PCs:Jade Summerset|Summerset, Jade]]&lt;br /&gt;
* [[PCs:Sun-and-Moon | Sun-and-Moon]]&lt;br /&gt;
* [[PCs:Sagan Sunderin|Sunderin, Sagan]]&lt;br /&gt;
* [[PCs:Suuhoroh|Suuhoroh]]&lt;br /&gt;
* [[PCs:Caitlin Swift|Swift, Caitlin]]&lt;br /&gt;
* [[PCs:Terra Swift|Swift, Terra]]&lt;br /&gt;
* [[PCs:Danicia Swifthand|Swifthand, Danicia]]&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
* [[PCs:Ta'Ancorina|Ta'Ancorina]]&lt;br /&gt;
* [[PCs:Nesara Tal'piriarn|Tal'piriarn, Nesara]]&lt;br /&gt;
* [[PCs:Fassin Task|Task, Fassin]]&lt;br /&gt;
* [[PCs:Milora Tena'tneth|Tena'tneth, Milora]]&lt;br /&gt;
* [[PCs:Tevez|Tevez]]&lt;br /&gt;
* [[PCs:Grag Tharashk|Tharashk, Grag]] (deceased)&lt;br /&gt;
* [[PCs:Vastan Thenald|Thenald, Vastan]]&lt;br /&gt;
* [[PCs:Mereppi Tinkerspell|Tinkerspell, Mereppi]]&lt;br /&gt;
* [[PCs:Nirinthir Tir'ein |Tir'ein, Nirinthir]]&lt;br /&gt;
* [[PCs:Za'Mael Tir'Ent|Tir'Ent, Za'Mael]]&lt;br /&gt;
* [[PCs:Laen Toille|Toille, Laen]]&lt;br /&gt;
* [[PCs:Toisond'Orrr|Toisond'Orrr]]&lt;br /&gt;
* [[PCs:Vroshgrak Treesitter|Treesitter, Vroshgrak]]&lt;br /&gt;
* [[PCs:Troth the Wanderer|Troth the Wanderer]]&lt;br /&gt;
* [[PCs:Marek Tullio|Tullio, Marek]]&lt;br /&gt;
* [[PCs:Nok Tumblefist|Tumblefist, Nok]]&lt;br /&gt;
* [[PCs:Perygryne Twostep|Twostep, Perygryne]]&lt;br /&gt;
* [[PCs:Tesh Tylnen|Tylnen, Tesh]]&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
* [[PCs:Frederrick Uffelinter|Uffelinter, Frederrick]]&lt;br /&gt;
* [[PCs:Unique|Unique]]&lt;br /&gt;
* [[PCs:Grace Dane-Unuldur|Unuldur, Grace Dane]]&lt;br /&gt;
* [[PCs:Morran Unuldur|Unuldur, Morran]]&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
* [[PCs:Valinos|Valinos]]&lt;br /&gt;
* [[PCs:Sammuel Valorian|Valorian, Sammuel]]&lt;br /&gt;
* [[PCs:Vana|Vana]]&lt;br /&gt;
* [[PCs:Vandor, Rika|Vandor, Rika]]&lt;br /&gt;
* [[PCs:Ven, Shiloh|Ven, Shiloh]]&lt;br /&gt;
* [[PCs:Vexus|Vexus]]&lt;br /&gt;
* [[PCs:Vikaset|Vikaset]]&lt;br /&gt;
* [[PCs:Vuko, Magdalena|Vuko, Magdalena]]&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
* [[PCs:Robert Wallace|Wallace, Robert]]&lt;br /&gt;
* [[PCs:Waylan in the Wood|Wood, Waylan in the]]&lt;br /&gt;
* [[PCs:Richance Weller|Weller, Richance]]&lt;br /&gt;
* [[PCs:Dala Wennen|Wennen, Dala]] (deceased)&lt;br /&gt;
* [[PCs:Kai'Ral_Windspar|Windspar, Kai'Ral]] (deceased)&lt;br /&gt;
* [[PCs:Moira_Celyn_Windspar|Windspar, Dame Moira Celyn]]&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
* [[PCs:Xen|Xen]]&lt;br /&gt;
* [[PCs:Xenith|Xenith]]&lt;br /&gt;
* [[PCs:Alannah Xilo'rulithii|Xilo'rulithii, Alannah]]&lt;br /&gt;
* [[PCs:Aman'dul_Xilo'rulithii|Xilo'rulithii, Aman'dul]]&lt;br /&gt;
* [[PCs:Aurelinis_Xilo'rulithii|Xilo'rulithii, Aurelinis]]&lt;br /&gt;
* [[PCs:Helin_Tuile_Xilo'rulithii|Xilo'rulithii, Helin Tuile]]&lt;br /&gt;
* [[PCs:Miriel_Hana_Xilo'rulithii|Xilo'rulithii, Miriel Hana tel'Suzail]]&lt;br /&gt;
* [[PCs:Orostau Nilnoste Xilo'rulithii|Xilo'rulithii, Orostau Nilnoste]]&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
* [[PCs:Yantri|Yantri]]&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
* [[PCs:Zamanaena, Karna'yeritath|Zamanaena, Karna'yeritath]]&lt;br /&gt;
* [[PCs:Zaviel|Zaviel]]&lt;br /&gt;
* [[PCs:Zor|Zor]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs| PCs]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs&amp;diff=25248</id>
		<title>PCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs&amp;diff=25248"/>
		<updated>2007-05-25T11:28:28Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: /* Y */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
&lt;br /&gt;
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]]&lt;br /&gt;
[[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]]&lt;br /&gt;
[[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]]&lt;br /&gt;
[[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]]&lt;br /&gt;
[[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]]&lt;br /&gt;
[[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]]&lt;br /&gt;
[[#Y|Y]] [[#Z|Z]] | [[:Category:PCs| PCs Category]]&lt;br /&gt;
&lt;br /&gt;
=Character Listing=&lt;br /&gt;
To make a new entry, [[PCs:Template|use this template]].&lt;br /&gt;
&lt;br /&gt;
This is a section for writing about your PCs.  This may seem redundant with the boards, since those have journals and biography sections already. Furthermore, as the wiki grows, these entries can be hyperlinked into various articles that are written.  So if [[PCs:Samwir | Samwir]] causes trouble in Elysia, you can just click his name to read about him.  Links to these bios will be added as the history section is fleshed out, so put your PC in here when you get a chance.&lt;br /&gt;
&lt;br /&gt;
The template linked above will put your character in the general [[:Category:PCs]] category. However, if your character is based primarily on one server, use that server's PC category instead ([[:Category:MChekPCs|MChekPCs]], [[:Category:ElysiaPCs|ElysiaPCs]], [[:Category:FerrellPCs|FerrellPCs]], etc).&lt;br /&gt;
&lt;br /&gt;
'''Remember, all info here can be taken as IC information.  Don't post anything about your PC you wouldn't want others knowing.  Even more importantly, if you post something about another's PC, make sure it's 100% verifiable from the public boards, or else you stand a good chance of being accused of griefing.'''&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
* [[PCs:Aerill_Ailpera|Ailpera, Aerill]]&lt;br /&gt;
* [[PCs:Michael al'Aere|al'Aere, Michael]]&lt;br /&gt;
* [[PCs:Arania Moonshadow AlastaireAlaster|Alastaire-Alaster, Arania Moonshadow]]&lt;br /&gt;
* [[PCs:Ankhara al'Khalid|al'Khalid, Ankhara]]&lt;br /&gt;
* [[PCs:Jorio_Alerian|Alerian, Jorio]]&lt;br /&gt;
* [[PCs:Vanar_Alhaldren|Alhaldren, Vanar]]&lt;br /&gt;
* [[PCs:Friday_Alibar|Alibar, Friday]]&lt;br /&gt;
* [[PCs:Isogel Alleb|Alleb, Isogel]]&lt;br /&gt;
* [[PCs:Aeveras_Altaer|Altaer, Aeveras]]&lt;br /&gt;
* [[PCs:Nawen_Amakiir|Amakiir, Nawen]]&lt;br /&gt;
* [[PCs:Tamia_Amakiir|Amakiir, Tamia]]&lt;br /&gt;
* [[PCs:Indiga Amanta|Amanta, Indiga]]&lt;br /&gt;
* [[PCs:Rune Amanta|Amanta, Rune]]&lt;br /&gt;
* [[PCs:Amiru|Amiru]]&lt;br /&gt;
* [[PCs:Andrews, Russell|Andrews, Russell]]&lt;br /&gt;
* [[PCs:Anifail, Fealith|Anifail, Fealith]]&lt;br /&gt;
* [[PCs:Thalarian Arc'Thass|Arc'Thass, Thalarian]]&lt;br /&gt;
* [[PCs:Tenirra Arken'Held|Arken'Held, Tenirra]]&lt;br /&gt;
* [[PCs:Aen'dyr Ar'tys|Ar'tys, Aen'dyr]]&lt;br /&gt;
* [[PCs:Karrek Asen|Asen, Karrek]]&lt;br /&gt;
* [[PCs:Aspen (Eadha'Duir)|Aspen (Eadha'Duir)]]&lt;br /&gt;
* [[PCs:Ayiree|Ayiree]]&lt;br /&gt;
* [[PCs:Seretah Aylown|Aylown, Seretah]]&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
* [[PCs:Baloth|Baloth]]&lt;br /&gt;
* [[PCs:Me'rrrokash Ba'shaak|Ba'shaak, Me'rrrokash]]&lt;br /&gt;
* [[PCs:Mieri Bellmaker|Bellmaker, Mieri]]&lt;br /&gt;
* [[PCs:Blake Benneset|Benneset, Blake]]&lt;br /&gt;
* [[PCs:Kate Benneset|Benneset, Kate]]&lt;br /&gt;
* [[PCs:Bheem|Bheem]]&lt;br /&gt;
* [[PCs:Boris|Boris]]&lt;br /&gt;
* [[PCs:Josoph Billearn|Billearn, Josoph]]&lt;br /&gt;
* [[PCs:Krator Blackfist|Blackfist, Krator]]&lt;br /&gt;
* [[PCs:Bronwen Blacksteel|Blacksteel, Bronwen]]&lt;br /&gt;
* [[PCs:Garek_Blackstone|Blackstone, Garek]]&lt;br /&gt;
* [[PCs:Holandar Blackmane|Blackmane, Holandar]]&lt;br /&gt;
* [[PCs:Talon Blade|Blade, Talon]]&lt;br /&gt;
* [[PCs:Glenda Blecherofferschnach|Blecherofferschnach, Glenda]]&lt;br /&gt;
* [[PCs:Dannar Blighte|Blighte, Dannar]]&lt;br /&gt;
* [[PCs:Vurk Bloodfang|Bloodfang, Vurk]]&lt;br /&gt;
* [[PCs:Arkn'sterod Bloodsaik|Bloodsaik, Arkn'sterod]]&lt;br /&gt;
* [[PCs:Hawk Bodyravager|Bodyravager, Hawk]]&lt;br /&gt;
* [[PCs:Harvey Boekhorst|Boekhorst, Harvey]]&lt;br /&gt;
* [[PCs:Gurky Bogglewig|Bogglewig, Gurky]]&lt;br /&gt;
* [[PCs:Paco Di Brancaleone|Brancaleone, Paco Di]]&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
* [[PCs:Arn_Callindraes|Callindraes, Arn]]&lt;br /&gt;
* [[PCs:Methuselah Caneras|Caneras, Methuselah]]&lt;br /&gt;
* [[PCs:Valeria Cavalieri|Cavalieri, Valeria]]&lt;br /&gt;
* [[Pcs:Caviel|Caviel]]&lt;br /&gt;
* [[PCs:Celarisse Char|Char, Celarisse]]&lt;br /&gt;
* [[PCs:Char'Jer|Char'Jer]]&lt;br /&gt;
* [[PCs:Cloud|Cloud]]&lt;br /&gt;
* [[PCs:'Coco'_Coranthia|'Coco' Coranthia]]&lt;br /&gt;
* [[PCs:Celarisse Curanwen|Curanwen, Celarisse]]&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
* [[PCs:Llyshra Dald|Dald, Llyshra]] (deceased)&lt;br /&gt;
* [[PCs:Seavien Dana|Dana, Seavien]]&lt;br /&gt;
* [[PCs:Jayem Dareau|Dareau, Jayem]]&lt;br /&gt;
* [[PCs:Fade Darkwing|Darkwing, Fade]]&lt;br /&gt;
* [[PCs:Gill Darkstar|Darkstar, Gill]]&lt;br /&gt;
* [[PCs:Sakura Darkstar|Darkstar, Sakura]]&lt;br /&gt;
* [[PCs:Kalgar Darthvord|Darthvord, Kalgar]]&lt;br /&gt;
* [[PCs:Kima Datter|Datter, Kima]]&lt;br /&gt;
* [[PCs:Day|Day]]&lt;br /&gt;
* [[PCs:Lucius D'Cythra|D'Cythra, Lucius]]&lt;br /&gt;
* [[PCs:Garret de'Karne|de'Karne, Garret]]&lt;br /&gt;
* [[PCs:Renard de'Tyrens|de'Tyrens, Renard]]&lt;br /&gt;
* [[PCs:Deider|Deider]]&lt;br /&gt;
* [[PCs:Vanyankaya (Vanya) Del'Trion|Del'Trion, Vanyankaya (Vanya)]]&lt;br /&gt;
* [[PCs:Evantis Delaxis|Delaxis, Evantis]]&lt;br /&gt;
* [[PCs:Jariston Derthur|Derthur, Jariston]]&lt;br /&gt;
* [[PCs:Madon &amp;quot;Madness&amp;quot; Dethrune|Dethrune, Madon &amp;quot;Madness&amp;quot;]]&lt;br /&gt;
* [[PCs:K%27Lari_D%27ila%27mnefer|D'ila'mnefer, K'Lari]]&lt;br /&gt;
* [[PCs:Shannen Di'rithia| Di'rithia, Shannen]]&lt;br /&gt;
* [[PCs:Dok|Dok]]&lt;br /&gt;
* [[PCs:Draconis|Draconis]]&lt;br /&gt;
* [[PCs:Cromodon Draker|Draker, Cromodon]]&lt;br /&gt;
* [[PCs:Dravenmore|Dravenmore, Edge]]&lt;br /&gt;
* [[PCs:Adagio D'Tranticus|D'Tranticus, Adagio]]&lt;br /&gt;
* [[PCs:Havian O Dryinos|Dryinos, Havian O]]&lt;br /&gt;
* [[PCs:Galoban Dulsaer|Dulsaer, Galoban]]&lt;br /&gt;
* [[PCs:Celithril Dy'nen|Dy'nen, Celithril]]&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
* [[PCs:Terra_Earthkin|Earthkin, Terra]]&lt;br /&gt;
* [[PCs:Dilvish_Eglath|Eglath, Dilvish]]&lt;br /&gt;
* [[PCs:Eldraea|Eldraea]] (deceased)&lt;br /&gt;
* [[PCs:Snorri Elfslayer|Elfslayer, Snorri]]&lt;br /&gt;
* [[PCs:El'Githoral|El'Githoral]]&lt;br /&gt;
* [[PCs:Leto von Elis|von Elis, Leto]]&lt;br /&gt;
* [[PCs:Elsie|Elsie]]&lt;br /&gt;
* [[PCs:Elyl|Elyl]]&lt;br /&gt;
