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	<id>https://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Spool32</id>
	<title>Avlis Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Spool32"/>
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	<updated>2026-05-31T15:25:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Talk:Elf,Sereg&amp;diff=36046</id>
		<title>Talk:Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Talk:Elf,Sereg&amp;diff=36046"/>
		<updated>2010-10-06T19:25:48Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains some mistakes/missing information and I would love to edit it and correct it.&lt;br /&gt;
&lt;br /&gt;
== Make edits in your sandbox ==&lt;br /&gt;
Feel free to make edits in your sandbox and I'll paste them over. What things are wrong? -spool32&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Talk:Elf,Sereg&amp;diff=36045</id>
		<title>Talk:Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Talk:Elf,Sereg&amp;diff=36045"/>
		<updated>2010-10-06T19:25:27Z</updated>

		<summary type="html">&lt;p&gt;Spool32: New section: Make edits in your sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains some mistakes/missing information and I would love to edit it and correct it.&lt;br /&gt;
&lt;br /&gt;
== Make edits in your sandbox ==&lt;br /&gt;
&lt;br /&gt;
Feel free to make edits in your sandbox and I'll paste them over. What things are wrong?&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Updateproject&amp;diff=36026</id>
		<title>Updateproject</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Updateproject&amp;diff=36026"/>
		<updated>2010-09-29T05:25:08Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Just Look At This Awesome Banana Wiki Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Wiki Update Project=&lt;br /&gt;
My short tracking page for the wiki update project. Actual work orders and discussion threads can be found [http://www.avlis.org/viewforum.php?f=394 here], though unauthorized members won't be able to view that link. This wiki page will necessarily lag somewhat behind the development goals we achieve, but it's useful for tracking the project's progress and exposing to the rest of the community what we've accomplished so far.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Goals==&lt;br /&gt;
That we have a wiki with the content it contains is remarkable in itself! Few other worlds in the NWN community have attempted this, and none on the scale of Avlis. Unfortunately, in its current form the wiki is a shambles. There's no graphic convention, no structure, navigation is horrid, we've made poor decisions in how we organize our information and the info we do have is sometimes hard to find, it's page titles make many important sections unsearchable (try searching for the login ports!), and it's generally chaotic.&lt;br /&gt;
&lt;br /&gt;
Our goal is to unify and impose some structure on the wiki, reduce duplicate pages, beautify it, recategorize many subjects, and rethink the pathways we take for navigating it. As an iterative process driven by volunteers, it's necessarily going to take some time and happen a little haphazardly but with effort and a good PM we can reduce the work into manageable chunks and digest it bit by bit. &lt;br /&gt;
&lt;br /&gt;
As we go forward, we'll also be migrating much of the static content on [http://www.avlis.org the Avlis forums] to the wiki. By static, I mean threads (such as the Rules threads) where the community (and often the Team as well) does not comment and the thread of discussion doesn't need to be referenced in order to understand the entry. &lt;br /&gt;
&lt;br /&gt;
==Participants==&lt;br /&gt;
'''Project Manager'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.linkedin.com/in/anthonydye/ spool32 (Tony)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Editors'''&lt;br /&gt;
*[http://wiki.avlis.org/User:Eklektikos Eklektikos]&lt;br /&gt;
*[http://wiki.avlis.org/User:Girlysprite Girlysprite]&lt;br /&gt;
*[http://wiki.avlis.org/User:Gurky_Bogglewig Gurky]&lt;br /&gt;
*[http://wiki.avlis.org/User:Krackq krackq]&lt;br /&gt;
*[http://wiki.avlis.org/User:Lycanthropy Lycanthropy]&lt;br /&gt;
*[http://wiki.avlis.org/User:Pathos_Street Pathos Street]&lt;br /&gt;
*[http://wiki.avlis.org/User:TripleAught TripleAught]&lt;br /&gt;
&lt;br /&gt;
==Just Look At This Awesome Banana Wiki Page.==&lt;br /&gt;
[[Image:BananaWiki.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://boingboing.net/2010/09/09/just-look-at-this-aw-14.html Just look at it.]&lt;br /&gt;
&lt;br /&gt;
==Completed Sections==&lt;br /&gt;
*[http://wiki.avlis.org/Main_Page Main destination page.]&lt;br /&gt;
*[http://wiki.avlis.org/Getting_Started Getting Started]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Progress==&lt;br /&gt;
*[http://wiki.avlis.org/Dominator Holy Warrior Classes]. Compare that link (Dominator) with the dire state of the [http://wiki.avlis.org/Confounder Confounder] one.&lt;br /&gt;
*[http://wiki.avlis.org/User:Pathos_Street/Magic Magic]. Compare with the [http://wiki.avlis.org/Magic current magic page]. This entry is large enough to get its own project designation.&lt;br /&gt;
*Category Standardization&lt;br /&gt;
*Disambiguation Pages&lt;br /&gt;
*[http://spreadsheets.google.com/pub?key=rILSaaeUDaW7S_Ku7HQKkjg&amp;amp;single=true&amp;amp;gid=0&amp;amp;output=html Definitive Dungeon Matrix]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Deck==&lt;br /&gt;
*Re-categorize the user pages.&lt;br /&gt;
*Consolidate custom systems:&lt;br /&gt;
**Barb rage&lt;br /&gt;
**AMS (connects to magic)&lt;br /&gt;
**Companion Training&lt;br /&gt;
*Nations&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
*Rules Migration&lt;br /&gt;
*New banner / home image&lt;br /&gt;
*Sidebar links revisited&lt;br /&gt;
*Player totals&lt;br /&gt;
*Financial info&lt;br /&gt;
*etc!&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Updateproject&amp;diff=36025</id>
		<title>Updateproject</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Updateproject&amp;diff=36025"/>
		<updated>2010-09-29T04:40:56Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Wiki Update Project=&lt;br /&gt;
My short tracking page for the wiki update project. Actual work orders and discussion threads can be found [http://www.avlis.org/viewforum.php?f=394 here], though unauthorized members won't be able to view that link. This wiki page will necessarily lag somewhat behind the development goals we achieve, but it's useful for tracking the project's progress and exposing to the rest of the community what we've accomplished so far.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Goals==&lt;br /&gt;
That we have a wiki with the content it contains is remarkable in itself! Few other worlds in the NWN community have attempted this, and none on the scale of Avlis. Unfortunately, in its current form the wiki is a shambles. There's no graphic convention, no structure, navigation is horrid, we've made poor decisions in how we organize our information and the info we do have is sometimes hard to find, it's page titles make many important sections unsearchable (try searching for the login ports!), and it's generally chaotic.&lt;br /&gt;
&lt;br /&gt;
Our goal is to unify and impose some structure on the wiki, reduce duplicate pages, beautify it, recategorize many subjects, and rethink the pathways we take for navigating it. As an iterative process driven by volunteers, it's necessarily going to take some time and happen a little haphazardly but with effort and a good PM we can reduce the work into manageable chunks and digest it bit by bit. &lt;br /&gt;
&lt;br /&gt;
As we go forward, we'll also be migrating much of the static content on [http://www.avlis.org the Avlis forums] to the wiki. By static, I mean threads (such as the Rules threads) where the community (and often the Team as well) does not comment and the thread of discussion doesn't need to be referenced in order to understand the entry. &lt;br /&gt;
&lt;br /&gt;
==Participants==&lt;br /&gt;
'''Project Manager'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.linkedin.com/in/anthonydye/ spool32 (Tony)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Editors'''&lt;br /&gt;
*[http://wiki.avlis.org/User:Eklektikos Eklektikos]&lt;br /&gt;
*[http://wiki.avlis.org/User:Girlysprite Girlysprite]&lt;br /&gt;
*[http://wiki.avlis.org/User:Gurky_Bogglewig Gurky]&lt;br /&gt;
*[http://wiki.avlis.org/User:Krackq krackq]&lt;br /&gt;
*[http://wiki.avlis.org/User:Lycanthropy Lycanthropy]&lt;br /&gt;
*[http://wiki.avlis.org/User:Pathos_Street Pathos Street]&lt;br /&gt;
*[http://wiki.avlis.org/User:TripleAught TripleAught]&lt;br /&gt;
&lt;br /&gt;
==Just Look At This Awesome Banana Wiki Page==&lt;br /&gt;
[[Image:BananaWiki.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://boingboing.net/2010/09/09/just-look-at-this-aw-14.html Just look at it.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Completed Sections==&lt;br /&gt;
*[http://wiki.avlis.org/Main_Page Main destination page.]&lt;br /&gt;
*[http://wiki.avlis.org/Getting_Started Getting Started]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Progress==&lt;br /&gt;
*[http://wiki.avlis.org/Dominator Holy Warrior Classes]. Compare that link (Dominator) with the dire state of the [http://wiki.avlis.org/Confounder Confounder] one.&lt;br /&gt;
*[http://wiki.avlis.org/User:Pathos_Street/Magic Magic]. Compare with the [http://wiki.avlis.org/Magic current magic page]. This entry is large enough to get its own project designation.&lt;br /&gt;
*Category Standardization&lt;br /&gt;
*Disambiguation Pages&lt;br /&gt;
*[http://spreadsheets.google.com/pub?key=rILSaaeUDaW7S_Ku7HQKkjg&amp;amp;single=true&amp;amp;gid=0&amp;amp;output=html Definitive Dungeon Matrix]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Deck==&lt;br /&gt;
*Re-categorize the user pages.&lt;br /&gt;
*Consolidate custom systems:&lt;br /&gt;
**Barb rage&lt;br /&gt;
**AMS (connects to magic)&lt;br /&gt;
**Companion Training&lt;br /&gt;
*Nations&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
*Rules Migration&lt;br /&gt;
*New banner / home image&lt;br /&gt;
*Sidebar links revisited&lt;br /&gt;
*Player totals&lt;br /&gt;
*Financial info&lt;br /&gt;
*etc!&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=File:BananaWiki.JPG&amp;diff=36024</id>
		<title>File:BananaWiki.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=File:BananaWiki.JPG&amp;diff=36024"/>
		<updated>2010-09-29T04:25:57Z</updated>

		<summary type="html">&lt;p&gt;Spool32: !&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;!&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Updateproject&amp;diff=36023</id>
		<title>Updateproject</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Updateproject&amp;diff=36023"/>
		<updated>2010-09-29T03:55:30Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Wiki Update Project=&lt;br /&gt;
My short tracking page for the wiki update project. Actual work orders and discussion threads can be found [http://www.avlis.org/viewforum.php?f=394 here], though unauthorized members won't be able to view that link. This wiki page will necessarily lag somewhat behind the development goals we achieve, but it's useful for tracking the project's progress and exposing to the rest of the community what we've accomplished so far.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Goals==&lt;br /&gt;
That we have a wiki with the content it contains is remarkable in itself! Few other worlds in the NWN community have attempted this, and none on the scale of Avlis. Unfortunately, in its current form the wiki is a shambles. There's no graphic convention, no structure, navigation is horrid, we've made poor decisions in how we organize our information and the info we do have is sometimes hard to find, it's page titles make many important sections unsearchable (try searching for the login ports!), and it's generally chaotic.&lt;br /&gt;
&lt;br /&gt;
Our goal is to unify and impose some structure on the wiki, reduce duplicate pages, beautify it, recategorize many subjects, and rethink the pathways we take for navigating it. As an iterative process driven by volunteers, it's necessarily going to take some time and happen a little haphazardly but with effort and a good PM we can reduce the work into manageable chunks and digest it bit by bit. &lt;br /&gt;
&lt;br /&gt;
As we go forward, we'll also be migrating much of the static content on [http://www.avlis.org the Avlis forums] to the wiki. By static, I mean threads (such as the Rules threads) where the community (and often the Team as well) do not comment and the thread of discussion doesn't need to be referenced in order to understand the rule. &lt;br /&gt;
==Participants==&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Updateproject&amp;diff=36022</id>
		<title>Updateproject</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Updateproject&amp;diff=36022"/>
		<updated>2010-09-29T03:31:08Z</updated>

		<summary type="html">&lt;p&gt;Spool32: New page: =Wiki Update Project= My short tracking page for the wiki update project. Actual work orders and discussion can be found [http://www.avlis.org/viewforum.php?f=394 here], though unauthorize...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Wiki Update Project=&lt;br /&gt;
My short tracking page for the wiki update project. Actual work orders and discussion can be found [http://www.avlis.org/viewforum.php?f=394 here], though unauthorized members won't be able to view that link. This wiki page will necessarily lag somewhat behind the development goals we achieve, but it's useful for tracking the project's progress and exposing to the rest of the community what we've accomplished so far.&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=User:TripleAught/List_Of_Dungeons&amp;diff=35815</id>
		<title>User:TripleAught/List Of Dungeons</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=User:TripleAught/List_Of_Dungeons&amp;diff=35815"/>
		<updated>2010-09-15T05:03:06Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Definition of a Dungeon:&lt;br /&gt;
It contains at least two areas.&lt;br /&gt;
It contains hostile spawns.&lt;br /&gt;
The pathway through it is either a segregated loop, i.e. you enter at x, travel through with no possibility of exit to the general module, and return to x (or very near it) when you are complete.&lt;br /&gt;
Or&lt;br /&gt;
The pathway is a dead end which must be retraced to exit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Distance from Meeting Spot&lt;br /&gt;
!Party Level&lt;br /&gt;
!Quest Associated?&lt;br /&gt;
!Boss?&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|'''Elysia'''&lt;br /&gt;
|'''From Elf Gate'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Sewers&lt;br /&gt;
|1 Transition&lt;br /&gt;
|1-10&lt;br /&gt;
|Yes&lt;br /&gt;
|Mini-Boss&lt;br /&gt;
|Multiple exits to city&lt;br /&gt;
|-&lt;br /&gt;
|Crypts&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|8 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|If you complete it, no need to retrace your steps out&lt;br /&gt;
|-&lt;br /&gt;
|Spider Caves&lt;br /&gt;
|4 Transitions&lt;br /&gt;
|1 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|This dungeon is huge, leave time to hike out.&lt;br /&gt;
|-&lt;br /&gt;
|Forest of Midnight&lt;br /&gt;
|4 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Large area, varied spawns. Scales as you progress deeper into the forest.&lt;br /&gt;
|-&lt;br /&gt;
|Drenan's Tower&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|9 - 15&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Part of a cross-module multi-stage quest&lt;br /&gt;
|-&lt;br /&gt;
|Beetle Cave&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|3 - 10&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Entrance is invisible. Find a guide or wander till you fall in!&lt;br /&gt;
|-&lt;br /&gt;
|Goblin Keep&lt;br /&gt;
|7 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|Yes&lt;br /&gt;
|Mini-Boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Mikona'''&lt;br /&gt;
|'''From 'The Rock' '''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Village Crypt&lt;br /&gt;
|0 Transitions&lt;br /&gt;
|6 - 16&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|PCs less than 10th will struggle on the second area.&lt;br /&gt;
|-&lt;br /&gt;
|Ice Caves&lt;br /&gt;
|1 Transition&lt;br /&gt;
|5 - 20&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Scales up rapidly on the lower levels.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Mine&lt;br /&gt;
|1 Transition&lt;br /&gt;
|8 - 12&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Extensive caverns with lots of variation throughout.&lt;br /&gt;
|-&lt;br /&gt;
|West Crypt&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|1 - 10&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|There's an obscure quest in the city that ends here.&lt;br /&gt;
|-&lt;br /&gt;
|Wildmagic Sewers&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|15 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Sewer entrance leads to beginning. Bring kits – casters will suffer.&lt;br /&gt;
|-&lt;br /&gt;
|Hills of Tumult&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|Epic +&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No seriously, this dungeon is pain. Bring Epics and Resurrection rods&lt;br /&gt;
|-&lt;br /&gt;
|East Crypt&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|5 - 10&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Tough lock to get in, bring a Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Bugbears&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|8 - 12&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|A very straightforward dungeon - See Bugbear, Kill Bugbear.&lt;br /&gt;
|-&lt;br /&gt;
|Library Basement&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|15 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Short and sweet. Cleric playground!&lt;br /&gt;
|-&lt;br /&gt;
|'''Wilderness'''&lt;br /&gt;
|'''From Zvidureth'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Old Sereg Cave&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No actual sereg! Cleric useful. Quality Rogue doubles dungeon size.&lt;br /&gt;
|-&lt;br /&gt;
|Hobgoblin Cave&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|5 - 15&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Be prepared to make it all the way through, which can be a challenge.&lt;br /&gt;
|-&lt;br /&gt;
|Verossan Temple&lt;br /&gt;
|4 Transitions&lt;br /&gt;
|5 - 15&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Expect to try this at least twice before success.&lt;br /&gt;
|-&lt;br /&gt;
|Quickling Cave&lt;br /&gt;
|5 Transitions&lt;br /&gt;
|8 - 12&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Entrance is well hidden, requires good eyes. Evil characters: Look for alternate quest.&lt;br /&gt;
|-&lt;br /&gt;
|Yuan-Ti Cave&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Old dungeon. Mostly closed for IC reasons.&lt;br /&gt;
|-&lt;br /&gt;
|Fire Beetle Hole&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|3 - 10&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Entrance is hidden, requires good eyes.&lt;br /&gt;
|-&lt;br /&gt;
|Orcscourge Cavern&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Obscure world lore trumps high DEX to continue.&lt;br /&gt;
|-&lt;br /&gt;
|Golem Cave&lt;br /&gt;
|7 Transitions&lt;br /&gt;
|10 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Last 2 rooms are very difficult, be prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Giant Cave&lt;br /&gt;
|8 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|A short dungeon but with some fun fights&lt;br /&gt;
|-&lt;br /&gt;
|Slaver Cove&lt;br /&gt;
|9 Transitions&lt;br /&gt;
|15 - 20&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenging with lots of unique features and a good boss fight.&lt;br /&gt;
|-&lt;br /&gt;
|Shaahesk Cave&lt;br /&gt;
|10 Transitions&lt;br /&gt;
|Epic +&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Deep in Shaahesk raiding territory. Travel is almost as hard as the dungeon!&lt;br /&gt;
|-&lt;br /&gt;
|Drotid Pass&lt;br /&gt;
|12 Transitions&lt;br /&gt;
|Epic +&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Pure Epic Brutality. Come to this dungeon if you have a deathwish or something to prove.&lt;br /&gt;
|-&lt;br /&gt;
|'''M'Chek'''&lt;br /&gt;
|'''From Blandenbrg Village'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Minotaur Cave&lt;br /&gt;
|5 Transitions&lt;br /&gt;
|15-20&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Two trips required to complete quest. Second one is much faster...&lt;br /&gt;
|-&lt;br /&gt;
|Lost River Canyon&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|Epic+&lt;br /&gt;
|No&lt;br /&gt;
|Sort of&lt;br /&gt;
|Challenging the Masters to a solo duel is a time-honored tradition.&lt;br /&gt;
|-&lt;br /&gt;
|Lost River Iron Mine&lt;br /&gt;
|4 Transitions&lt;br /&gt;
|12-18&lt;br /&gt;
|No&lt;br /&gt;
|Not Anymore&lt;br /&gt;
|Boss moved out a while back, but still a nice short dungeon. &lt;br /&gt;
|-&lt;br /&gt;
|Nelthrope Mine&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|10-15&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Being a mine, lots of people come here to mine things rather than kill monsters&lt;br /&gt;
|-&lt;br /&gt;
|Blandenberg Sewers&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|5-10&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|The opening area to an extensive cave system. Get your graph paper out!&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Main_Page&amp;diff=35630</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Main_Page&amp;diff=35630"/>
		<updated>2010-09-04T21:36:09Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Image:Avlis_header_new.gif]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #ACD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;What is Avlis?&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em; padding-right: 2em;&amp;quot;&amp;gt;&lt;br /&gt;
'''[[Wikipedia:Avlis|Avlis]]''' is a persistent world running on [http://en.wikipedia.org/wiki/Neverwinter_nights Neverwinter Nights 1]. &lt;br /&gt;
*Avlis has [[Servers|9 servers]], running smoothly on dedicated up-to-date machines!&lt;br /&gt;
*It has a vast array of custom scripted systems and features! Examples are the [[Crafting_System|crafting system]], the [[Prestige_Classes|custom classes]], [[Magic_System|a custom spell system]], [[Custom_Races|custom races]], and [[Systems_and_Tools|much, much more]]. &lt;br /&gt;
*It has an active player base across several time zones, consisting of hundreds of players.&lt;br /&gt;
*It has an [[The_Avlis_Team|active team]], expanding upon the world, and DM'ing many events. &lt;br /&gt;
*Our world is dynamic and alive! Players have achieved godhood, conquered towns, created guilds. You can do the same!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you seek high fantasy with intense roleplay, where your character and the characters around you come to feel not just like a collection of stats and pixels but true living beings, then Avlis is the place for you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: right; font-size: 0.8em; font-style: italic; margin: 0.3em 1em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #ACD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;Getting Started&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