* [[PCs:Rabiah_Endymion|Endymion, Rabiah]]&lt;br /&gt;
* [[PCs:Epiktetus|Epiktetus]]&lt;br /&gt;
* [[PCs:Epanu|Epanu]]&lt;br /&gt;
* [[PCs:Erendhl_Eleashal|Ele'ash'al, Ere'n'dhl]] (deceased)&lt;br /&gt;
* [[PCs:Dante_Everliss|Everliss, Dante]]&lt;br /&gt;
* [[PCs:Sephira_Everliss|Everliss, Sephira]]&lt;br /&gt;
* [[PCs:Jared_Evershield|Evershield, Jared]]&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
* [[PCs:Zacharia FeatherFingers|FeatherFingers, Zacharia]]&lt;br /&gt;
* [[PCs:Ialath Fentellon|Fentellon, Ialath]]&lt;br /&gt;
* [[PCs:Fireblaze|Fireblaze, Cinder]]&lt;br /&gt;
* [[PCs:Ferris Floydsson|Floydsson, Ferris]]&lt;br /&gt;
* [[PCs:Jand de la Fleur| Fleur, Jand de la]]&lt;br /&gt;
* [[PCs: Artros|Forbeis, Artros]]&lt;br /&gt;
* [[PCs:Dorgan Fostwil|Fostwil, Dorgan]]&lt;br /&gt;
* [[PCs:Heronimous Fox|Fox, Heronimous]]&lt;br /&gt;
* [[PCs:Rorln Frizzlegomp|Frizzlegomp, Rorln]]&lt;br /&gt;
* [[PCs:Nord Fyne|Fyne, Nord]]&lt;br /&gt;
* [[PCs:Rolan Fyne|Fyne, Rolan]]&lt;br /&gt;
* [[PCs:Aramil Fynn|Fynn, Aramil]]&lt;br /&gt;
* [[PCs:Lotis Fynolis|Fynolis, Lotis]]&lt;br /&gt;
* [[PCs:Kard Fynolds|Fynolds, Kard]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
* [[PCs:Mellenco Gardastar|Gardastar, Mellenco]]&lt;br /&gt;
* [[PCs:Gareth|Gareth]]&lt;br /&gt;
* [[PCs:Nayala Gelbert|Gelbert, Nayala]]&lt;br /&gt;
* [[PCs:Gladd'avenglori|Gladd'avenglori]]&lt;br /&gt;
* [[PCs:Aidric Glimerblade|Glimerblade, Aidric]]&lt;br /&gt;
* [[PCs:Pilder Glittermil|Glittermil, Pilder]]&lt;br /&gt;
* [[PCs:Alnusa Glutinosa|Glutinosa, Alnusa]]&lt;br /&gt;
* [[PCs:Goldie|Goldie]]&lt;br /&gt;
* [[PCs:Grano Goodman|Goodman, Grano]]&lt;br /&gt;
* [[PCs:Fergus Goodmane|Goodmane, Fergus]]&lt;br /&gt;
* [[PCs:Belevren Graniteanvil|Graniteanvil, Belevren]] (deceased)&lt;br /&gt;
* [[PCs:Malcolm Griffon|Griffon, Malcolm]]&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
* [[PCs:Voyor Hadzum|Hadzum, Voyor]]&lt;br /&gt;
* [[PCs:Brent Hammer Hand|Hammer Hand, Brent]]&lt;br /&gt;
* [[PCs:Kharak Hammerstar|Hammerstar, Kharak]]&lt;br /&gt;
* [[PCs:Aramil Hanlen|Hanlen, Aramil]]&lt;br /&gt;
* [[PCs:Plitz Haubenschnaupf|Haubenschnaupf, Plitz]]&lt;br /&gt;
* [[PCs:Heldor|Heldor]]&lt;br /&gt;
* [[PCs:Odel Helmsplitter|Helmsplitter, Odel]]&lt;br /&gt;
* [[PCs:Gunsel Highbinder|Highbinder, Gunsel]]&lt;br /&gt;
* [[PCs:Trina Holyan|Holyan, Trina]]&lt;br /&gt;
* [[PCs:Brayon Hopper|Hopper, Brayon]]&lt;br /&gt;
* [[PCs:Otto von Hubris|Hubris]]&lt;br /&gt;
* [[PCs:Simon Hytheria|Hytheria, Simon]] (departed from Avlis)&lt;br /&gt;
* [[:Hafgan]]&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
* [[PCs:Iako|Iako]]&lt;br /&gt;
* [[PCs:Imril|Imril]]&lt;br /&gt;
* [[PCs:Alphonse Irofin|Irofin, Alphonse]]&lt;br /&gt;
* [[PCs:Rali'vinee|Ish'tarestacia, Rali'vinee]]&lt;br /&gt;
* [[PCs:Gurth Istar|Istar, Gurth]]&lt;br /&gt;
* [[PCs:Ixldor|Ixldor]]&lt;br /&gt;
* [[PCs:Izrick|Izrick]]&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
* [[PCs:Jack|Jack (Ghallis Malignant)]]&lt;br /&gt;
* [[PCs:Jade|Jade]] (deceased)&lt;br /&gt;
* [[PCs:Rhissaerk Jalesh|Jalesh, Rhissaerk]]&lt;br /&gt;
* [[PCs:Gram Jamjeans|Jamjeans, Gram]]&lt;br /&gt;
* [[PCs:Jard, Peren|Jard, Peren]] (deceased)&lt;br /&gt;
* [[PCs:Melia Jarlin|Jarlin, Melia]]&lt;br /&gt;
* [[PCs:Merago Jert|Jert, Merago]]&lt;br /&gt;
* [[PCs:Nelene Jora|Jora, Nelene]]&lt;br /&gt;
* [[PCs:Jordaine|Jordaine]]&lt;br /&gt;
* [[PCs:Kaede Jr'ei'ren|Jr'ei'ren, Kaede]]&lt;br /&gt;
* [[PCs:Tri'as Ju'eir|Ju'eir, Tri'as]]&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
* [[PCs:The Kahn Family|The Kahn Family]]&lt;br /&gt;
* [[PCs:Kahn The Dark|Kahn The Dark]]&lt;br /&gt;
* [[PCs:Allana Kalene|Kalene, Allana]]&lt;br /&gt;
* [[PCs:Kanga|Kanga]]&lt;br /&gt;
* [[PCs:Karr, Timo|Karr, Timo]] (missing)&lt;br /&gt;
* [[PCs:Leo|Kaya Kooten, Le'Ooharan]]&lt;br /&gt;
* [[PCs:KayaCha, Lyse|KayaCha, Lyse]]&lt;br /&gt;
* [[PCs:Khan, Magnus|Khan, Magnus]]&lt;br /&gt;
* [[PCs:Khiya|Khiya]]&lt;br /&gt;
* [[PCs:Kim, Jenii|Kim, Jenii]]&lt;br /&gt;
* [[PCs:Aradan Kir|Kir, Aradan]]&lt;br /&gt;
* [[PCs:Kish'ti|Kish'ti]]&lt;br /&gt;
* [[PCs:Lisa Kler|Kler, Lisa]]&lt;br /&gt;
* [[PCs:Dashel Knight|Knight, Dashel]]&lt;br /&gt;
* [[PCs:Bruno Knotslinger|Knotslinger, Bruno]]&lt;br /&gt;
* [[PCs:Sasha Konstantine|Konstantine, Sasha]]&lt;br /&gt;
* [[PCs:Yohan Kurgenson|Kurgenson, Yohan]]&lt;br /&gt;
* [[PCs:Shinaa Kuri-Assa'rai|Kuri-Assa'rai, Shinaa]]&lt;br /&gt;
* [[PCs:Darro &amp;quot;Ghostblade&amp;quot; Kwikfoot|Kwikfoot, Darro &amp;quot;Ghostblade&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
* [[PCs:Lalant|Lalant]]&lt;br /&gt;
* [[PCs:Law|Law]]&lt;br /&gt;
* [[PCs:Joren Le'Igh|Le'Igh, Joren]]&lt;br /&gt;
* [[PCs:Willem Lightheart|Lightheart, Willem]]&lt;br /&gt;
* [[PCs:Fraudoc Loclac|Loclac, Fraudoc]]&lt;br /&gt;
* [[PCs:Revjac Longtooth|Longtooth, Revjac]]&lt;br /&gt;
* [[PCs:Sydney Losstarot|Losstarot, Sydney]]&lt;br /&gt;
* [[PCs:Luna  Luna|Luna, Luna]]&lt;br /&gt;
* [[PCs:Vichan Lyonsen|Lyonsen, Vichan]] (deceased)&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
* [[PCs:Kareth Ma'fer|Ma'fer, Kareth]]&lt;br /&gt;
* [[PCs:Kaelyn MacCaddor|MacCaddor, Kaelyn]]&lt;br /&gt;
* [[PCs:Malulani jael MacMurray|MacMurray, Malulani jael]]&lt;br /&gt;
* [[PCs:Kitiara Maelstrom|Maelstron, Kitiara]]&lt;br /&gt;
* [[PCs:Jillanae Maleficarium|Maleficarium, Jillanae]]&lt;br /&gt;
* [[PCs:Manuel the White|Manuel the White]]&lt;br /&gt;
* [[PCs:Marie the Confounder|Marie]]&lt;br /&gt;
* [[PCs:Vichan Marndry|Marndry, Vichan]]&lt;br /&gt;
* [[PCs:Dale_Marshall|Marshall, Dale]]&lt;br /&gt;
* [[PCs:Derek_Matthews|Matthews, Derek]]&lt;br /&gt;
* [[PCs:Frida da Medican|Medican, Frida da]]&lt;br /&gt;
* [[PCs:Janur da Medican|Medican, Janur da]]&lt;br /&gt;
* [[PCs:Mendell|Mendell]]&lt;br /&gt;
* [[PCs:Melonius Mennallin|Mennallin, Melonius]]&lt;br /&gt;
* [[PCs:Quicksilver Meridan|Meridan, Quicksilver]]&lt;br /&gt;
* [[PCs:Shana Merlin|Merlin, Shana]]&lt;br /&gt;
* [[PCs:Mhog'ar|Mhog'ar]]&lt;br /&gt;
* [[PCs:Miasha Jarnen|Miasha Jarnen]]&lt;br /&gt;
* [[PCs:Godloth_Mikonar|Mikonar, Godloth]]&lt;br /&gt;
* [[PCs:Ayren_Milen|Milen, Sir Ayren]]&lt;br /&gt;
* [[PCs:Gilthodel Mir'Dolledh|Mir'Dolledh, Gilthodiel]]&lt;br /&gt;
* [[PCs:Julian Montfort|Montfort, Julian]]&lt;br /&gt;
* [[PCs:Mowghina Moonblood|Moonblood, Mowghina]]&lt;br /&gt;
* [[PCs:Alia Moonstone|Moonstone, Alia]]&lt;br /&gt;
* [[PCs:Zachar Mordecai| Mordecai, Zachar]]&lt;br /&gt;
* [[PCs:Cairn Mosslel|Mosslel, Cairn]]&lt;br /&gt;
* [[PCs:Mylo|Mylo]]&lt;br /&gt;
* [[PCs:Arwan Mylwen|Mylwen, Arwan]]&lt;br /&gt;
* [[PCs:Annie_Meygle|Meygle, Annie]]&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
* [[PCs:Narwë|Narwë]]&lt;br /&gt;
* [[PCs:Marin Nemelgen|Nemelgen, Marin]]&lt;br /&gt;
* [[PCs:Sywyn Neren|Neren, Sywyn]]&lt;br /&gt;
* [[PCs:Erriss Nerivenne|Nerivenne, Erriss]]&lt;br /&gt;
* [[PCs:Logani Nightcrawler|Nightcrawler, Logani]]&lt;br /&gt;
* [[PCs:Elros Nolimon|Nolimon, Elros]]&lt;br /&gt;
* [[PCs:Kathea Nyht|Nyht, Kathea]]&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
* [[PCs:Damar Ogdem|Ogdem, Damar]]&lt;br /&gt;
* [[PCs:Oorayv'levena|Oorayv'levena]]&lt;br /&gt;
* [[PCs:Aiquandol Orener the 3rd|Orener the 3rd, Aiquandol]] (missing)&lt;br /&gt;
* [[PCs:Anyamaur Orener|Orener, Anyamur]]&lt;br /&gt;
* [[PCs:Micah Elizabeth Ormane|Ormane, Micah Elizabeth]]&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
* [[PCs:Pajal|Pajal]]&lt;br /&gt;
* [[PCs:Ganden Pandorn|Pandorn, Ganden]]&lt;br /&gt;
* [[PCs:Leopold Phefefhur|Phefefhur, Leopold]]&lt;br /&gt;
* [[PCs:Kela Pureflank|Pureflank, Kela]]&lt;br /&gt;
* [[PCs:Pyracanum|Pyracanum]]&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
* [[PCs:D'Anjal Veskandar Ra|Ra, Veskandar D'Anjal]]&lt;br /&gt;
* [[PCs:Raen|Raen]]&lt;br /&gt;
* [[PCs:Chival Rai|Rai, Chival]]&lt;br /&gt;
* [[PCs:Edward Von Ravenstone|Von Ravenstone, Edward]]&lt;br /&gt;
* [[PCs:Victor Rastinfer|Rastinfer, Victor]]&lt;br /&gt;
* [[PCs:Seka Ravenswylde|Ravenswylde, Seka]]&lt;br /&gt;
* [[PCs:An'wen Re'lin|Re'lin, An'wen]]&lt;br /&gt;
* [[PCs:Rello|Rello]]&lt;br /&gt;
* [[PCs:Revan|Revan]]&lt;br /&gt;
* [[PCs:Riadoc|Riadoc]]&lt;br /&gt;
* [[PCs:Brant Risko|Risko, Brant]]&lt;br /&gt;
* [[PCs:Anaraxis Romulus|Romulus, Anaraxis]]&lt;br /&gt;
* [[PCs:Kered Rose|Rose, Kered]]&lt;br /&gt;
* [[PCs:Ruby|Ruby]]&lt;br /&gt;
* [[PCs:Jwolaroth Ruk|Ruk, Jwolaroth]]&lt;br /&gt;
* [[PCs:Ulfeit Rumnaheim|Rumnaheim, Ulfeit]]&lt;br /&gt;
* [[PCs:Losin Rockhands|Rockhands, Losin]]&lt;br /&gt;
* [[PCs:Red_Lotus|Red Lotus]]&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
* [[PCs:Theresa Saint Albion|Saint Albion, Theresa ]]&lt;br /&gt;
* [[PCs:Samwir|Samwir]]&lt;br /&gt;
* [[PCs:Scientia Filia Hericus|Scientia Filia Hericus]]&lt;br /&gt;
* [[PCs:Serenydion|Serenydion]]&lt;br /&gt;
* [[PCs:Resthal Sethi|Sethi, Resthal]]&lt;br /&gt;
* [[PCs:Sesamauhtis|Shaahilax]]&lt;br /&gt;
* [[PCs:Enzaneti Sighkopaf|Sighkopaf, Enzaneti]]&lt;br /&gt;
* [[PCs:Namlig Sirhc|Sirhc, Namlig]]&lt;br /&gt;
* [[PCs:Ramiz Sii|Sii, Ramiz]]&lt;br /&gt;
* [[PCs:Sinomi Sii|Sii, Sinomi]]&lt;br /&gt;
* [[PCs:Findail Silaureth|Silaureth, Findail]]&lt;br /&gt;
* [[PCs:Elong Singalong|Singalong, Elong]]&lt;br /&gt;
* [[PCs:Melakin Skyweider|Skyweider, Melakin]]&lt;br /&gt;
* [[PCs:Skavius Slaan |Slaan, Skavius]]&lt;br /&gt;
* [[PCs:Snow| Snow]]&lt;br /&gt;
* [[PCs:Ellowin_Be'tend_Snyder|Snyder, Ellowin Be'tend]]&lt;br /&gt;
* [[PCs: Susallia Songbird|Songbird, Susallia]]&lt;br /&gt;
* [[PCs:Morgoth Sorben|Sorben, Morgoth]]&lt;br /&gt;
* [[PCs:Spit|Spit]]&lt;br /&gt;
* [[PCs:Raging Squirrel|Squirrel, Raging]]&lt;br /&gt;
* [[PCs:Gotthardt Staahl|Staahl, Gotthardt]]&lt;br /&gt;
* [[PCs:Crunk Steelcaster|Steelcaster, Crunk]]&lt;br /&gt;
* [[PCs:Hargas Steelhead|Steelhead, Hargas]]&lt;br /&gt;
* [[PCs:Raldar Stonecleaver|Stonecleaver, Raldar]]&lt;br /&gt;
* [[PCs:Shaniqua Stont|Stont, Shaniqua]]&lt;br /&gt;
* [[PCs:Aspen Stormcat|Stormcat, Aspen]]&lt;br /&gt;
* [[PCs:Thror Stormhammer|Stormhammer, Thror]]&lt;br /&gt;
* [[PCs:Straccio|Straccio]]&lt;br /&gt;
* [[PCs:Elenya|Strix, Elenya]] (deceased)&lt;br /&gt;
* [[PCs:Ruby Summerset|Summerset, Ruby]]&lt;br /&gt;
* [[PCs:Jade Summerset|Summerset, Jade]]&lt;br /&gt;
* [[PCs:Sun-and-Moon | Sun-and-Moon]]&lt;br /&gt;