*'''[[Needed_files|Download these files]]'''&lt;br /&gt;
**This is a list of files you need to play on the servers. &lt;br /&gt;
*'''[[Getting_Started_In_Avlis#Getting_Started_in_Avlis|Getting Started]]'''&lt;br /&gt;
**How to set up everything and start playing.&lt;br /&gt;
*'''[[Avlisdocs:Player_Guide|Player Guide]]'''&lt;br /&gt;
**Useful start lore on Avlis, and general out of character rules. &lt;br /&gt;
*'''[[Getting_Started_In_Avlis#Need_to_Know|Good to Know]]'''&lt;br /&gt;
**This is stuff which was not covered in the Player Guide. Useful to know, not essential though. &lt;br /&gt;
*'''[[Getting_Started_In_Avlis#List_of_Dungeons|List of Dungeons]]'''&lt;br /&gt;
**List of well known dungeons, so you know where to venture safely. &lt;br /&gt;
*'''[[Getting_Started_In_Avlis#Neverwinter_Nights_Online_Detailed_Player_Information|NwN detailed online information]]'''&lt;br /&gt;
**This information can be useful in character building, playing, and includes tools to make the game better. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #ACD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;Avlis Features&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0em 1em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''[[Systems_and_Tools|Systems and Tools]]'''&lt;br /&gt;
**There are a lot of scripted custom systems in Avlis. Read here about them. &lt;br /&gt;
*'''[[Classes]]'''&lt;br /&gt;
**How to unlock certain prestige classes, the the custom classes on Avlis. &lt;br /&gt;
*'''[[Guilds]]'''&lt;br /&gt;
**Read about how guilds work, and which exist. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: right; font-size: 0.8em; font-style: italic; margin: 0.3em 1em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #ACD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;Lore&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
*'''[[Atlas_of_Avlis|Atlas]]'''&lt;br /&gt;
**Use this as a starting points to learn more of nations and cities in Avlis. &lt;br /&gt;
*'''[[Timeline|History]]'''&lt;br /&gt;
*'''[[Religion]]'''&lt;br /&gt;
*'''[[Races]]'''&lt;br /&gt;
**Not only which races live on Avlis, but also how to play them. &lt;br /&gt;
*'''[[:Category:Language|Languages]]'''&lt;br /&gt;
**The languages spoken on Avlis&lt;br /&gt;
*'''[[:Category:Art_and_Literature|Art and Literature]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #ACD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;Avlis Contact&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0em 1em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''[[The_Avlis_Team|The Avlis Team]]&lt;br /&gt;
**If you need to contact the team or learn more about them. &lt;br /&gt;
*'''[[Avlis_Chat|Connect to IRC chat]]'''&lt;br /&gt;
*'''[[Donations|How to Donate]]'''&lt;br /&gt;
**It takes quite some money to keep the machines running. Feel free to contribute. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: right; font-size: 0.8em; font-style: italic; margin: 0.3em 1em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #ACD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;Player Stuff&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
*'''[[PCs|Player Characters]]'''&lt;br /&gt;
**Feel free to make your own page about your character, or read about other characters. &lt;br /&gt;
*'''[[Player's_Playground|Player's Playground]]'''&lt;br /&gt;
**Stuff that players gathered over time like Pictures, quotes and chats.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=It_Happens&amp;diff=35293</id>
		<title>It Happens</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=It_Happens&amp;diff=35293"/>
		<updated>2010-08-18T00:41:17Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A glimpse at the mindset of the deities who watch over Avlis.&lt;br /&gt;
&lt;br /&gt;
'''Please note: This is a collection of OOC (out of character) jokes.'''&lt;br /&gt;
&lt;br /&gt;
: Dagath (Life): Shit happens.&lt;br /&gt;
&lt;br /&gt;
: [[Dagath]] (Death): You're done with shit happening. Hurrah!&lt;br /&gt;
&lt;br /&gt;
: Dagath (Rebirth): Just kidding. Instead, you get entirely new shit!&lt;br /&gt;
&lt;br /&gt;
: [[Aarilax]]: If shit happens, find the guy who caused it and kill him.&lt;br /&gt;
&lt;br /&gt;
: [[Alifanitax]]: Should have seen this shit coming.&lt;br /&gt;
&lt;br /&gt;
: [[Andrinor]]: If it looks like shit might happen, counterspell it.&lt;br /&gt;
&lt;br /&gt;
: [[Angadar]]: I have studied shit happening for centuries, and it'll never happen to you. No, really! Honest!&lt;br /&gt;
&lt;br /&gt;
: [[Aryeh Gidol]]: What kind of shit did my son get into this time?&lt;br /&gt;
&lt;br /&gt;
: [[Balgar]]: &amp;quot;If it is not [[wemic]] shit why would I care?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [[Berryn]]: This shit happens every single morning!&lt;br /&gt;
&lt;br /&gt;
: [[Bobil]]: I don't have time for this shit, I'm too busy with Angadar's shit!&lt;br /&gt;
&lt;br /&gt;
: [[Cha'reth]]: Drink this potion, get plenty of bed rest, and call me if the shit happens again.&lt;br /&gt;
&lt;br /&gt;
: [[Clangeddin Silverbeard]]: If ye put dat shite on me anvil, Oi'll crump yer arse frae here ter next Tuesday!&lt;br /&gt;
&lt;br /&gt;
: [[Corellon Larethian]]: [[Elf]] Shit is the most graceful of all the shit there is. Just try not to step in [[Orc]] shit.&lt;br /&gt;
&lt;br /&gt;
: [[Dead Dreamer]]: How much shit did I miss?&lt;br /&gt;
&lt;br /&gt;
: [[Dra'Nar]]: If I'd known my parents, none of this shit would have happened.&lt;br /&gt;
&lt;br /&gt;
: [[Dre'Ana]]: Men just aren't equipped to deal with this shit happening. It's up to us, ladies!&lt;br /&gt;
&lt;br /&gt;
: [[Dru'El]]: What does your heart tell you about shit happening?&lt;br /&gt;
&lt;br /&gt;
: [[Evrak]]: I love it when shit happens.&lt;br /&gt;
&lt;br /&gt;
: [[Fegall]]: Whenever shit happens, the device will begin to whir. Avoid the acid scythes, and press the red button fourteen times, followed by the green three times, then the red again. Shout “OH SHIT!” into this funnel, then close your eyes. After several seconds, the device will begin spewing flowers!&lt;br /&gt;
&lt;br /&gt;
: [[Forian]]: I didn't expect shit like this to happen!&lt;br /&gt;
&lt;br /&gt;
: [[Gorethar]]: Shit is evil. Stop it from happening!&lt;br /&gt;
&lt;br /&gt;
: [[Hurine]]: Shit happened, but I sold everything short so I'm cool.&lt;br /&gt;
&lt;br /&gt;
: [[Ingoren]]: Shit might float... but you do not.&lt;br /&gt;
&lt;br /&gt;
: [[Kelvos]]: This shit is pretty bad now, but the make-up sex will be great.&lt;br /&gt;
&lt;br /&gt;
: [[Kimonictinus]]: When shit happens, it is because I allow it to.&lt;br /&gt;
&lt;br /&gt;
: [[Kuthos]]: What is this shit? I hate this shit. Kill it all.&lt;br /&gt;
&lt;br /&gt;
: [[Maleki]]: I ''made'' that shit happen.&lt;br /&gt;
&lt;br /&gt;
: [[Mikon]]: Shit happens to everybody eventually.&lt;br /&gt;
&lt;br /&gt;
: [[Mishlekh]]: A couple more drinks and you'll forget allllll about that shit.&lt;br /&gt;
&lt;br /&gt;
: [[O'Ma]]: In the end, shit happening is for the best.&lt;br /&gt;
&lt;br /&gt;
: [[Paragus]]: If you come in here, shit will happen all over your boots...&lt;br /&gt;
&lt;br /&gt;
: [[Pelar]] (old): I'm on the trail of somebody else's shit happening...&lt;br /&gt;
&lt;br /&gt;
: Pelar (new): If you're too wasteful, no shit will ever happen again.&lt;br /&gt;
&lt;br /&gt;
: [[Ptah]]: When shit happens, it's best to just leave town.&lt;br /&gt;
&lt;br /&gt;
: [[Qinoxitl]]: ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡ ͡҉PRəPA҉̵̡̢̛̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̿̿̿̔̚̕̚̕̚҉Rə FoR THə҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̐̑̒̓̔̊̋̌̍̎̏̐̑̒̓̔̿̿̿̕̚̕̚͡AWAKeN|NG ͡҉THAT DEVoURS YOUR MIN̵̡̢̛̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̿̿̿̔̚̕̚̕̚҉D AND SoUL... ҉SH҉IT COMəS̵̡̢̛̗̘̙̜̝̞̟̠͇̊̋̌̍̎̏̿̿̿̚ ҉!!&lt;br /&gt;
&lt;br /&gt;
: [[Ra-Ghul]]: THIS SHIT IS REALLY STARTING TO PISS ME OFF!!!&lt;br /&gt;
&lt;br /&gt;
: [[Senath]]: I have a cunning plan to avoid shit happening to me, whilst luring you into the shit instead.&lt;br /&gt;
&lt;br /&gt;
: [[Sharistracterus]]: Shit's never gonna happen. HA! I lied, shit totally just happened, sucker.&lt;br /&gt;
&lt;br /&gt;
: [[Skern]]: We can deal with all this shit together!&lt;br /&gt;
&lt;br /&gt;
: [[Stephanus]]: I'm an expert at this shit.&lt;br /&gt;
&lt;br /&gt;
: [[The Harpinger]]: If the shit gets bad enough, I might drop by...&lt;br /&gt;
&lt;br /&gt;
: [[The'ton]]: Are you sure shit isn't happening to your children right this very second? Well are you?!&lt;br /&gt;
&lt;br /&gt;
: [[Tobin]] [[Dracon]] will scare you shitless!!&lt;br /&gt;
&lt;br /&gt;
: [[Toran]]: Shit happens exactly when it's supposed to.&lt;br /&gt;
&lt;br /&gt;
: [[Valok]]: This shit was somebody else's fault, but I fixed it...&lt;br /&gt;
&lt;br /&gt;
: [[Verossa]]: When shit happens in the woods, burn it.&lt;br /&gt;
&lt;br /&gt;
: [[Vorin]]: According to the Pocket Guide to Excrement, Volume VII, examination of this shit can tell us much about what might be happening...&lt;br /&gt;
&lt;br /&gt;
: [[Wilsash]]: This shit is your worst nightmare.&lt;br /&gt;
&lt;br /&gt;
: [[Xenon]]: Shit ''always'' sticks to your fur!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entertainment]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=35066</id>
		<title>Wemic</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Wemic&amp;diff=35066"/>
		<updated>2010-07-15T00:57:10Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Overview */&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. 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>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Category:Spirit_Gods&amp;diff=34506</id>
		<title>Category:Spirit Gods</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Category:Spirit_Gods&amp;diff=34506"/>
		<updated>2010-06-02T03:04:08Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Worshipping a Tyeduan Spirit-god */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirit-gods are minor deities worshiped almost exclusively by the [[Avlissian Barbarians|barbarian]] tribes of [[Tyedu]]. The other [[:Category:Religion|gods]] of the world are largely forgotten there, for they never took interest in that land. Spirit-gods are almost uniformly nature gods although they sometimes also concern some other aspect of life. For example, a spirit-god's domain might be both Fire and Passion. They are generally [[demigods]] but some might be considered [[:Category:Lesser Gods|lesser gods]], while some may be simply heroes.&lt;br /&gt;
&lt;br /&gt;
There are literally thousands of spirit-gods.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
=== Origins ===&lt;br /&gt;
According to legend, long long ago, when the gods were newly made and there were no people on Avlis to speak of, a war broke out. A great creature of infinite evil was in conflict with nine warrior gods, and the whole planet shook as they battled overhead. Day after day they would ascend to the sky to engage in deadly combat, and night after night blood would rain down onto the ground as the gods retreated to heal their wounds. Though no mortal creatures suffered from this incessant skirmishing, there were many spirits who roamed the land back then, and they were paying a heavy price. Large numbers of them were consumed in the fray and wiped out forever.&lt;br /&gt;
&lt;br /&gt;
It is told that one of the warrior gods involved in the fighting was a man of balance and equity who participated just as viciously against the Great Evil, as the other gods for such was its power. On one particular night, the god descended on the spirits living in the northland. He had come to regenerate his wounds incurred from the day's battles, and he brought with him many attendants, his own creations. These attendants were beautiful beings that called themselves &amp;quot;Mikonators&amp;quot;. Always standing over seven feet tall, their powerfully muscled frames supported large feathery gray wings that protruded from their backs. Both the male and female varieties of Mikonator were equally elegant and regal. The Mikonators lived only to serve this god, and he had created many of them for that task.&lt;br /&gt;
&lt;br /&gt;
On this night, when the god descended with his troop, he sent some of his Mikonators out among the spirits in the area to protect them. He knew that landing in this area would almost assuredly bring annihilation to the spirits the next day, for he would almost certainly be attacked right there on that spot by the Great Evil. Thus charged with the task of defending the spirits, the Mikonators held their position in the morning when the god rose to do battle... but he never came back for them.&lt;br /&gt;
&lt;br /&gt;
Many of the pairs were annihilated the next day, but some survived. Obeying their master, the Mikonators that remained never left their spirit companions, and slowly over time they became very close to each other. Many of them created offspring through their unions. These offspring were enchantingly beautiful and possessed great power, though they were not technically divine as a full god would be. Over the ages, these offspring wandered the northern land that was their home, never desiring to stray far from their parents. In time, most of the original spirits perished in one way or another through various mishaps and conflicts, such as the Great War which came long after. But gradually, the ever expanding human population of Avlis reached that area from the land that is now called The Kurathene Empire and they made it their home.&lt;br /&gt;
&lt;br /&gt;
These humans encountered the offspring of the Mikonators and the spirits, and they were awed by them. Many of these offspring are still worshiped as gods by the humans to this day. The other gods of the world are largely forgotten there, for they never took interest in that land. Thus, the people of Tyedu give them nothing in return. By the same token, the spirits adopted the humans, and over another long period they too interbred with the inhabitants, producing the Sprit-kin of today.&lt;br /&gt;
=== Influence ===&lt;br /&gt;
The superstitious Tyeduans are very loyal to their local spirit, whom they venerate as a god in all respects. Some of the Mikonator-Spirit offspring of the area who influence a large number of Spirit-kin can feel the effects of having many worshipers, and some have ascended to minor godhood in their own right. Though these spirit-gods may rule over different areas or geographical features, such as rivers, mountains, or a stretch of plains here and there, they all acknowledge the hard lifestyle that their followers live, and they demand that everyone stay fit and strong. All of these spirit-gods have that in common, though their actual philosophies can vary greatly.&lt;br /&gt;
&lt;br /&gt;
Whenever there is a small harsh area with a lot of inhabitants trying to survive, there is inevitably conflict among them. The spirit-gods also know this and they allow it, for it makes their people stronger. Spirit-kin who follow the same spirit-god and live in the same general area are often regarded as tribes.&lt;br /&gt;
&lt;br /&gt;
== Worshipping a Tyeduan Spirit-god ==&lt;br /&gt;
&lt;br /&gt;
If your character is from Tyedu, you may worship a Tyedu spirit-god. There are thousands of these gods, and so you can generally make one up to follow. Guidelines are that it must be some sort of nature god, although it can also cover some other aspect of life if you want it to. So you can have a god of war and mountains, for instance. The god can also not be more than a lesser god, and most likely it will be of demigod or hero status. When you make the god, you should send Orleron (josh@avlis.org) a blurb on what the name is and what they are about and what tribe you are from. If approved it will be added to the Avlis background material. Note here: additions to the pantheon may not necessarily be reflected in the NWN Avlis lore. Be sure to check with staff@avlis.org before using any spirit Gods in your NWN Avlis sessions. &lt;br /&gt;
&lt;br /&gt;
Another rule about these gods is that they will not be inclined to have temples and shrines outside of Tyedu. Tyedu gods are generally not worshipped outside of their tribe and certainly not outside their nation. It would take a whole huge amount of time and evolution to make a Tyedu god into an accepted deity among the other Avlissian gods. It's a lot like the amount of work it took to make a small pagan tribal deity named El into the major god of three world religions who continue their domination to this very day: Judaism, Christianity, and Islam.&lt;br /&gt;
&lt;br /&gt;
One last rule: You cannot bring in a deity that already exists someplace else. This is an opportunity for you to create Avlis deities from scratch, not to pilfer a Forgotten Realms deity or absorb a Celtic deity.&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Category:Spirit_Gods&amp;diff=34505</id>
		<title>Category:Spirit Gods</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Category:Spirit_Gods&amp;diff=34505"/>
		<updated>2010-06-02T02:48:15Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Worshipping a Tyeduan Spirit-god */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spirit-gods are minor deities worshiped almost exclusively by the [[Avlissian Barbarians|barbarian]] tribes of [[Tyedu]]. The other [[:Category:Religion|gods]] of the world are largely forgotten there, for they never took interest in that land. Spirit-gods are almost uniformly nature gods although they sometimes also concern some other aspect of life. For example, a spirit-god's domain might be both Fire and Passion. They are generally [[demigods]] but some might be considered [[:Category:Lesser Gods|lesser gods]], while some may be simply heroes.&lt;br /&gt;
&lt;br /&gt;
There are literally thousands of spirit-gods.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
=== Origins ===&lt;br /&gt;
According to legend, long long ago, when the gods were newly made and there were no people on Avlis to speak of, a war broke out. A great creature of infinite evil was in conflict with nine warrior gods, and the whole planet shook as they battled overhead. Day after day they would ascend to the sky to engage in deadly combat, and night after night blood would rain down onto the ground as the gods retreated to heal their wounds. Though no mortal creatures suffered from this incessant skirmishing, there were many spirits who roamed the land back then, and they were paying a heavy price. Large numbers of them were consumed in the fray and wiped out forever.&lt;br /&gt;
&lt;br /&gt;
It is told that one of the warrior gods involved in the fighting was a man of balance and equity who participated just as viciously against the Great Evil, as the other gods for such was its power. On one particular night, the god descended on the spirits living in the northland. He had come to regenerate his wounds incurred from the day's battles, and he brought with him many attendants, his own creations. These attendants were beautiful beings that called themselves &amp;quot;Mikonators&amp;quot;. Always standing over seven feet tall, their powerfully muscled frames supported large feathery gray wings that protruded from their backs. Both the male and female varieties of Mikonator were equally elegant and regal. The Mikonators lived only to serve this god, and he had created many of them for that task.&lt;br /&gt;
&lt;br /&gt;
On this night, when the god descended with his troop, he sent some of his Mikonators out among the spirits in the area to protect them. He knew that landing in this area would almost assuredly bring annihilation to the spirits the next day, for he would almost certainly be attacked right there on that spot by the Great Evil. Thus charged with the task of defending the spirits, the Mikonators held their position in the morning when the god rose to do battle... but he never came back for them.&lt;br /&gt;
&lt;br /&gt;
Many of the pairs were annihilated the next day, but some survived. Obeying their master, the Mikonators that remained never left their spirit companions, and slowly over time they became very close to each other. Many of them created offspring through their unions. These offspring were enchantingly beautiful and possessed great power, though they were not technically divine as a full god would be. Over the ages, these offspring wandered the northern land that was their home, never desiring to stray far from their parents. In time, most of the original spirits perished in one way or another through various mishaps and conflicts, such as the Great War which came long after. But gradually, the ever expanding human population of Avlis reached that area from the land that is now called The Kurathene Empire and they made it their home.&lt;br /&gt;
&lt;br /&gt;
These humans encountered the offspring of the Mikonators and the spirits, and they were awed by them. Many of these offspring are still worshiped as gods by the humans to this day. The other gods of the world are largely forgotten there, for they never took interest in that land. Thus, the people of Tyedu give them nothing in return. By the same token, the spirits adopted the humans, and over another long period they too interbred with the inhabitants, producing the Sprit-kin of today.&lt;br /&gt;
=== Influence ===&lt;br /&gt;
The superstitious Tyeduans are very loyal to their local spirit, whom they venerate as a god in all respects. Some of the Mikonator-Spirit offspring of the area who influence a large number of Spirit-kin can feel the effects of having many worshipers, and some have ascended to minor godhood in their own right. Though these spirit-gods may rule over different areas or geographical features, such as rivers, mountains, or a stretch of plains here and there, they all acknowledge the hard lifestyle that their followers live, and they demand that everyone stay fit and strong. All of these spirit-gods have that in common, though their actual philosophies can vary greatly.&lt;br /&gt;
&lt;br /&gt;
Whenever there is a small harsh area with a lot of inhabitants trying to survive, there is inevitably conflict among them. The spirit-gods also know this and they allow it, for it makes their people stronger. Spirit-kin who follow the same spirit-god and live in the same general area are often regarded as tribes.&lt;br /&gt;
&lt;br /&gt;
== Worshipping a Tyeduan Spirit-god ==&lt;br /&gt;
&lt;br /&gt;
If your character is from Tyedu, you may worship a Tyedu spirit-god. There are thousands of these gods, and so you can generally make one up to follow. Guidelines are that it must be some sort of nature god, although it can also cover some other aspect of life if you want it to. So you can have a god of war and mountains, for instance. The god can also not be more than a lesser god, and most likely it will be of demigod or hero status. When you make the god, you should send Orleron (josh@avlis.org) a blurb on what the name is and what they are about and what tribe you are from. If approved it will be added to the Avlis background material. Note here: if you wish to use a spirit God in the NWN Avlis implementation, you must first get approval from the Avlis Team. Contact staff@avlis.org to begin this discussion. &lt;br /&gt;