* [[PCs:Sagan Sunderin|Sunderin, Sagan]]&lt;br /&gt;
* [[PCs:Suuhoroh|Suuhoroh]]&lt;br /&gt;
* [[PCs:Caitlin Swift|Swift, Caitlin]]&lt;br /&gt;
* [[PCs:Terra Swift|Swift, Terra]]&lt;br /&gt;
* [[PCs:Danicia Swifthand|Swifthand, Danicia]]&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
* [[PCs:Ta'Ancorina|Ta'Ancorina]]&lt;br /&gt;
* [[PCs:Nesara Tal'piriarn|Tal'piriarn, Nesara]]&lt;br /&gt;
* [[PCs:Fassin Task|Task, Fassin]]&lt;br /&gt;
* [[PCs:Milora Tena'tneth|Tena'tneth, Milora]]&lt;br /&gt;
* [[PCs:Tevez|Tevez]]&lt;br /&gt;
* [[PCs:Grag Tharashk|Tharashk, Grag]] (deceased)&lt;br /&gt;
* [[PCs:Vastan Thenald|Thenald, Vastan]]&lt;br /&gt;
* [[PCs:Mereppi Tinkerspell|Tinkerspell, Mereppi]]&lt;br /&gt;
* [[PCs:Nirinthir Tir'ein |Tir'ein, Nirinthir]]&lt;br /&gt;
* [[PCs:Za'Mael Tir'Ent|Tir'Ent, Za'Mael]]&lt;br /&gt;
* [[PCs:Laen Toille|Toille, Laen]]&lt;br /&gt;
* [[PCs:Toisond'Orrr|Toisond'Orrr]]&lt;br /&gt;
* [[PCs:Vroshgrak Treesitter|Treesitter, Vroshgrak]]&lt;br /&gt;
* [[PCs:Troth the Wanderer|Troth the Wanderer]]&lt;br /&gt;
* [[PCs:Marek Tullio|Tullio, Marek]]&lt;br /&gt;
* [[PCs:Nok Tumblefist|Tumblefist, Nok]]&lt;br /&gt;
* [[PCs:Perygryne Twostep|Twostep, Perygryne]]&lt;br /&gt;
* [[PCs:Tesh Tylnen|Tylnen, Tesh]]&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
* [[PCs:Frederrick Uffelinter|Uffelinter, Frederrick]]&lt;br /&gt;
* [[PCs:Unique|Unique]]&lt;br /&gt;
* [[PCs:Grace Dane-Unuldur|Unuldur, Grace Dane]]&lt;br /&gt;
* [[PCs:Morran Unuldur|Unuldur, Morran]]&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
* [[PCs:Valinos|Valinos]]&lt;br /&gt;
* [[PCs:Sammuel Valorian|Valorian, Sammuel]]&lt;br /&gt;
* [[PCs:Vana|Vana]]&lt;br /&gt;
* [[PCs:Vandor, Rika|Vandor, Rika]]&lt;br /&gt;
* [[PCs:Ven, Shiloh|Ven, Shiloh]]&lt;br /&gt;
* [[PCs:Vexus|Vexus]]&lt;br /&gt;
* [[PCs:Vikaset|Vikaset]]&lt;br /&gt;
* [[PCs:Vuko, Magdalena|Vuko, Magdalena]]&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
* [[PCs:Robert Wallace|Wallace, Robert]]&lt;br /&gt;
* [[PCs:Waylan in the Wood|Wood, Waylan in the]]&lt;br /&gt;
* [[PCs:Richance Weller|Weller, Richance]]&lt;br /&gt;
* [[PCs:Dala Wennen|Wennen, Dala]] (deceased)&lt;br /&gt;
* [[PCs:Kai'Ral_Windspar|Windspar, Kai'Ral]] (deceased)&lt;br /&gt;
* [[PCs:Moira_Celyn_Windspar|Windspar, Dame Moira Celyn]]&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
* [[PCs:Xen|Xen]]&lt;br /&gt;
* [[PCs:Xenith|Xenith]]&lt;br /&gt;
* [[PCs:Alannah Xilo'rulithii|Xilo'rulithii, Alannah]]&lt;br /&gt;
* [[PCs:Aman'dul_Xilo'rulithii|Xilo'rulithii, Aman'dul]]&lt;br /&gt;
* [[PCs:Aurelinis_Xilo'rulithii|Xilo'rulithii, Aurelinis]]&lt;br /&gt;
* [[PCs:Helin_Tuile_Xilo'rulithii|Xilo'rulithii, Helin Tuile]]&lt;br /&gt;
* [[PCs:Miriel_Hana_Xilo'rulithii|Xilo'rulithii, Miriel Hana tel'Suzail]]&lt;br /&gt;
* [[PCs:Orostau Nilnoste Xilo'rulithii|Xilo'rulithii, Orostau Nilnoste]]&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
[[Yantri]]&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
* [[PCs:Zamanaena, Karna'yeritath|Zamanaena, Karna'yeritath]]&lt;br /&gt;
* [[PCs:Zaviel|Zaviel]]&lt;br /&gt;
* [[PCs:Zor|Zor]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs| PCs]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Kai%27Ral_Windspar&amp;diff=25247</id>
		<title>PCs:Kai'Ral Windspar</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Kai%27Ral_Windspar&amp;diff=25247"/>
		<updated>2007-05-25T11:20:46Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fury of Balgar, Giantsbane, Beastmaster&amp;lt;br&amp;gt;&lt;br /&gt;
Founder of the [[Guild:PrideoftheSouthlands|Pride of the South]]&amp;lt;br&amp;gt;&lt;br /&gt;
Assistant Quartermaster &amp;amp; Paymaster of the AAAA&amp;lt;br&amp;gt;&lt;br /&gt;
Student of the [[Guild:ATU|Avlis Tower University]]&amp;lt;br&amp;gt;&lt;br /&gt;
High Apprentice of the [[Guild:AKN|A.K.N.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Life in the North&lt;br /&gt;
Kai'Ral Windspar was born and raised in the Five Stones Tribe of southern Jechran. Wherein he married Lianna, and bore two children. After an attack on the Tribe by Tyedu Raiders, Lianna was slain in defense of the Tribe. While she lay dying, Kai'Ral was away, led astray by rivals in the Tribe on a fools errand of pride.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Judgement was swift and merciless against Kai'Ral, and he was summarily banished for his failure to protect his wife. Among the wemic Prides of the north, a widower is a sad creature indeed. No longer at home among his own people, Kai'Ral took the road south, looking for a new beginning. His two cubs were fostered to the care of the Five Stones Tribe, and never met their father.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Life in the South&lt;br /&gt;
On his arrival in the south, Kai'Ral found little different. He was still one hot head among many. His brash nature, and often confrontational tone led to many defeats.  It was the calming influence of a human woman, a gift form the Mother and Father herself, that brought him to terms with what lay before him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the love and companionship of Moira Celyn at his side, Kai'Ral rallied to the case of M'Cheks less fortunate. Doing all he could. Which, sadly was limited to hitting things with an axe. But with time, and dedication, Kai'Ral distinguished himself as a worthy warrior, an apt student of lores and above all, a dedicated woodsman.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was one fateful day in Mikona that brought Kai'Ral face to face with a Shaada Sand Lizard, brought to bare on the city by Verossan Druids. The creature left an indelible mark on him, and consumed his passions as both a hunter and scholar.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fylgia and Companion Training&lt;br /&gt;
It was the advent of the Gods and the gift of the Fylgia that brought Kai'Ral to shine his brightest. With concerted efforts of many warriors and dedicates of Nature, this new gift was explored and mastered. And yet still Kai'Ral yearned for more, striving for higher ends. Expanding the boundaries of this gift and the scope of it's application grew to an all consuming goal. A single emblazoned image of a magnificent beast burned bright in his minds eye.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The Accident and Fall of Kai'Ral Windspar&lt;br /&gt;
So it was on an ill conceived journey that Kai'Ral Windspar trekked north to the lands of Toran Sharda, to find and face one of the most fearsome beasts he could think of. It was during this confrontation that Kai'Ral Windspar lost his arm. In the ensuing sickness and recovery, Kai'Ral lost his faith, and his sanity. And for nine long years Kai'Ral lingered, uncertain and shamed of his failure. In this time, he lost his wife, Moira.&lt;br /&gt;
&lt;br /&gt;
*The Longest Road, Walking to Wisdom&lt;br /&gt;
They say the longest road you ever walk is the one that brings you back home. Laying aside his name, his titles and his preconceptions, Kai'Ral took up a name given him by his benefactor, a hermit druid of Skern named Bernard; Yantri, meaning Wisdom Walker in the tongue of the wemics of his youth. He walks this path still, content to let Ki'Ral lie in repose behind. &amp;lt;br&amp;gt;&lt;br /&gt;
The past casts a long shadow, and those who seek to outrun it will find themselves lost in the dark. Instead, Yantri has chosen to face them head on. Walking tall, he will heal his own scars, and right the wrongs he has done, or he will fall gain, failing for the last time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=53068 Journals of Kai'Ral Windspar]&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Windspar, Kai]]&lt;br /&gt;
[[Category:MChekPCs|Windspar, Kai]]&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=The_Graffiti_Wall:WikiStory&amp;diff=4229</id>
		<title>The Graffiti Wall:WikiStory</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=The_Graffiti_Wall:WikiStory&amp;diff=4229"/>
		<updated>2006-01-27T00:23:21Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|width=&amp;quot;100%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #000000; color: #000; background-color:#f8fef0&amp;quot;|&lt;br /&gt;
This is our own [[Wikipedia:One-word-at-a-time|One-word-at-a-time]] generated story. &lt;br /&gt;
&lt;br /&gt;
*Please edit the Wikistory by just adding a single word at a time, however after 2 weeks of no modification you may add a consecutive word if desired. &lt;br /&gt;
*Punctuation is added as part of your word.&lt;br /&gt;
*Do not delete or change preceding portions. &lt;br /&gt;
*Do not add more than one word in a row. &lt;br /&gt;
*Add tags as needed.&lt;br /&gt;
*Please write your edit summary as: (→Avlis Wikistory  (started 26th January 2006) - ''word_added''), where ''word_added'' is the actual word that you added. This way we can see who is playing the game in the edit history.&lt;br /&gt;
&lt;br /&gt;
Thank you, please feel free to come back and add another word at a later time. &lt;br /&gt;
|}&lt;br /&gt;
== Avlis Wikistory (started 26th January 2006) ==&lt;br /&gt;
&lt;br /&gt;
Together they felt like they could make something&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=The_Grafitti_Wall&amp;diff=4380</id>
		<title>The Grafitti Wall</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=The_Grafitti_Wall&amp;diff=4380"/>
		<updated>2006-01-27T00:22:22Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Player's Playground|http://images.google.com/images?q=tbn:er9NaL6i8doJ:www.aeroconsystems.com/aqua_environment/paint_splat.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; &amp;lt;big&amp;gt;&amp;lt;font face=&amp;quot;Roman&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt; ''Stop Killing Trees!'' &amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Keel elf instead!''' :P &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time spent in/on Avlis over Time in day is directly and inversely proprtional to Work accomplished over Work possible/expected&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The only thing better than seeing a look of horror on you enemies face is knowing you put it there.&amp;quot;&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Mikona:Recent_Events&amp;diff=3007</id>
		<title>Mikona:Recent Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Mikona:Recent_Events&amp;diff=3007"/>
		<updated>2006-01-23T08:50:23Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: Negaria, not Avlis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Recent Events in Mikona and M'Chek=&lt;br /&gt;
This page will attempt to summarize the basics of various events that have taken place in Mikona and M'Chek since the servers came online.&lt;br /&gt;
&lt;br /&gt;
In editing this, please try to keep it in rough chronological order, and to keep it factual.  &lt;br /&gt;
'''And remember, just as on the boards, all information here can be taken as known in character, so don't post anything that you don't want known as common knowledge.'''&lt;br /&gt;
==Timeline==&lt;br /&gt;
===2006===&lt;br /&gt;
*(01/12/06) [http://www.avlis.org/viewtopic.php?t=70325 The M'Chekian army begins recruitment again.] - M'Chek begins a project of farming portions of the underdark.  The M'Chekian army announces it will be recruiting for the first time since the war's end in order to aid this project.&lt;br /&gt;
&lt;br /&gt;
===2005===&lt;br /&gt;
*(12/05/05) [http://www.avlis.org/viewtopic.php?t=67873 The Pride of the Southlands is formed] by Kai'ral Windspar, Seylek, Mhog'ar and several other wemics far form their homes in Kurathene and Jechran. Based all over Southern Negaria, and not in M'Chek exclusively, much of their activity takes place there as it is home to Kai'Ral Windspar.&lt;br /&gt;
*(11/26/05) [http://www.avlis.org/viewtopic.php?t=67582 The Gnomes begin to take on Tollgaroth's old role as Mikona's most prominent enemy,] as they begin to launch assaults on the city from their stronghold in the Hills of Tumult.&lt;br /&gt;
*(11/09/05) [http://www.avlis.org/viewtopic.php?t=67839 Jand de la Fleur's banishment is lifted.]  Accused of treason during the war, he is allowed back into M'Chek after his case is reviewed.&lt;br /&gt;
*(11/01/05) [http://www.avlis.org/viewtopic.php?t=66206 The Windspars succeed in closing the Magma portal in Tollgaroth's abandoned halls.]  The hills appear open for settlement, but are shortly invaged by Andrinorian Gnomes.&lt;br /&gt;
*(10/23/05) [http://www.avlis.org/viewtopic.php?t=40911 The Gentleman is destroyed] for the second and (final?) time.  The work was of a joint coalition of the M'Chekian Army and the Order of Valok, consisting of: Gracie Dane, Dala Wennen, Sugriam Undlendenboam, Magnus Khan, Jared Evershield, Tyrus Stark, and Dao Grinner.&lt;br /&gt;
*(10/12/05) [http://www.avlis.org/viewtopic.php?t=64883 Actions are taken to begin cleansing the Hills of Tumult for use by M'Chek.]&lt;br /&gt;
*(10/11/05) [http://www.avlis.org/viewtopic.php?t=64799 The Dwarven Quarters are finally cleansed] - This operation is credited to Order of Gorethar, the Council of Balance, the Council of Dagath, the Keepers of the Cycle, and the M'Chekian Guards.  This is perhaps the final step in releasin the Mikonian underdark from Sorvanok's hold.&lt;br /&gt;
*(09/25/05) [http://www.avlis.org/viewtopic.php?t=63686 Dala Wennen, former Commander of the Alpha Corps, is granted a Common House seat based on her war record.]&lt;br /&gt;
*(09/09/05) [http://www.avlis.org/viewtopic.php?t=66682 M'Chek establishes an island Garrison on the Western sea.]&lt;br /&gt;
*(09/04/05) [http://www.avlis.org/viewtopic.php?t=62490 Houseman Kered Rose is reinstated in his position of Common House Representative] as all charges stemming from the Canvas Incident are cleared.&lt;br /&gt;
*(08/22/05) [http://www.avlis.org/viewtopic.php?t=61701 The Vasharan begin to assault Mikona's temples.]  The assaults, however, are short-lived.&lt;br /&gt;
*(08/21/05) [http://www.avlis.org/viewtopic.php?t=61641 Some activity of Sorvanok's old cult seems to indicate that all is not well in Mikona's underdark.]&lt;br /&gt;
*(08/14/05) [http://www.avlis.org/viewtopic.php?t=61225 Increasing pressure on M'Chek to seek land, and breaches of the treaty with Tollgaroth] lead to conflicts over Mikona's Dwarven Quarters and Tollgaroth's lair.  By the word of the treaty, M'Chek is still bound to an uneasy alliance with Tollgaroth, but it becomes clear that will not last for long.&lt;br /&gt;
*(08/08/05) [http://www.avlis.org/viewtopic.php?t=60884 The Sword of Toran gives up its duty as the elite law enforcement branch in M'Chek].  This duty passes to the newly formed M'Chekian Guards.&lt;br /&gt;
*(08/??/05) After much prodding and conflict with the city, Tollgaroth's forces depart from the Hills of Tumult.&lt;br /&gt;
*(08/02/05) [http://www.avlis.org/viewtopic.php?t=60517 A last remnant of Sorvanok's power is found under Mikona] - A dracolich is discovered lurking in the depths and dispatched by a cooperative effort of the M'Chekian Guards, the Council of Balance, and the Order of Gorethar.&lt;br /&gt;
*(07/06/05) [http://www.avlis.org/viewtopic.php?t=55117 A bounty is offered for the capture of Tangleroot], a murderous Verossan druid. The villain eludes capture and the sum is later raised to 30 000 gold.&lt;br /&gt;
*(06/24/05) [http://www.avlis.org/viewtopic.php?t=57579 Fulfordis begins assaulting Mikona.]  His appearance is linked to Tollgaroth's plans, and the treaty between Tollgaroth and Mikona becomes strained.&lt;br /&gt;
*(06/10/05) [http://www.avlis.org/viewtopic.php?t=56563 The M'Chekian Guards] are founded from the remnants of the Alpha Corps.  They share law enforcement powers with the Sword of Toran.&lt;br /&gt;
*(05/26/05) [http://www.avlis.org/viewtopic.php?t=55624 The Blandenberg Settlement] is officially estalished as a neutral entity in the war.&lt;br /&gt;
*(05/11/04) [http://www.avlis.org/viewtopic.php?t=54650 A joint coalition is able to discover a cure for the plague].  Those involved include Moira Windspar, Corporal Tivn Dimbzig and Frigate Captain Ayren Milen.  The losses, however, have still been terrible.  Estimates are that as many as 1 in 6 M'Chekians are dead from this plague.&lt;br /&gt;
*(04/29/05)[http://www.avlis.org/viewtopic.php?t=54027 A dreaded plague that has been thus far confined to Elysia spreads to M'Chek].  The M'Chekian army declares that one of T'Nanshi's officers (a &amp;quot;Trethlawn Brother&amp;quot;) is responsible for this deed.  The plague, now no longer containd by Elysia's walls, quickly spreads to T'Nanshi as well.  Military operations on both sides all but cease as thousands die.&lt;br /&gt;
*(04/21/05) [http://www.avlis.org/viewtopic.php?t=53495 The Alpha Corps organizes an operation to secure Blandenberg for M'Chekian settlers.]  This unprecedented operation involves capturing the village, securing it, then handing it over to neutral parties to settle as they will.  Of the neutral parties involved, only the Church of Mikon, as represented by Moira Celyn, accepts responsibility for the settlement.  The Blandenberg Protectorate is born.  Despite [http://www.avlis.org/viewtopic.php?t=53703 T'Nanshi's rejection of the proposal], they do not attack the settlement, and it grows into what becomes the Blandenberg Protectorate.&lt;br /&gt;
*(04/17/05) [http://www.avlis.org/viewtopic.php?t=53203 Drotid signs a ceasefire with T'Nanshi and Elysia] - Many in M'Chek are outraged that their ally would leave the war, and fear the wrath of the northern armies which have been freed by this treaty.&lt;br /&gt;
*(04/16/05) [http://www.avlis.org/viewtopic.php?t=59274 The Blandenberg Protectorate] is formed from the Blandenberg Settlement, and many of the lands formerly known as &amp;quot;the warzone&amp;quot;.&lt;br /&gt;
*(04/13/05) [http://www.avlis.org/viewtopic.php?p=512371#512371 Plans are made to allow M'Chekians to relocate to Visimontium] - This city, far to the north is designed as a Magocracy, to be populated by M'Chekians who have fled from the war.&lt;br /&gt;
*(04/10/05) [http://www.avlis.org/viewtopic.php?t=52735 Rhissaerk Jalesh's punishment in Elysia is complete].  He returns to M'Chek and is granted his place back in the army.&lt;br /&gt;
*(04/02/05) [http://www.avlis.org/viewtopic.php?t=52254 The Alpha Corps' new public relations department begins making public announcements of battles.] - The first announcement concerns the victorious defense of the remnants of the Village of Blandenberg.  &lt;br /&gt;
*(03/31/05) [http://www.avlis.org/viewtopic.php?t=52076 General Marcus Deth is raised from the dead] and resumes his place as War Comissioner of M'Chek.&lt;br /&gt;
*(03/22/05) [http://www.avlis.org/viewtopic.php?t=51581 Rhissaerk Jalesh is extradited to Elysia for crmies against their city.]  Questions are raised whether the extradition of the &amp;quot;Slayer of Vanoviel&amp;quot; have political motives.&lt;br /&gt;
*(03/12/05) [http://www.avlis.org/viewtopic.php?t=51027 The Canvas Affair] - A raid on the Canvas by the Sword of Toran leads to the expulsion of its owners from M'Chek, along with the expulsion of the Church of Angadar, and several of its allies.  Prominent names among those found guilty include Amonien Amana, Tennira Arknheld, Lisa Kler, Jand le Fleure, and Houseman Kered Rose (who is stripped of his house seat).  Houseman Rose is later cleared of these charges and granted his seat back.&lt;br /&gt;
&lt;br /&gt;
*(02/01/05) [http://www.avlis.org/viewtopic.php?t=47400 The Blandenberg Hospital is destroyed by terrorists.]&lt;br /&gt;
*(01/06/05) [http://www.avlis.org/viewtopic.php?t=45557 The Wardens of M'Chek are founded] - This group is subordinate to the Sword of Toran, acting to restore M'Chek's lands and keep them peaceful.&lt;br /&gt;
&lt;br /&gt;
===2004===&lt;br /&gt;
*(12/18/04) [http://www.avlis.org/viewtopic.php?t=44589 After much agression between the two nations, M'Chek and Elysia finally declare war.]&lt;br /&gt;
*(12/09/04) [http://www.avlis.org/viewtopic.php?t=43973 A formal treaty is finally made with Tollgaroth.] - This will later lead to military support by the giants.&lt;br /&gt;
*(12/04/04) [http://www.avlis.org/viewtopic.php?t=43521 The Council of Balance is publically attacked for supposedly aiding Elysia.] - They vow that if war comes between the two nations, they will side with M'Chek.&lt;br /&gt;