&lt;br /&gt;
Another rule about these gods is that they will not be inclined to have temples and shrines outside of Tyedu. Tyedu gods are generally not worshipped outside of their tribe and certainly not outside their nation. It would take a whole huge amount of time and evolution to make a Tyedu god into an accepted deity among the other Avlissian gods. It's a lot like the amount of work it took to make a small pagan tribal deity named El into the major god of three world religions who continue their domination to this very day: Judaism, Christianity, and Islam.&lt;br /&gt;
&lt;br /&gt;
One last rule: You cannot bring in a deity that already exists someplace else. This is an opportunity for you to create Avlis deities from scratch, not to pilfer a Forgotten Realms deity or absorb a Celtic deity.&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Drotid&amp;diff=34105</id>
		<title>Drotid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Drotid&amp;diff=34105"/>
		<updated>2010-05-08T19:54:43Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Avlis Countries:''' {{AvlisCountries}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Avlis Cities:''' {{AvlisCities}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Drotid''' (also known as Shaah Sulehagh) is a nation ruled by lizardmen (who call themselves the [[Shaahesk]]), but populated by several 'servitor races' which consist of anything that has passed their borders without permits, races that the lizardmen conquered, and various slaves bought from other nations/privateers.&lt;br /&gt;
&lt;br /&gt;
Approximately 40% of Drotid's population is [[Kobold|kobolds]]. Simply put, they breed like vermin and have litters of up to four pups. Nearly 30% of the remaining is troglodyte, and 20% are lizard folk with the final 10% consisting of members of the various races that have been enslaved.&lt;br /&gt;
&lt;br /&gt;
The lizardmen keep control of their nation through discipline, fear, and a willingness to take reprisals to a genocidal level. Example: there used to be snake men in the same area. They were too difficult to control, and after a third uprising, the lizardmen wiped out the entire race. Since then, they feel no remorse in wiping out villages, tribes, or even towns that do not appreciate their 'enlightened' rule.&lt;br /&gt;
&lt;br /&gt;
The lizardmen themselves are separated into castes. The Aristocratic caste consists of wealthy merchants, boyars, high-ranking military officials, and high-ranking priests. The Craftsman caste consists of the various blacksmiths, carpenters, engineers, millers, and artisans. These individuals make up the majority of the lizardman population, as well as almost all of the trog population. Temple guards, mercenaries, soldiers, marines, and pitfighters all make up the warrior caste. This is the only caste that a slave may elevate himself into. Even though there are many dwarven and elven artisans, they are always watched, and thus belong to the fourth and final caste, the Slave/Servant caste. This caste consists of general laborers as well as slave handlers and slaves. Slave traders belong to the Aristocrat caste.&lt;br /&gt;
&lt;br /&gt;
[[T'Nanshi]] borders Drotid to the south, to the north and west lies [[Deglos]], and to the northeast is an unclaimed area known only as [[The Wastelands|the Dead Lands]].&lt;br /&gt;
&lt;br /&gt;
Approximately 60% of Drotid is marshes; so finding enough dry land to build a city is near impossible. As a result, instead of large cities, Drotid is filled with small towns and villages, most of which are controlled by a local headman. The word for this 'Headman' is so unpronounceable that we are going to simply refer to them as Boyars. These Boyars make policy in as far as they decide local policy concerning trade, agriculture, and religion, but they are required to garrison troops that answer only to the Overlord (Voivode).&lt;br /&gt;
&lt;br /&gt;
The Voivode is the head of the military as well as overlord of the boyars. He dictates policy regarding interregional trade, religion and military matters as well as providing a safe haven for visiting local dignitaries. The position of Voivode is elected by the Boyars, who are placed into position by the Voivode. As a result, most Voivodes retain their position for life. Life is, of course, a very questionable term. One Voivode was assassinated one week into his term because of too many policy changes.&lt;br /&gt;
&lt;br /&gt;
The ruined city of [[Toostan-of-the-Clouds]] former home of the [[Elf, Avariel|Avariels]] is located in the nation of Drotid.&lt;br /&gt;
&lt;br /&gt;
== Villages and Settlements of Drotid ==&lt;br /&gt;
Very rarely does a village or settlement within Drotid last more than a few generations. The land is in constant internal conflict and upheaval, and this often ends the existance of most fortified places sooner or later. Generally, the Voivode who rules the nation demands tribute from his Boyars, i.e. village chiefs. If a Boyar does not pay up in the form of gold, slaves, or soldiers for the Voivode's army, then the Voivode will send a contingent of soldiers down to wipe the place (and the Boyar) out. There is no negotiation in these matters. It is simply done.&lt;br /&gt;
&lt;br /&gt;
The totality of the Voivode's army is made up of conscripts given in tribute from his lessers, and those who serve in the army are glad for their lot in most cases because the status of a soldier is nearly equal with a merchant. Thus, a shaahesk slave can theoretically achieve glory in this matter by being given to the voivode as a soldier. There are no non-shaahesk in the proper army because it is forbidden, however the lizard folk have been known to build fodder armies out of servitor races like kobolds and battle captives. Large forces of lizard folk almost always travel with one or two of these fodder armies, for both protection and food.&lt;br /&gt;
&lt;br /&gt;
Army advancement is generally straightforward: a soldier achieves rank by killing and eating the one above him, or by amassing enough of his own followers to fight off those who disagree with him. If the one who happens to disagree is the voivode or even a boyar, he is generally going to have a short-lived army. However, if he is smart and pledges his force to an influential boyar or the voidvode himself, then he has achieved something he can keep. In fact, many of these leaders go on to form villages and settlements of their own and become new Boyars. Sometimes there are networks of allied Boyars who have been spun off, though they often break down due to greed and backstabbing and degenerate one again into separate entities. Generally only the Voivode has the power to keep things in line.&lt;br /&gt;
&lt;br /&gt;
Aside from military pressures, the lizard folk are at odds with other races and the environment. The troglodytes usually live underwater in the swamps and in the sea close by the shores of Drotid. Their culture is equally xenophobic and hateful, and they have factions and squabbles of their own. Often these squabbles will come into a conflict with one or another group of shaahesk.&lt;br /&gt;
&lt;br /&gt;
Though there are few cities in Drotid because of the paucity of dry land, there is one settlement which is the home of the Voivode that is larger than the rest and acts as a hub for the slave trade. Outsiders simply refer to it as &amp;quot;Drotid City&amp;quot; or &amp;quot;The Snake Pit&amp;quot; because they cannot pronounce SSsshhehaaheskiticliasss.&lt;br /&gt;
&lt;br /&gt;
Lizard folk do not breed as often as kobolds, who are the second class citizens in their society, but they do lay large clutches of eggs every few years. The clutch members who live stay with the mother for about 2 years before leaving and becoming independent. Male and female shaahesk are generally indistinguishable and play the same roles in society except when breeding. Mothers with clutches are solitary and usually live alone while raising them. Fathers generally eat their young.&lt;br /&gt;
&lt;br /&gt;
No marriage or form of romantic relationships exist because the shaahesk are primarily self-focussed when it comes to advancement and getting ahead.&lt;br /&gt;
&lt;br /&gt;
==Voivode Kasseshisrath's Army==&lt;br /&gt;
&lt;br /&gt;
As with many parts of Drotid society, Kasseshisrath has reformed the traditional army structures into a more formalized system useful for the campaigns of conquest on which he has embarked. These new shaahesk military structures are based around their tribal origins, and at lower ranks reflect the individualistic, self-centered nature of the society. At higher ranks they reflect the constant hand of Kasseshisrath as he molds the shaahesk to his personal desires.&lt;br /&gt;
&lt;br /&gt;
The basic unit of the military is called a Clutch, it being roughly the number of eggs (15-20) a female will lay at once. Leading a Clutch is a single Battle Captain. He may lead only one, or several, depending on his fighting prowess, diplomatic ability, or some combination of the two. Battle Captain is a fluid position, often changing as shaahesk die in combat or are supplanted by stronger members of the clutch. &lt;br /&gt;
&lt;br /&gt;
30 Clutches form a Clan, the traditional small village grouping. In Kasseshisrath's army, a Clan is led by a War Chief, who command 450-600 shaahesk warriors. A War Chief is again chosen based on his physical prowess, his success in battle, or his ability to form a coalition that will back his command, though they tend to last longer than Battle Captains, and frequently survive their usurpation. &lt;br /&gt;
&lt;br /&gt;
4 Clans form a War Band. Unlike Clutches and Clans, this is a strictly military grouping not usually seen in Drotid without an overt military need. War Bands are commanded by a War Leader, often a minor Boyar of the aristocratic caste, or an ambitious and successful warrior caste appointed by the local Boyar. In Kasseshisrath's army, the Clans are often mixed and scattered throughout his armies, such that it's rare for more than two clans from any province to fight in the same War Band.&lt;br /&gt;
&lt;br /&gt;
10 War bands form an Army. Armies are led by a Warlord, either a powerful Boyar or an exceptional shaahesk from the warrior caste. In Kasseshisrath's armies, the Warlord is appointed personally by him, and is not chosen by strength of arms. Kasseshisrath looks for strategic and tactical skill as well as leadership qualities and ability to perform in battle. He often promotes warrior caste Warlords to take a Boyar's traditional army, sometimes over the Boyar's objection, creating tension within the upper ranks as various personalities strive to prove their ability to the Voivode. Boyars who object to this treatment have in the past been sent with no reinforcement to assault L'Hur'Aek Hegena as a test of their command ability. The few who survive this test are named Warlords as well, a dubious honor due to the warrior caste connotations, but worth much in Kasseshisrath's military system. As a result, class differences are breaking down at the highest echelons of both castes - yet another way that Kasseshisrath has remade Drotid to fit his personal vision. &lt;br /&gt;
&lt;br /&gt;
==== Freeroamers ====&lt;br /&gt;