*(11/28/04) [http://www.avlis.org/viewtopic.php?t=43111 Revelations about the nature of the M'Chek-Drotid alliance] heighten tensions between M'Chek and Elysia.  Specifically, evidence is purported to exist showing the desire of M'Chek to aid Drotid in destroying Elysia.&lt;br /&gt;
*(10/31/04) [http://www.avlis.org/viewtopic.php?t=41426 High Reaver Kellid D'Prey begins motions to come to a formal treaty with Tollgaroth.]&lt;br /&gt;
*(10/26/04) [http://www.avlis.org/viewtopic.php?t=41124 High Commands on both sides of the war institute a policy of fining civilians in the warzone], as the battles begin to escalate.&lt;br /&gt;
*(10/21/04) [http://www.avlis.org/viewtopic.php?t=40780 It becomes clear that Mikona's ice caves are inhabited by powerful undead] - These undead make an attempt to slay Tollgaroth's giants, but are thwarted with the aid of the city.  Once again, [http://www.avlis.org/viewtopic.php?t=40959 there is an uneasy alliance between Tollgaroth and Mikona.]&lt;br /&gt;
*(10/07/04) [http://www.avlis.org/viewtopic.php?t=40064 War Comissioner Marcus Deth is assassinated].  He is replaced by General Tharius Grumbald, a relation of Lord Donie Grumbald.&lt;br /&gt;
*(09/21/04) [http://www.avlis.org/viewtopic.php?t=39060 Magical constructs called Twig Blights attack the city], purposely slaughtering innocents. The Twigs are suspected to be the work of Verossan terrorists.&lt;br /&gt;
*(09/11/04) [http://www.avlis.org/viewtopic.php?t=38382 The Gentleman apparently returns to M'Chek.]&lt;br /&gt;
*(09/03/04) [http://www.avlis.org/viewtopic.php?t=37881 The Golden Path forms] - This is Houseman Kered Rose's official political party.  It will last until he is expelled from his houseseat over the Canvas Affair.&lt;br /&gt;
*(08/15/03) [http://www.avlis.org/viewtopic.php?t=36558 The Sword of Toran announces a deputy program] - This program allows non-affiliated citizens to aid the Sword in the elite branch of M'Chek's law enforcement.  This priveledge is later extended under the M'Chekian Guards.&lt;br /&gt;
*(08/14/04) [http://www.avlis.org/viewtopic.php?t=36536 The undead child Joriah begins to cause trouble with the fire giants.]  Specifically, he begins to agitate them against Mikona. &lt;br /&gt;
*(08/10/04) [http://www.avlis.org/viewtopic.php?t=36259 Mikona begins an open alliance with the church of Titania] - This brings some anger from Elysia, which has been battling the Titanians recently.&lt;br /&gt;
*(07/31/04) [http://www.avlis.org/viewtopic.php?t=35742 Mikona's infamous &amp;quot;Village Crypt&amp;quot; is cleansed of undeath] - This long-term project of the Temple of Dagath was finally completed by Jadrienne Starfire and members of the church.&lt;br /&gt;
*(07/17/04) [http://www.avlis.org/viewtopic.php?t=34890 M'Chek enters into an alliance with Drotid in its war against T'Nanshi.]  Captain Jake Bentsen of the Alpha Corps gives a [http://www.avlis.org/viewtopic.php?t=36061 famous speech] on the matter.&lt;br /&gt;
*(07/14/04) [http://www.avlis.org/viewtopic.php?t=34696 The Gentleman's minions are apparently at work again.]  They attempt to slay Lord Derrington, and in response he holds a public meetins, giving information about his role in the destruction of the Gentleman.&lt;br /&gt;
*(06/21/04) [http://www.avlis.org/viewtopic.php?t=33388 The Blandenberg Ferry is destroyed].  This vital travel lane from M'Chek to T'Nanshi is destroyed by T'Nanshi soldiers. &lt;br /&gt;
*(06/01/04) [http://www.avlis.org/viewtopic.php?t=32032 The frozen dead (numbering 2000)] are placed in the ice caves for storage while the city finds room to bury them.  Necromancers begin using this as a supply of corpses.&lt;br /&gt;
*(05/23/04) [http://www.avlis.org/viewtopic.php?t=31540 The cold is ended by an outside group.] -Blame is placed at the feet of the Mikonians who, &amp;quot; made and broke promises, pranced around arguing,&amp;quot; rather than solving the problem. (A good accounting of Mikona in the lich-&amp;gt;ice age times is given [http://www.avlis.org/viewtopic.php?t=26166 here])&lt;br /&gt;
*(05/17/04) [http://www.avlis.org/viewtopic.php?p=271936#271936 It becomes apparent that the ice giants have a machine that is creating this weather.]  The city seeks an alliance with Tollgaroth in this, but he refuses, since his aid against Sorvanok was spurned by Kharak Hammerstar.  &lt;br /&gt;
*(05/11/03) [http://www.avlis.org/viewtopic.php?p=261013#261013 General Marcus Deth is appointed as the new war comissioner of M'Chek]&lt;br /&gt;
*(05/05/04) [http://www.avlis.org/viewtopic.php?t=30578 Frost giant attacks on Mikona begin]&lt;br /&gt;
*(04/27/04) [http://www.avlis.org/viewtopic.php?t=30115 War Comissioner Dard Blake Dies]  - Dard Blake, M'Chek's war comissioner is found to be involved in slave trade.  He commits suicide rather than face justice.  &lt;br /&gt;
*(04/27/04) Kered Rose appointed to the common house of M'Chek.&lt;br /&gt;
*(04/20/04) Intense cold strikes Mikona.  Snows begin to fall and not abate.  [http://www.avlis.org/viewtopic.php?t=30755 No one is certain yet of the cause.]&lt;br /&gt;
*(04/18/04) [http://www.avlis.org/viewtopic.php?t=29561 Sorvanok Defeated]  - The Lich Sorvanok who resided deep in the underdark below Mikona, and who sought godhood is finally defeated by the cooperation of scores of adventurers.  A momnument comemmorating this is erected outside the City's gates.  Notable at the time: Tollgaroth is turned away from the assault by Kharak Hammerstar, a member of the Order of Gorethar.&lt;br /&gt;
*(04/07/04) [http://www.avlis.org/viewtopic.php?t=28994 Sorvanok's minions begin massed assaults on the temples of Mikona.]  This serves as a call to those who oppose him to act immediately. &lt;br /&gt;
*(03/19/04) [http://www.avlis.org/viewtopic.php?t=28037 Sorvanok's minions begin displaying priest-like powers].  This leads many to speculate that the lich may be near his goal of ascention.&lt;br /&gt;
*(02/08/04) [http://www.avlis.org/viewtopic.php?t=26178 Fulfordis and his ice giants are found to be in league with Sorvanok.]  This leads to another attempt at a truce with Tollgaroth, since he has no desire to be destroyed by the lich.  &lt;br /&gt;
*(01/31/04) [http://www.avlis.org/viewtopic.php?t=25830 Cha'reth ascends].&lt;br /&gt;
*(01/19/04) [http://www.avlis.org/viewtopic.php?t=25110 The recipe for Bloodsmoke Infusion is found] - This new and potent cure for the spite means the disease is no longer a threat to non-elven victims.  &lt;br /&gt;
*(01/12/04) [http://www.avlis.org/viewtopic.php?t=24743 The Gentleman is destroyed.] &lt;br /&gt;
*(01/06/04) [http://www.avlis.org/viewtopic.php?t=24499 A hospital opens in Blandenberg] - In the temple of O'Ma in the ruins Blandenberg village (now a battlefield), a hospital is opened jointly by clergy of O'Ma and Dru'el.&lt;br /&gt;
*(01/02/04) [http://www.avlis.org/viewtopic.php?t=24296 Sorvanok steps up his attacks on Mikona] - Rather than merely attacking the city in retribution for raids on his lair, Sorvanok begins preparations to raze Mikona and ascend to godhood.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2003===&lt;br /&gt;
*(12/07/03) [http://www.avlis.org/viewtopic.php?t=23056 The city of Mikona is quarantined] due to an extreme outbreak of the Spite.&lt;br /&gt;
*(11/15/03) [http://www.avlis.org/viewtopic.php?t=22043 The Church of Dagath learns how to cleanse a crypt], thus making it useless to The Gentlemen for recruitment of his undead minions.&lt;br /&gt;
*(09/31/03) [http://www.avlis.org/viewtopic.php?t=21358A woman known as Meisha or &amp;quot;mistress&amp;quot;] begins attacking M'Chekian nobles.&lt;br /&gt;
*(09/18/03) [http://www.avlis.org/viewtopic.php?t=19447 Tollgaroth attacks Mikona again] - As will become a repeated theme in Mikonian history, Tollgaroth's promise of a truce is broken.  Many question whether it is his nature to do so, or if Mikonian adventurers broke the truce first.&lt;br /&gt;
*(09/15/03) [http://www.avlis.org/viewtopic.php?t=19294 First indication that Tollgaroth may be willing to come to terms with Mikona] - As Mikona is suffering from Sorvanok's assaults as well as Sereg raids, many are hopeful of this possibility.&lt;br /&gt;
*(09/12/03) [http://www.avlis.org/viewtopic.php?t=19220 Lanessa Leaves M'Chek] - The Legion of Darkness apparently ceases to exist along with her.&lt;br /&gt;
*(09/10/03) [http://www.avlis.org/viewtopic.php?t=20335 The infamous &amp;quot;Gentleman&amp;quot; is first sighted in M'Chek.]  He attacks travellers seemingly at random.  &lt;br /&gt;
*(08/29/03) [http://www.avlis.org/viewtopic.php?t=18595] The Sereg return to Mikona, along with the spite.]&lt;br /&gt;
*(07/15/03) Despite claiming neutrality in the struggle for the vortex of chaos, struggle within Mikona results in [http://www.avlis.org/viewtopic.php?t=16835 a state of war between the Ebony Order of the Moon, and the Order of Gorethar and the Hands of Dru'el.]&lt;br /&gt;
*(07/14/03) [http://www.avlis.org/viewtopic.php?t=16785 As the magi of Avlis struggle over the Vortex, Mikona outlaws all conflicts within its walls]. [http://www.avlis.org/viewtopic.php?t=16804 Damar Ogdem is acquitted] His banishment is lifted, and he is welcomed back to the City of Mikona.&lt;br /&gt;
*(06/27/03) [http://www.avlis.org/viewtopic.php?t=16134 Damar Ogdem banished from Mikona] - For  trespassing in Sorvanok's lair.&lt;br /&gt;
*(06/17/03) [http://www.avlis.org/viewtopic.php?t=15641 The Order of Gorethar has its right to enforce M'Chekian laws revoked.]  The Sword of Toran replaces them as an elite law enforcement organization.&lt;br /&gt;
*(06/05/03) [http://www.avlis.org/viewtopic.php?t=15042 Hugar returns to M'Chek] - A task force is formed of adventurers to thwart her schemes.&lt;br /&gt;
*(05/31/03) [http://www.avlis.org/viewtopic.php?t=14833 &amp;quot;Demon Prince Nastassiou&amp;quot; destroyed] - Lanessa claims that this will put an end to the vampire threat to M'Chek, and the Legion of Darkness will now operate independently of them.  Shortly thereafter, [http://www.avlis.org/viewtopic.php?t=15079 Lanessa's banisment is lifted]&lt;br /&gt;
*(04/15/03) [http://www.avlis.org/viewtopic.php?t=12713 Yet another strange disease descends on M'Chek.] - This time, it apparently is related to the vampire infestation.  &lt;br /&gt;
*(04/13/03) [http://www.avlis.org/viewtopic.php?t=12669 Lanessa nas T'jarra expelled from M'Chek].&lt;br /&gt;
*(04/10/03) [http://www.avlis.org/viewtopic.php?t=12545 Tollgaroth's giants first attack Mikona in force] - Their plan is to apparently crush the M'Chekian capital in the hopes of stopping M'Chekian resistance to another giant army from the north.&lt;br /&gt;
*(04/09/03) [http://www.avlis.org/viewtopic.php?t=12477 It becomes clear that the Legion of Darkness is in league with the vampires spotted around Mikona] (although they insist upon being called &amp;quot;vampyres&amp;quot;).  Several break free from their pact with the Legion and Lenessa and begin preying on Mikonians.  Cynics claim that this is the Legion's will. &lt;br /&gt;
*(03/30/03) [http://www.avlis.org/viewtopic.php?t=12038 The Sereg assault M'Chek in force] and are barely thrown back.  This is the last known incident of a Sereg Army attacking M'Chek.  Henceforce it is minor raiding parties.&lt;br /&gt;
*(03/19/03) [http://www.avlis.org/viewtopic.php?t=11656 Frequent Vampire sightings begin] in M'Chek and in particular in Mikona.&lt;br /&gt;
*(03/13/03) [http://www.avlis.org/viewtopic.php?t=11409 Legion of Darkness founded in M'Chek] - The aptly named Legion of Darkness is founded by Lanessa nas T'jarra as an organization for those &amp;quot;with darkness in their hearts.&amp;quot;  They declare themselves violently opposed to the Order of Gorethar.&lt;br /&gt;
*(03/04/03) [http://www.avlis.org/viewtopic.php?t=11042 Order of Valok founded] in Mikona, by Fyren Tennimar.&lt;br /&gt;
*(02/28/03) [http://www.avlis.org/viewtopic.php?t=10920 The Sereg'wethrin Spite first strikes M'Chek]&lt;br /&gt;
*(02/24/03) [http://www.avlis.org/viewtopic.php?t=10756 The Sereg'wethrin are spotted in Mikona] - The Sereg'wethrin, a devious breed of elf bred for the destruction of all humans, are spotted in Mikona.  It soon becomes obvious that this is [http://www.avlis.org/viewtopic.php?t=10710 more than an isolated incident] and the city is in grave peril.&lt;br /&gt;
*(02/11/03) [http://www.avlis.org/viewtopic.php?p=46905 Order of O'Ma founded] by Delen Lomar.&lt;br /&gt;
*(02/01/03) [http://www.avlis.org/viewtopic.php?t=9902 Lanessa nas T'jarra arrives in Mikona] - She will later become infamous as the leader of a group of vampires.&lt;br /&gt;
*(01/26/03) [http://www.avlis.org/viewtopic.php?p=42405 Dunster Commons Assaulted] by a man named Sigmar Heldenhammer and his followers, who wear the sign of a fist.  After being denounced by M'Chek as a mercenary band, [http://www.avlis.org/viewtopic.php?t=9419 this group] soon dissolves.&lt;br /&gt;
*(01/20/03) [http://www.avlis.org/viewtopic.php?t=9530 T'Nanshi terrorists &amp;quot;E.L.F.&amp;quot; attack Mikona]&lt;br /&gt;
*(01/17/03) [http://www.avlis.org/viewtopic.php?t=9456 Trials of Alladorn and Cuxn] Alladorn is not guilty of treason, but of lying to an officer. He recieves a sentence of 100.000 gold pieces and one week labor.  Cuxn is found not guilty of treason, but guilty of murdering several M'Chekan soldiers, and sentenced to death.&lt;br /&gt;
*(01/15/03) [http://www.avlis.org/viewtopic.php?t=9401 Order of Gorethar Founded] - The Order of Gorethar is founded by Lord Vian, Arch Paladin of Gorethar.  Though technically based in Elysia, many membrs choose to reside in M'Chek.&lt;br /&gt;
*(01/14/03) [http://www.avlis.org/viewtopic.php?p=39516#39516 The Vigil], a vigilante group seeking to &amp;quot;protect M'Chekians&amp;quot; is first spotted in M'Chek.&lt;br /&gt;
&lt;br /&gt;
===2002===&lt;br /&gt;
*(12/15/02) [http://www.avlis.org/viewtopic.php?t=8864 Alladorn taken into custody] - Alladorn Echindar is captured and held for an impending trial for treason against M'Chek.&lt;br /&gt;
*(12/13/02) [http://www.avlis.org/viewtopic.php?t=8864 Cuxn taken into custody] - Cuxn Starfire's bounty is collected by Peregryne Twostep.  Cuxn is held for an impending trial for treason against M'Chek.&lt;br /&gt;
*(12/04/02) [http://www.avlis.org/viewtopic.php?t=8715 Alladorn and Cuxn wanted for Treason] - A bounty of 200,000 gold is placed for the capture or deaths of Alladorn Echindar and Cuxn Starfire, for treason against M'Chek.&lt;br /&gt;
*(12/02/02) [http://www.avlis.org/viewtopic.php?t=8681 Sorvanok attacks Mikona] - The Lich Sorvanok launchs what is to be the first of many assaults on Mikona in retaliation for adventurers raiding his lair.&lt;br /&gt;
*(09/??/02) Hugar begins wreaking havok in M'Chek.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Since translating real life dates to Avlis dates is notoriously strange, I've prefaced each event with the approximate RL date it occured, or was posted about.  This will help keep this somewhat in chronological order.&lt;br /&gt;
&lt;br /&gt;
==Missing info==&lt;br /&gt;
* Ending of the Hugar plot&lt;br /&gt;
* Ending of &amp;quot;the mistress&amp;quot;/Meisha plot.&lt;br /&gt;
* More info on the Gentleman's demise, take I&lt;br /&gt;
* Lord Deth's Demise, take II.&lt;br /&gt;
* Lord Deth's resurrection, take II&lt;br /&gt;
* End of the war&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Mikona:Recent_Events&amp;diff=2999</id>
		<title>Mikona:Recent Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Mikona:Recent_Events&amp;diff=2999"/>
		<updated>2006-01-23T08:48:26Z</updated>

		<summary type="html">&lt;p&gt;KaiRal: Corrected for accuracy. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Recent Events in Mikona and M'Chek=&lt;br /&gt;
This page will attempt to summarize the basics of various events that have taken place in Mikona and M'Chek since the servers came online.&lt;br /&gt;
&lt;br /&gt;
In editing this, please try to keep it in rough chronological order, and to keep it factual.  &lt;br /&gt;
'''And remember, just as on the boards, all information here can be taken as known in character, so don't post anything that you don't want known as common knowledge.'''&lt;br /&gt;
==Timeline==&lt;br /&gt;
===2006===&lt;br /&gt;
*(01/12/06) [http://www.avlis.org/viewtopic.php?t=70325 The M'Chekian army begins recruitment again.] - M'Chek begins a project of farming portions of the underdark.  The M'Chekian army announces it will be recruiting for the first time since the war's end in order to aid this project.&lt;br /&gt;
&lt;br /&gt;
===2005===&lt;br /&gt;
*(12/05/05) [http://www.avlis.org/viewtopic.php?t=67873 The Pride of the Southlands is formed] by Kai'ral Windspar, Seylek, Mhog'ar and several other wemics far form their homes in Kurathene and Jechran - Though they are based all over Southern Avlis, and not in M'Chek exclusively, much of their activity takes place there as it is home to Kai'Ral Windspar.&lt;br /&gt;
*(11/26/05) [http://www.avlis.org/viewtopic.php?t=67582 The Gnomes begin to take on Tollgaroth's old role as Mikona's most prominent enemy,] as they begin to launch assaults on the city from their stronghold in the Hills of Tumult.&lt;br /&gt;
*(11/09/05) [http://www.avlis.org/viewtopic.php?t=67839 Jand de la Fleur's banishment is lifted.]  Accused of treason during the war, he is allowed back into M'Chek after his case is reviewed.&lt;br /&gt;
*(11/01/05) [http://www.avlis.org/viewtopic.php?t=66206 The Windspars succeed in closing the Magma portal in Tollgaroth's abandoned halls.]  The hills appear open for settlement, but are shortly invaged by Andrinorian Gnomes.&lt;br /&gt;
*(10/23/05) [http://www.avlis.org/viewtopic.php?t=40911 The Gentleman is destroyed] for the second and (final?) time.  The work was of a joint coalition of the M'Chekian Army and the Order of Valok, consisting of: Gracie Dane, Dala Wennen, Sugriam Undlendenboam, Magnus Khan, Jared Evershield, Tyrus Stark, and Dao Grinner.&lt;br /&gt;
*(10/12/05) [http://www.avlis.org/viewtopic.php?t=64883 Actions are taken to begin cleansing the Hills of Tumult for use by M'Chek.]&lt;br /&gt;
*(10/11/05) [http://www.avlis.org/viewtopic.php?t=64799 The Dwarven Quarters are finally cleansed] - This operation is credited to Order of Gorethar, the Council of Balance, the Council of Dagath, the Keepers of the Cycle, and the M'Chekian Guards.  This is perhaps the final step in releasin the Mikonian underdark from Sorvanok's hold.&lt;br /&gt;
*(09/25/05) [http://www.avlis.org/viewtopic.php?t=63686 Dala Wennen, former Commander of the Alpha Corps, is granted a Common House seat based on her war record.]&lt;br /&gt;
*(09/09/05) [http://www.avlis.org/viewtopic.php?t=66682 M'Chek establishes an island Garrison on the Western sea.]&lt;br /&gt;
*(09/04/05) [http://www.avlis.org/viewtopic.php?t=62490 Houseman Kered Rose is reinstated in his position of Common House Representative] as all charges stemming from the Canvas Incident are cleared.&lt;br /&gt;
*(08/22/05) [http://www.avlis.org/viewtopic.php?t=61701 The Vasharan begin to assault Mikona's temples.]  The assaults, however, are short-lived.&lt;br /&gt;
*(08/21/05) [http://www.avlis.org/viewtopic.php?t=61641 Some activity of Sorvanok's old cult seems to indicate that all is not well in Mikona's underdark.]&lt;br /&gt;
*(08/14/05) [http://www.avlis.org/viewtopic.php?t=61225 Increasing pressure on M'Chek to seek land, and breaches of the treaty with Tollgaroth] lead to conflicts over Mikona's Dwarven Quarters and Tollgaroth's lair.  By the word of the treaty, M'Chek is still bound to an uneasy alliance with Tollgaroth, but it becomes clear that will not last for long.&lt;br /&gt;
*(08/08/05) [http://www.avlis.org/viewtopic.php?t=60884 The Sword of Toran gives up its duty as the elite law enforcement branch in M'Chek].  This duty passes to the newly formed M'Chekian Guards.&lt;br /&gt;
*(08/??/05) After much prodding and conflict with the city, Tollgaroth's forces depart from the Hills of Tumult.&lt;br /&gt;
*(08/02/05) [http://www.avlis.org/viewtopic.php?t=60517 A last remnant of Sorvanok's power is found under Mikona] - A dracolich is discovered lurking in the depths and dispatched by a cooperative effort of the M'Chekian Guards, the Council of Balance, and the Order of Gorethar.&lt;br /&gt;
*(07/06/05) [http://www.avlis.org/viewtopic.php?t=55117 A bounty is offered for the capture of Tangleroot], a murderous Verossan druid. The villain eludes capture and the sum is later raised to 30 000 gold.&lt;br /&gt;