Freeroamers are units of Clutch size or smaller led by an opportunistic warrior or sometimes even by slaves or warmbloods. They hold no allegiance to tribe or province, and generally recruit shaahesk and others who feel a high-risk, high-reward combat role is the best (possibly the only) way to rise in status. Sometimes outcasts, gladiators, orphans, wanderers, or simply opportunists, they are soldiers unattached to the traditional societal divisions and would probably be unable to realize their desires without the current war to help them carve a niche for themselves and their followers. Freeroamers operate attached to the traditional armies and often take on dangerous, even suicidal assignments the traditional War Chiefs are unwilling to attempt. Their hallmark is the unconventional collection of abilities and skills, and the common desire to break out of the normal caste system... hopefully to be noticed by a Boyar or the Voivode himself, and elevated to War Leader or Warlord status. This has happened several times during the course of Kasseshisrath's campaign in Grantir, but only once so far during his war in the south.&lt;br /&gt;
&lt;br /&gt;
Groups of Freeroamers are led by a Battle Captain, sometimes called a War Captain, who keeps his position by force of personality or force of arms. A unit's leadership is constantly shifting due to promotion, competition, or attrition. Freeroaming groups frequently compete against each other for prized assignments, and are paid in scavenge from the corpses of their enemies. They have a wide-ranging freedom to act within the combat zones, and are generally free to do as they wish... until some commander singles a group out for an assignment. If ordered, they must attempt to carry out missions assigned to them or lose their permission to freelance outside the common structure of the armies. Sometimes, shaahesk will abandon their units to join a Freeroaming band, causing confrontations between the war captains. The outcome of these conflicts is usually a change in leadership for one or both units.&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=15961 Source material]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations|Drotid]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
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		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32960</id>
		<title>PCs:Jack Kenthel</title>
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		<updated>2010-01-15T14:50:59Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Le'Or T'Nanshi */&lt;/p&gt;
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&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Wanted_Poster_Jack2.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Wanted_Poster_Jack.jpg|left|thumb|200px|From Jack's personal collection. Note: this bounty already has been collected.]]&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare volume is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
[[Image:Wanted_Poster_Jack3.jpg|right|thumb|200px|From Jack's personal collection. If the dog hadn't bitten his pants during the robbery, the list of charges would be shorter. ]]&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
Payment of fines results in immediate release for petty infractions. Obviously murder is more serious, with the fines ranging from 10,000 gold to 'also getting killed'. Le'Megen is very insistent about getting their gold - they will beat you senseless and take items of value from you, which they hold until you pay up. If you have no gold or possessions, expect to be given manual labor until the value of your work matches your fine. Running away from punishment converts your fine into an instant ban from all Elysian territories until you make payment. &lt;br /&gt;
&lt;br /&gt;
Seriously, they want their gold. As I said, your fine will usually be paid to your victim who will promptly go buy something nice that you like, and flaunt it. Be sure to check for possible witnesses before addressing this injustice.&lt;br /&gt;
&lt;br /&gt;
===Le'Or T'Nanshi===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Was shot immediately. Pleasant light breeze while being thrown over canopies overshadowed by sudden stop at bottom.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Watch members laughed while shooting... amusing but short-lived. Helpful shove onto lift at Grovehaven.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|5 shackles&lt;br /&gt;
|Escape remarkably easy. Options include forcible ejection from nation, panicked flight to nearest border, shot to death.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Bribery easy but surprisingly ineffective. Gold not returned. Healing expensive after being shot. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''1 Shackle'''&lt;br /&gt;
|Prison nonexistent, but constant barrage of arrows makes evading pursuit a challenge. Expect nanshin to appear out of thin air beside you just as escape seems likely. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi's  law enforcement (known as the Watch) is practically nonexistent, but don't let that fool you. T'Nanshi citizens are usually armed and enjoy taking the law (such as it is) into their own hands. This practice is accepted, encouraged, and enshrined in the national custom, leaving a City Watch both unnecessary and mostly redundant. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself quickly before the shooting starts. A quick admission of guilt followed by the return of stolen goods can sometimes be enough to calm the situation. Feign drunkenness or mellowsmoke confusion to add an extra layer of excuse. There are no formal fines. Wronged parties will demand immediate compensation, or immediate vengeance for serious crimes. After listening to explanations, authorities will vie for opportunity to shoot you first. When guilt is obvious, local citizens often skip the listening part. Flight is possible, but the wise know to keep running until they have left T'Nanshi altogether. Stealth is the national sport, and the locals play constantly.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Le'Or T'Nanshi has no jails. Punishment is handed down immediately and failure to comply results in expulsion from the nation, or in extreme cases summary execution. If you've gotten to this point, it's usually too late. &lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
If you survived the &amp;quot;incarceration&amp;quot;, you are usually free to go about your business. If after an encounter with the locals you cannot or will not make amends, you will shortly find yourself ejected from the forest with instructions not to return without restitution and some form of pithy apology compelling to the Dru'Elite sense of decency and melodrama.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32951</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32951"/>
		<updated>2010-01-15T08:29:14Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Release */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Wanted_Poster_Jack2.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Wanted_Poster_Jack.jpg|left|thumb|200px|From Jack's personal collection. Note: this bounty already has been collected.]]&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare volume is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
[[Image:Wanted_Poster_Jack3.jpg|right|thumb|200px|From Jack's personal collection. If the dog hadn't bitten his pants during the robbery, the list of charges would be shorter. ]]&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
Payment of fines results in immediate release for petty infractions. Obviously murder is more serious, with the fines ranging from 10,000 gold to 'also getting killed'. Le'Megen is very insistent about getting their gold - they will beat you senseless and take items of value from you, which they hold until you pay up. If you have no gold or possessions, expect to be given manual labor until the value of your work matches your fine. Running away from punishment converts your fine into an instant ban from all Elysian territories until you make payment. &lt;br /&gt;
&lt;br /&gt;
Seriously, they want their gold. As I said, your fine will usually be paid to your victim who will promptly go buy something nice that you like, and flaunt it. Be sure to check for possible witnesses before addressing this injustice.&lt;br /&gt;
&lt;br /&gt;
===Le'Or T'Nanshi===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Was shot immediately. Possible light breeze while being thrown over canopies. &lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Watch members laughed while shooting... amusing but short-lived. Helpful shove onto lift at Grovehaven.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|5 shackles&lt;br /&gt;
|Escape remarkably easy. Options include forcible ejection from nation, panicked flight to nearest border, shot to death.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Bribery easy but surprisingly ineffective. Gold not returned. Healing expensive after being shot. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''1 Shackle'''&lt;br /&gt;
|Prison nonexistent, but constant barrage of arrows makes evading pursuit a challenge. Expect nanshin to appear out of thin air beside you just as escape seems likely. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi's  law enforcement (known as the Watch) is practically nonexistent, but don't let that fool you. T'Nanshi citizens are usually armed and enjoy taking the law (such as it is) into their own hands. This practice is accepted, encouraged, and enshrined in the national custom, leaving a City Watch both unnecessary and mostly redundant. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself quickly before the shooting starts. A quick admission of guilt followed by the return of stolen goods can sometimes be enough to calm the situation. Feign drunkenness or mellowsmoke confusion to add an extra layer of excuse. There are no formal fines. Wronged parties will demand immediate compensation, or immediate vengeance for serious crimes. After listening to explanations, authorities will vie for opportunity to shoot you first. When guilt is obvious, local citizens often skip the listening part. Flight is possible, but the wise know to keep running until they have left T'Nanshi altogether. Stealth is the national sport, and the locals play constantly.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Le'Or T'Nanshi has no jails. Punishment is handed down immediately and failure to comply results in expulsion from the nation, or in extreme cases summary execution. If you've gotten to this point, it's usually too late. &lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
If you survived the &amp;quot;incarceration&amp;quot;, you are usually free to go about your business. If after an encounter with the locals you cannot or will not make amends, you will shortly find yourself ejected from the forest with instructions not to return without restitution and some form of pithy apology compelling to the Dru'Elite sense of decency and melodrama.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32950</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32950"/>
		<updated>2010-01-15T08:28:26Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Arrest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Wanted_Poster_Jack2.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Wanted_Poster_Jack.jpg|left|thumb|200px|From Jack's personal collection. Note: this bounty already has been collected.]]&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare volume is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