*(06/24/05) [http://www.avlis.org/viewtopic.php?t=57579 Fulfordis begins assaulting Mikona.]  His appearance is linked to Tollgaroth's plans, and the treaty between Tollgaroth and Mikona becomes strained.&lt;br /&gt;
*(06/10/05) [http://www.avlis.org/viewtopic.php?t=56563 The M'Chekian Guards] are founded from the remnants of the Alpha Corps.  They share law enforcement powers with the Sword of Toran.&lt;br /&gt;
*(05/26/05) [http://www.avlis.org/viewtopic.php?t=55624 The Blandenberg Settlement] is officially estalished as a neutral entity in the war.&lt;br /&gt;
*(05/11/04) [http://www.avlis.org/viewtopic.php?t=54650 A joint coalition is able to discover a cure for the plague].  Those involved include Moira Windspar, Corporal Tivn Dimbzig and Frigate Captain Ayren Milen.  The losses, however, have still been terrible.  Estimates are that as many as 1 in 6 M'Chekians are dead from this plague.&lt;br /&gt;
*(04/29/05)[http://www.avlis.org/viewtopic.php?t=54027 A dreaded plague that has been thus far confined to Elysia spreads to M'Chek].  The M'Chekian army declares that one of T'Nanshi's officers (a &amp;quot;Trethlawn Brother&amp;quot;) is responsible for this deed.  The plague, now no longer containd by Elysia's walls, quickly spreads to T'Nanshi as well.  Military operations on both sides all but cease as thousands die.&lt;br /&gt;
*(04/21/05) [http://www.avlis.org/viewtopic.php?t=53495 The Alpha Corps organizes an operation to secure Blandenberg for M'Chekian settlers.]  This unprecedented operation involves capturing the village, securing it, then handing it over to neutral parties to settle as they will.  Of the neutral parties involved, only the Church of Mikon, as represented by Moira Celyn, accepts responsibility for the settlement.  The Blandenberg Protectorate is born.  Despite [http://www.avlis.org/viewtopic.php?t=53703 T'Nanshi's rejection of the proposal], they do not attack the settlement, and it grows into what becomes the Blandenberg Protectorate.&lt;br /&gt;
*(04/17/05) [http://www.avlis.org/viewtopic.php?t=53203 Drotid signs a ceasefire with T'Nanshi and Elysia] - Many in M'Chek are outraged that their ally would leave the war, and fear the wrath of the northern armies which have been freed by this treaty.&lt;br /&gt;
*(04/16/05) [http://www.avlis.org/viewtopic.php?t=59274 The Blandenberg Protectorate] is formed from the Blandenberg Settlement, and many of the lands formerly known as &amp;quot;the warzone&amp;quot;.&lt;br /&gt;
*(04/13/05) [http://www.avlis.org/viewtopic.php?p=512371#512371 Plans are made to allow M'Chekians to relocate to Visimontium] - This city, far to the north is designed as a Magocracy, to be populated by M'Chekians who have fled from the war.&lt;br /&gt;
*(04/10/05) [http://www.avlis.org/viewtopic.php?t=52735 Rhissaerk Jalesh's punishment in Elysia is complete].  He returns to M'Chek and is granted his place back in the army.&lt;br /&gt;
*(04/02/05) [http://www.avlis.org/viewtopic.php?t=52254 The Alpha Corps' new public relations department begins making public announcements of battles.] - The first announcement concerns the victorious defense of the remnants of the Village of Blandenberg.  &lt;br /&gt;
*(03/31/05) [http://www.avlis.org/viewtopic.php?t=52076 General Marcus Deth is raised from the dead] and resumes his place as War Comissioner of M'Chek.&lt;br /&gt;
*(03/22/05) [http://www.avlis.org/viewtopic.php?t=51581 Rhissaerk Jalesh is extradited to Elysia for crmies against their city.]  Questions are raised whether the extradition of the &amp;quot;Slayer of Vanoviel&amp;quot; have political motives.&lt;br /&gt;
*(03/12/05) [http://www.avlis.org/viewtopic.php?t=51027 The Canvas Affair] - A raid on the Canvas by the Sword of Toran leads to the expulsion of its owners from M'Chek, along with the expulsion of the Church of Angadar, and several of its allies.  Prominent names among those found guilty include Amonien Amana, Tennira Arknheld, Lisa Kler, Jand le Fleure, and Houseman Kered Rose (who is stripped of his house seat).  Houseman Rose is later cleared of these charges and granted his seat back.&lt;br /&gt;
&lt;br /&gt;
*(02/01/05) [http://www.avlis.org/viewtopic.php?t=47400 The Blandenberg Hospital is destroyed by terrorists.]&lt;br /&gt;
*(01/06/05) [http://www.avlis.org/viewtopic.php?t=45557 The Wardens of M'Chek are founded] - This group is subordinate to the Sword of Toran, acting to restore M'Chek's lands and keep them peaceful.&lt;br /&gt;
&lt;br /&gt;
===2004===&lt;br /&gt;
*(12/18/04) [http://www.avlis.org/viewtopic.php?t=44589 After much agression between the two nations, M'Chek and Elysia finally declare war.]&lt;br /&gt;
*(12/09/04) [http://www.avlis.org/viewtopic.php?t=43973 A formal treaty is finally made with Tollgaroth.] - This will later lead to military support by the giants.&lt;br /&gt;
*(12/04/04) [http://www.avlis.org/viewtopic.php?t=43521 The Council of Balance is publically attacked for supposedly aiding Elysia.] - They vow that if war comes between the two nations, they will side with M'Chek.&lt;br /&gt;
*(11/28/04) [http://www.avlis.org/viewtopic.php?t=43111 Revelations about the nature of the M'Chek-Drotid alliance] heighten tensions between M'Chek and Elysia.  Specifically, evidence is purported to exist showing the desire of M'Chek to aid Drotid in destroying Elysia.&lt;br /&gt;
*(10/31/04) [http://www.avlis.org/viewtopic.php?t=41426 High Reaver Kellid D'Prey begins motions to come to a formal treaty with Tollgaroth.]&lt;br /&gt;
*(10/26/04) [http://www.avlis.org/viewtopic.php?t=41124 High Commands on both sides of the war institute a policy of fining civilians in the warzone], as the battles begin to escalate.&lt;br /&gt;
*(10/21/04) [http://www.avlis.org/viewtopic.php?t=40780 It becomes clear that Mikona's ice caves are inhabited by powerful undead] - These undead make an attempt to slay Tollgaroth's giants, but are thwarted with the aid of the city.  Once again, [http://www.avlis.org/viewtopic.php?t=40959 there is an uneasy alliance between Tollgaroth and Mikona.]&lt;br /&gt;
*(10/07/04) [http://www.avlis.org/viewtopic.php?t=40064 War Comissioner Marcus Deth is assassinated].  He is replaced by General Tharius Grumbald, a relation of Lord Donie Grumbald.&lt;br /&gt;
*(09/21/04) [http://www.avlis.org/viewtopic.php?t=39060 Magical constructs called Twig Blights attack the city], purposely slaughtering innocents. The Twigs are suspected to be the work of Verossan terrorists.&lt;br /&gt;
*(09/11/04) [http://www.avlis.org/viewtopic.php?t=38382 The Gentleman apparently returns to M'Chek.]&lt;br /&gt;
*(09/03/04) [http://www.avlis.org/viewtopic.php?t=37881 The Golden Path forms] - This is Houseman Kered Rose's official political party.  It will last until he is expelled from his houseseat over the Canvas Affair.&lt;br /&gt;
*(08/15/03) [http://www.avlis.org/viewtopic.php?t=36558 The Sword of Toran announces a deputy program] - This program allows non-affiliated citizens to aid the Sword in the elite branch of M'Chek's law enforcement.  This priveledge is later extended under the M'Chekian Guards.&lt;br /&gt;
*(08/14/04) [http://www.avlis.org/viewtopic.php?t=36536 The undead child Joriah begins to cause trouble with the fire giants.]  Specifically, he begins to agitate them against Mikona. &lt;br /&gt;
*(08/10/04) [http://www.avlis.org/viewtopic.php?t=36259 Mikona begins an open alliance with the church of Titania] - This brings some anger from Elysia, which has been battling the Titanians recently.&lt;br /&gt;
*(07/31/04) [http://www.avlis.org/viewtopic.php?t=35742 Mikona's infamous &amp;quot;Village Crypt&amp;quot; is cleansed of undeath] - This long-term project of the Temple of Dagath was finally completed by Jadrienne Starfire and members of the church.&lt;br /&gt;
*(07/17/04) [http://www.avlis.org/viewtopic.php?t=34890 M'Chek enters into an alliance with Drotid in its war against T'Nanshi.]  Captain Jake Bentsen of the Alpha Corps gives a [http://www.avlis.org/viewtopic.php?t=36061 famous speech] on the matter.&lt;br /&gt;
*(07/14/04) [http://www.avlis.org/viewtopic.php?t=34696 The Gentleman's minions are apparently at work again.]  They attempt to slay Lord Derrington, and in response he holds a public meetins, giving information about his role in the destruction of the Gentleman.&lt;br /&gt;
*(06/21/04) [http://www.avlis.org/viewtopic.php?t=33388 The Blandenberg Ferry is destroyed].  This vital travel lane from M'Chek to T'Nanshi is destroyed by T'Nanshi soldiers. &lt;br /&gt;
*(06/01/04) [http://www.avlis.org/viewtopic.php?t=32032 The frozen dead (numbering 2000)] are placed in the ice caves for storage while the city finds room to bury them.  Necromancers begin using this as a supply of corpses.&lt;br /&gt;
*(05/23/04) [http://www.avlis.org/viewtopic.php?t=31540 The cold is ended by an outside group.] -Blame is placed at the feet of the Mikonians who, &amp;quot; made and broke promises, pranced around arguing,&amp;quot; rather than solving the problem. (A good accounting of Mikona in the lich-&amp;gt;ice age times is given [http://www.avlis.org/viewtopic.php?t=26166 here])&lt;br /&gt;
*(05/17/04) [http://www.avlis.org/viewtopic.php?p=271936#271936 It becomes apparent that the ice giants have a machine that is creating this weather.]  The city seeks an alliance with Tollgaroth in this, but he refuses, since his aid against Sorvanok was spurned by Kharak Hammerstar.  &lt;br /&gt;
*(05/11/03) [http://www.avlis.org/viewtopic.php?p=261013#261013 General Marcus Deth is appointed as the new war comissioner of M'Chek]&lt;br /&gt;
*(05/05/04) [http://www.avlis.org/viewtopic.php?t=30578 Frost giant attacks on Mikona begin]&lt;br /&gt;
*(04/27/04) [http://www.avlis.org/viewtopic.php?t=30115 War Comissioner Dard Blake Dies]  - Dard Blake, M'Chek's war comissioner is found to be involved in slave trade.  He commits suicide rather than face justice.  &lt;br /&gt;
*(04/27/04) Kered Rose appointed to the common house of M'Chek.&lt;br /&gt;
*(04/20/04) Intense cold strikes Mikona.  Snows begin to fall and not abate.  [http://www.avlis.org/viewtopic.php?t=30755 No one is certain yet of the cause.]&lt;br /&gt;