[[Image:Wanted_Poster_Jack3.jpg|right|thumb|200px|From Jack's personal collection. If the dog hadn't bitten his pants during the robbery, the list of charges would be shorter. ]]&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
Payment of fines results in immediate release for petty infractions. Obviously murder is more serious, with the fines ranging from 10,000 gold to 'also getting killed'. Le'Megen is very insistent about getting their gold - they will beat you senseless and take items of value from you, which they hold until you pay up. If you have no gold or possessions, expect to be given manual labor until the value of your work matches your fine. Running away punishment converts your fine into an instant ban from all Elysian territories until you make payment. &lt;br /&gt;
&lt;br /&gt;
Seriously, they want their gold. As I said, your fine will usually be paid to your victim who will promptly go buy something nice that you like, and flaunt it. Be sure to check for possible witnesses before addressing this injustice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Le'Or T'Nanshi===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Was shot immediately. Possible light breeze while being thrown over canopies. &lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Watch members laughed while shooting... amusing but short-lived. Helpful shove onto lift at Grovehaven.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|5 shackles&lt;br /&gt;
|Escape remarkably easy. Options include forcible ejection from nation, panicked flight to nearest border, shot to death.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Bribery easy but surprisingly ineffective. Gold not returned. Healing expensive after being shot. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''1 Shackle'''&lt;br /&gt;
|Prison nonexistent, but constant barrage of arrows makes evading pursuit a challenge. Expect nanshin to appear out of thin air beside you just as escape seems likely. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi's  law enforcement (known as the Watch) is practically nonexistent, but don't let that fool you. T'Nanshi citizens are usually armed and enjoy taking the law (such as it is) into their own hands. This practice is accepted, encouraged, and enshrined in the national custom, leaving a City Watch both unnecessary and mostly redundant. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself quickly before the shooting starts. A quick admission of guilt followed by the return of stolen goods can sometimes be enough to calm the situation. Feign drunkenness or mellowsmoke confusion to add an extra layer of excuse. There are no formal fines. Wronged parties will demand immediate compensation, or immediate vengeance for serious crimes. After listening to explanations, authorities will vie for opportunity to shoot you first. When guilt is obvious, local citizens often skip the listening part. Flight is possible, but the wise know to keep running until they have left T'Nanshi altogether. Stealth is the national sport, and the locals play constantly.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Le'Or T'Nanshi has no jails. Punishment is handed down immediately and failure to comply results in expulsion from the nation, or in extreme cases summary execution. If you've gotten to this point, it's usually too late. &lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
If you survived the &amp;quot;incarceration&amp;quot;, you are usually free to go about your business. If after an encounter with the locals you cannot or will not make amends, you will shortly find yourself ejected from the forest with instructions not to return without restitution and some form of pithy apology compelling to the Dru'Elite sense of decency and melodrama.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32949</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32949"/>
		<updated>2010-01-15T08:23:21Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Jack Kenthel's Tourist Guide to Imprisonment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Wanted_Poster_Jack2.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Wanted_Poster_Jack.jpg|left|thumb|200px|From Jack's personal collection. Note: this bounty already has been collected.]]&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare volume is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
[[Image:Wanted_Poster_Jack3.jpg|right|thumb|200px|From Jack's personal collection. If the dog hadn't bitten his pants during the robbery, the list of charges would be shorter. ]]&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them, unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
Payment of fines results in immediate release for petty infractions. Obviously murder is more serious, with the fines ranging from 10,000 gold to 'also getting killed'. Le'Megen is very insistent about getting their gold - they will beat you senseless and take items of value from you, which they hold until you pay up. If you have no gold or possessions, expect to be given manual labor until the value of your work matches your fine. Running away punishment converts your fine into an instant ban from all Elysian territories until you make payment. &lt;br /&gt;
&lt;br /&gt;
Seriously, they want their gold. As I said, your fine will usually be paid to your victim who will promptly go buy something nice that you like, and flaunt it. Be sure to check for possible witnesses before addressing this injustice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Le'Or T'Nanshi===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Was shot immediately. Possible light breeze while being thrown over canopies. &lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Watch members laughed while shooting... amusing but short-lived. Helpful shove onto lift at Grovehaven.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|5 shackles&lt;br /&gt;
|Escape remarkably easy. Options include forcible ejection from nation, panicked flight to nearest border, shot to death.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Bribery easy but surprisingly ineffective. Gold not returned. Healing expensive after being shot. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''1 Shackle'''&lt;br /&gt;
|Prison nonexistent, but constant barrage of arrows makes evading pursuit a challenge. Expect nanshin to appear out of thin air beside you just as escape seems likely. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi's  law enforcement (known as the Watch) is practically nonexistent, but don't let that fool you. T'Nanshi citizens are usually armed and enjoy taking the law (such as it is) into their own hands. This practice is accepted, encouraged, and enshrined in the national custom, leaving a City Watch both unnecessary and mostly redundant. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself quickly before the shooting starts. A quick admission of guilt followed by the return of stolen goods can sometimes be enough to calm the situation. Feign drunkenness or mellowsmoke confusion to add an extra layer of excuse. There are no formal fines. Wronged parties will demand immediate compensation, or immediate vengeance for serious crimes. After listening to explanations, authorities will vie for opportunity to shoot you first. When guilt is obvious, local citizens often skip the listening part. Flight is possible, but the wise know to keep running until they have left T'Nanshi altogether. Stealth is the national sport, and the locals play constantly.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Le'Or T'Nanshi has no jails. Punishment is handed down immediately and failure to comply results in expulsion from the nation, or in extreme cases summary execution. If you've gotten to this point, it's usually too late. &lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
If you survived the &amp;quot;incarceration&amp;quot;, you are usually free to go about your business. If after an encounter with the locals you cannot or will not make amends, you will shortly find yourself ejected from the forest with instructions not to return without restitution and some form of pithy apology compelling to the Dru'Elite sense of decency and melodrama.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32948</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32948"/>
		<updated>2010-01-15T08:22:11Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Wanted_Poster_Jack2.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Wanted_Poster_Jack.jpg|left|thumb|200px|From Jack's personal collection. Note: this bounty already has been collected.]]&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
[[Image:Wanted_Poster_Jack3.jpg|right|thumb|200px|From Jack's personal collection. If the dog hadn't bitten his pants during the robbery, the list of charges would be shorter. ]]&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them, unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
Payment of fines results in immediate release for petty infractions. Obviously murder is more serious, with the fines ranging from 10,000 gold to 'also getting killed'. Le'Megen is very insistent about getting their gold - they will beat you senseless and take items of value from you, which they hold until you pay up. If you have no gold or possessions, expect to be given manual labor until the value of your work matches your fine. Running away punishment converts your fine into an instant ban from all Elysian territories until you make payment. &lt;br /&gt;
&lt;br /&gt;
Seriously, they want their gold. As I said, your fine will usually be paid to your victim who will promptly go buy something nice that you like, and flaunt it. Be sure to check for possible witnesses before addressing this injustice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Le'Or T'Nanshi===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Was shot immediately. Possible light breeze while being thrown over canopies. &lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Watch members laughed while shooting... amusing but short-lived. Helpful shove onto lift at Grovehaven.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|5 shackles&lt;br /&gt;
|Escape remarkably easy. Options include forcible ejection from nation, panicked flight to nearest border, shot to death.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Bribery easy but surprisingly ineffective. Gold not returned. Healing expensive after being shot. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''1 Shackle'''&lt;br /&gt;
|Prison nonexistent, but constant barrage of arrows makes evading pursuit a challenge. Expect nanshin to appear out of thin air beside you just as escape seems likely. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi's  law enforcement (known as the Watch) is practically nonexistent, but don't let that fool you. T'Nanshi citizens are usually armed and enjoy taking the law (such as it is) into their own hands. This practice is accepted, encouraged, and enshrined in the national custom, leaving a City Watch both unnecessary and mostly redundant. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself quickly before the shooting starts. A quick admission of guilt followed by the return of stolen goods can sometimes be enough to calm the situation. Feign drunkenness or mellowsmoke confusion to add an extra layer of excuse. There are no formal fines. Wronged parties will demand immediate compensation, or immediate vengeance for serious crimes. After listening to explanations, authorities will vie for opportunity to shoot you first. When guilt is obvious, local citizens often skip the listening part. Flight is possible, but the wise know to keep running until they have left T'Nanshi altogether. Stealth is the national sport, and the locals play constantly.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Le'Or T'Nanshi has no jails. Punishment is handed down immediately and failure to comply results in expulsion from the nation, or in extreme cases summary execution. If you've gotten to this point, it's usually too late. &lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