*(04/18/04) [http://www.avlis.org/viewtopic.php?t=29561 Sorvanok Defeated]  - The Lich Sorvanok who resided deep in the underdark below Mikona, and who sought godhood is finally defeated by the cooperation of scores of adventurers.  A momnument comemmorating this is erected outside the City's gates.  Notable at the time: Tollgaroth is turned away from the assault by Kharak Hammerstar, a member of the Order of Gorethar.&lt;br /&gt;
*(04/07/04) [http://www.avlis.org/viewtopic.php?t=28994 Sorvanok's minions begin massed assaults on the temples of Mikona.]  This serves as a call to those who oppose him to act immediately. &lt;br /&gt;
*(03/19/04) [http://www.avlis.org/viewtopic.php?t=28037 Sorvanok's minions begin displaying priest-like powers].  This leads many to speculate that the lich may be near his goal of ascention.&lt;br /&gt;
*(02/08/04) [http://www.avlis.org/viewtopic.php?t=26178 Fulfordis and his ice giants are found to be in league with Sorvanok.]  This leads to another attempt at a truce with Tollgaroth, since he has no desire to be destroyed by the lich.  &lt;br /&gt;
*(01/31/04) [http://www.avlis.org/viewtopic.php?t=25830 Cha'reth ascends].&lt;br /&gt;
*(01/19/04) [http://www.avlis.org/viewtopic.php?t=25110 The recipe for Bloodsmoke Infusion is found] - This new and potent cure for the spite means the disease is no longer a threat to non-elven victims.  &lt;br /&gt;
*(01/12/04) [http://www.avlis.org/viewtopic.php?t=24743 The Gentleman is destroyed.] &lt;br /&gt;
*(01/06/04) [http://www.avlis.org/viewtopic.php?t=24499 A hospital opens in Blandenberg] - In the temple of O'Ma in the ruins Blandenberg village (now a battlefield), a hospital is opened jointly by clergy of O'Ma and Dru'el.&lt;br /&gt;
*(01/02/04) [http://www.avlis.org/viewtopic.php?t=24296 Sorvanok steps up his attacks on Mikona] - Rather than merely attacking the city in retribution for raids on his lair, Sorvanok begins preparations to raze Mikona and ascend to godhood.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2003===&lt;br /&gt;
*(12/07/03) [http://www.avlis.org/viewtopic.php?t=23056 The city of Mikona is quarantined] due to an extreme outbreak of the Spite.&lt;br /&gt;
*(11/15/03) [http://www.avlis.org/viewtopic.php?t=22043 The Church of Dagath learns how to cleanse a crypt], thus making it useless to The Gentlemen for recruitment of his undead minions.&lt;br /&gt;
*(09/31/03) [http://www.avlis.org/viewtopic.php?t=21358A woman known as Meisha or &amp;quot;mistress&amp;quot;] begins attacking M'Chekian nobles.&lt;br /&gt;
*(09/18/03) [http://www.avlis.org/viewtopic.php?t=19447 Tollgaroth attacks Mikona again] - As will become a repeated theme in Mikonian history, Tollgaroth's promise of a truce is broken.  Many question whether it is his nature to do so, or if Mikonian adventurers broke the truce first.&lt;br /&gt;
*(09/15/03) [http://www.avlis.org/viewtopic.php?t=19294 First indication that Tollgaroth may be willing to come to terms with Mikona] - As Mikona is suffering from Sorvanok's assaults as well as Sereg raids, many are hopeful of this possibility.&lt;br /&gt;
*(09/12/03) [http://www.avlis.org/viewtopic.php?t=19220 Lanessa Leaves M'Chek] - The Legion of Darkness apparently ceases to exist along with her.&lt;br /&gt;
*(09/10/03) [http://www.avlis.org/viewtopic.php?t=20335 The infamous &amp;quot;Gentleman&amp;quot; is first sighted in M'Chek.]  He attacks travellers seemingly at random.  &lt;br /&gt;
*(08/29/03) [http://www.avlis.org/viewtopic.php?t=18595] The Sereg return to Mikona, along with the spite.]&lt;br /&gt;
*(07/15/03) Despite claiming neutrality in the struggle for the vortex of chaos, struggle within Mikona results in [http://www.avlis.org/viewtopic.php?t=16835 a state of war between the Ebony Order of the Moon, and the Order of Gorethar and the Hands of Dru'el.]&lt;br /&gt;
*(07/14/03) [http://www.avlis.org/viewtopic.php?t=16785 As the magi of Avlis struggle over the Vortex, Mikona outlaws all conflicts within its walls]. [http://www.avlis.org/viewtopic.php?t=16804 Damar Ogdem is acquitted] His banishment is lifted, and he is welcomed back to the City of Mikona.&lt;br /&gt;
*(06/27/03) [http://www.avlis.org/viewtopic.php?t=16134 Damar Ogdem banished from Mikona] - For  trespassing in Sorvanok's lair.&lt;br /&gt;
*(06/17/03) [http://www.avlis.org/viewtopic.php?t=15641 The Order of Gorethar has its right to enforce M'Chekian laws revoked.]  The Sword of Toran replaces them as an elite law enforcement organization.&lt;br /&gt;
*(06/05/03) [http://www.avlis.org/viewtopic.php?t=15042 Hugar returns to M'Chek] - A task force is formed of adventurers to thwart her schemes.&lt;br /&gt;
*(05/31/03) [http://www.avlis.org/viewtopic.php?t=14833 &amp;quot;Demon Prince Nastassiou&amp;quot; destroyed] - Lanessa claims that this will put an end to the vampire threat to M'Chek, and the Legion of Darkness will now operate independently of them.  Shortly thereafter, [http://www.avlis.org/viewtopic.php?t=15079 Lanessa's banisment is lifted]&lt;br /&gt;
*(04/15/03) [http://www.avlis.org/viewtopic.php?t=12713 Yet another strange disease descends on M'Chek.] - This time, it apparently is related to the vampire infestation.  &lt;br /&gt;
*(04/13/03) [http://www.avlis.org/viewtopic.php?t=12669 Lanessa nas T'jarra expelled from M'Chek].&lt;br /&gt;
*(04/10/03) [http://www.avlis.org/viewtopic.php?t=12545 Tollgaroth's giants first attack Mikona in force] - Their plan is to apparently crush the M'Chekian capital in the hopes of stopping M'Chekian resistance to another giant army from the north.&lt;br /&gt;
*(04/09/03) [http://www.avlis.org/viewtopic.php?t=12477 It becomes clear that the Legion of Darkness is in league with the vampires spotted around Mikona] (although they insist upon being called &amp;quot;vampyres&amp;quot;).  Several break free from their pact with the Legion and Lenessa and begin preying on Mikonians.  Cynics claim that this is the Legion's will. &lt;br /&gt;
*(03/30/03) [http://www.avlis.org/viewtopic.php?t=12038 The Sereg assault M'Chek in force] and are barely thrown back.  This is the last known incident of a Sereg Army attacking M'Chek.  Henceforce it is minor raiding parties.&lt;br /&gt;
*(03/19/03) [http://www.avlis.org/viewtopic.php?t=11656 Frequent Vampire sightings begin] in M'Chek and in particular in Mikona.&lt;br /&gt;
*(03/13/03) [http://www.avlis.org/viewtopic.php?t=11409 Legion of Darkness founded in M'Chek] - The aptly named Legion of Darkness is founded by Lanessa nas T'jarra as an organization for those &amp;quot;with darkness in their hearts.&amp;quot;  They declare themselves violently opposed to the Order of Gorethar.&lt;br /&gt;
*(03/04/03) [http://www.avlis.org/viewtopic.php?t=11042 Order of Valok founded] in Mikona, by Fyren Tennimar.&lt;br /&gt;
*(02/28/03) [http://www.avlis.org/viewtopic.php?t=10920 The Sereg'wethrin Spite first strikes M'Chek]&lt;br /&gt;
*(02/24/03) [http://www.avlis.org/viewtopic.php?t=10756 The Sereg'wethrin are spotted in Mikona] - The Sereg'wethrin, a devious breed of elf bred for the destruction of all humans, are spotted in Mikona.  It soon becomes obvious that this is [http://www.avlis.org/viewtopic.php?t=10710 more than an isolated incident] and the city is in grave peril.&lt;br /&gt;
*(02/11/03) [http://www.avlis.org/viewtopic.php?p=46905 Order of O'Ma founded] by Delen Lomar.&lt;br /&gt;
*(02/01/03) [http://www.avlis.org/viewtopic.php?t=9902 Lanessa nas T'jarra arrives in Mikona] - She will later become infamous as the leader of a group of vampires.&lt;br /&gt;
*(01/26/03) [http://www.avlis.org/viewtopic.php?p=42405 Dunster Commons Assaulted] by a man named Sigmar Heldenhammer and his followers, who wear the sign of a fist.  After being denounced by M'Chek as a mercenary band, [http://www.avlis.org/viewtopic.php?t=9419 this group] soon dissolves.&lt;br /&gt;
*(01/20/03) [http://www.avlis.org/viewtopic.php?t=9530 T'Nanshi terrorists &amp;quot;E.L.F.&amp;quot; attack Mikona]&lt;br /&gt;
*(01/17/03) [http://www.avlis.org/viewtopic.php?t=9456 Trials of Alladorn and Cuxn] Alladorn is not guilty of treason, but of lying to an officer. He recieves a sentence of 100.000 gold pieces and one week labor.  Cuxn is found not guilty of treason, but guilty of murdering several M'Chekan soldiers, and sentenced to death.&lt;br /&gt;
*(01/15/03) [http://www.avlis.org/viewtopic.php?t=9401 Order of Gorethar Founded] - The Order of Gorethar is founded by Lord Vian, Arch Paladin of Gorethar.  Though technically based in Elysia, many membrs choose to reside in M'Chek.&lt;br /&gt;
*(01/14/03) [http://www.avlis.org/viewtopic.php?p=39516#39516 The Vigil], a vigilante group seeking to &amp;quot;protect M'Chekians&amp;quot; is first spotted in M'Chek.&lt;br /&gt;
&lt;br /&gt;
===2002===&lt;br /&gt;
*(12/15/02) [http://www.avlis.org/viewtopic.php?t=8864 Alladorn taken into custody] - Alladorn Echindar is captured and held for an impending trial for treason against M'Chek.&lt;br /&gt;
*(12/13/02) [http://www.avlis.org/viewtopic.php?t=8864 Cuxn taken into custody] - Cuxn Starfire's bounty is collected by Peregryne Twostep.  Cuxn is held for an impending trial for treason against M'Chek.&lt;br /&gt;
*(12/04/02) [http://www.avlis.org/viewtopic.php?t=8715 Alladorn and Cuxn wanted for Treason] - A bounty of 200,000 gold is placed for the capture or deaths of Alladorn Echindar and Cuxn Starfire, for treason against M'Chek.&lt;br /&gt;
*(12/02/02) [http://www.avlis.org/viewtopic.php?t=8681 Sorvanok attacks Mikona] - The Lich Sorvanok launchs what is to be the first of many assaults on Mikona in retaliation for adventurers raiding his lair.&lt;br /&gt;
*(09/??/02) Hugar begins wreaking havok in M'Chek.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Since translating real life dates to Avlis dates is notoriously strange, I've prefaced each event with the approximate RL date it occured, or was posted about.  This will help keep this somewhat in chronological order.&lt;br /&gt;
&lt;br /&gt;
==Missing info==&lt;br /&gt;
* Ending of the Hugar plot&lt;br /&gt;
* Ending of &amp;quot;the mistress&amp;quot;/Meisha plot.&lt;br /&gt;
* More info on the Gentleman's demise, take I&lt;br /&gt;
* Lord Deth's Demise, take II.&lt;br /&gt;
* Lord Deth's resurrection, take II&lt;br /&gt;
* End of the war&lt;/div&gt;</summary>
		<author><name>KaiRal</name></author>
	</entry>
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