If you survived the &amp;quot;incarceration&amp;quot;, you are usually free to go about your business. If after an encounter with the locals you cannot or will not make amends, you will shortly find yourself ejected from the forest with instructions not to return without restitution and some form of pithy apology compelling to the Dru'Elite sense of decency and melodrama.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32947</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32947"/>
		<updated>2010-01-15T06:33:23Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Le'Or T'Nanshi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Wanted_Poster_Jack2.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Wanted_Poster_Jack.jpg|left|thumb|200px|From Jack's personal collection. Note: this bounty already has been collected.]]&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
[[Image:Wanted_Poster_Jack3.jpg|right|thumb|200px|From Jack's personal collection. If the dog hadn't bitten his pants during the robbery, the list of charges would be shorter. ]]&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them, unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Le'Or T'Nanshi===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Was shot immediately. Possible light breeze while being thrown over canopies. &lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Watch members laughed while shooting... amusing but short-lived. Helpful shove onto lift at Grovehaven.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|5 shackles&lt;br /&gt;
|Escape remarkably easy. Options include forcible ejection from nation, panicked flight to nearest border, shot to death.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Bribery easy but surprisingly ineffective. Gold not returned. Healing expensive after being shot. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''1 Shackle'''&lt;br /&gt;
|Prison nonexistent, but constant barrage of arrows makes evading pursuit a challenge. Expect nanshin to appear out of thin air beside you just as escape seems likely. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi's  law enforcement (known as the Watch) is practically nonexistent, but don't let that fool you. T'Nanshi citizens are usually armed and enjoy taking the law (such as it is) into their own hands. This practice is accepted, encouraged, and enshrined in the national custom, leaving a City Watch both unnecessary and mostly redundant. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself quickly before the shooting starts. A quick admission of guilt followed by the return of stolen goods can sometimes be enough to calm the situation. Feign drunkenness or mellowsmoke confusion to add an extra layer of excuse. There are no formal fines. Wronged parties will demand immediate compensation, or immediate vengeance for serious crimes. After listening to explanations, authorities will vie for opportunity to shoot you first. When guilt is obvious, local citizens often skip the listening part. Flight is possible, but the wise know to keep running until they have left T'Nanshi altogether. Stealth is the national sport, and the locals play constantly.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Le'Or T'Nanshi has no jails. Punishment is handed down immediately and failure to comply results in expulsion from the nation, or in extreme cases summary execution. If you've gotten to this point, it's usually too late. &lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
If you survived the &amp;quot;incarceration&amp;quot;, you are usually free to go about your business. If after an encounter with the locals you cannot or will not make amends, you will shortly find yourself ejected from the forest with instructions not to return without restitution and some form of pithy apology compelling to the Dru'Elite sense of decency and melodrama.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32945</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32945"/>
		<updated>2010-01-15T03:13:57Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Wanted_Poster_Jack2.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Wanted_Poster_Jack.jpg|left|thumb|200px|From Jack's personal collection. Note: this bounty already has been collected.]]&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
[[Image:Wanted_Poster_Jack3.jpg|right|thumb|200px|From Jack's personal collection. If the dog hadn't bitten his pants during the robbery, the list of charges would be shorter. ]]&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them, unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Le'Or T'Nanshi===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Was shot immediately. Possible light breeze while being thrown over canopies. &lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Watch members laughed while shooting... amusing but short-lived. Helpful shove onto lift at Grovehaven.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|5 shackles&lt;br /&gt;
|Escape remarkably easy. Options include forcible ejection from nation, panicked flight to nearest border, shot to death.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|1 Shackle&lt;br /&gt;
|Bribery easy but surprisingly ineffective. Gold not returned. Healing expensive after being shot. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''1 Shackle'''&lt;br /&gt;
|Prison nonexistent, but constant barrage of arrows makes flight challenging. Expect nanshin to appear out of thin air beside you just as escape seems likely. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le'Or T'Nanshi's  law enforcement (known as the Watch) is practically nonexistent, but don't let that fool you. T'Nanshi citizens are usually armed and enjoy taking the law (such as it is) into their own hands. This practice is accepted, encouraged, and enshrined in the national custom, leaving a City Watch both unnecessary and mostly redundant. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself quickly before the shooting starts. A quick admission of guilt followed by the return of stolen goods can sometimes be enough to calm the situation. Feign drunkenness or mellowsmoke confusion to add an extra layer of excuse. There are no formal fines. Wronged parties will demand immediate compensation, or immediate vengeance for serious crimes. After listening to explanations, authorities will vie for opportunity to shoot you first. When guilt is obvious, local citizens often skip the listening part. Flight is possible, but the wise know to keep running until they have left T'Nanshi altogether. Stealth is the national sport, and the locals play constantly.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Le'Or T'Nanshi has no jails. Punishment is handed down immediately and failure to comply results in expulsion from the nation, or in extreme cases summary execution. If you've gotten to this point, it's usually too late. &lt;br /&gt;
&lt;br /&gt;
=====Release=====&lt;br /&gt;
If you survived the &amp;quot;incarceration&amp;quot;, you are usually free to go about your business. If after an encounter with the locals you cannot or will not make amends, you will shortly find yourself ejected from the forest with instructions not to return without restitution and some form of pithy apology compelling to the Dru'Elite sense of decency and melodrama.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32933</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32933"/>
		<updated>2010-01-15T01:40:31Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Wanted_Poster_Jack2.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Wanted_Poster_Jack.jpg|left|thumb|200px|From Jack's personal collection. Note: this bounty already has been collected.]]&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
[[Image:Wanted_Poster_Jack3.jpg|right|thumb|200px|From Jack's personal collection. If the dog hadn't bitten his pants during the robbery, the list of charges would be shorter. ]]&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them, unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=File:Wanted_Poster_Jack3.jpg&amp;diff=32932</id>
		<title>File:Wanted Poster Jack3.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=File:Wanted_Poster_Jack3.jpg&amp;diff=32932"/>
		<updated>2010-01-15T01:37:11Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32931</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32931"/>
		<updated>2010-01-15T01:36:21Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Wanted_Poster_Jack2.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Wanted_Poster_Jack.jpg|left|thumb|200px|From Jack's personal collection. Note: this bounty already has been collected.]]&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them, unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=File:Wanted_Poster_Jack2.jpg&amp;diff=32930</id>
		<title>File:Wanted Poster Jack2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=File:Wanted_Poster_Jack2.jpg&amp;diff=32930"/>
		<updated>2010-01-15T01:32:14Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=File:Wanted_Poster_Jack.jpg&amp;diff=32929</id>
		<title>File:Wanted Poster Jack.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=File:Wanted_Poster_Jack.jpg&amp;diff=32929"/>
		<updated>2010-01-15T01:30:50Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32928</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32928"/>
		<updated>2010-01-15T01:23:29Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Associates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bel'edine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them, unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32927</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32927"/>
		<updated>2010-01-15T01:23:08Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Elysia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bele'dine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sob story or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them, unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32926</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32926"/>
		<updated>2010-01-15T01:16:29Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Jack Kenthel's Tourist Guide to Imprisonment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bele'dine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message implicating Jack in the abduction of the Vorinite scribe to whom he dictated the guide. Some excerpts from the entries on various southern nations:&lt;br /&gt;
&lt;br /&gt;
===Elysia===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Amenities&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Shackle Rating&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Comfort&lt;br /&gt;
|3 Shackles&lt;br /&gt;
|Cells minimally clean, corpse-free. Elimination grate. Regular food.&lt;br /&gt;
|-&lt;br /&gt;
|Companionship&lt;br /&gt;
|5 Shackles&lt;br /&gt;
|Visitors allowed. Wide metal bars allow intimate contact, exchange of contraband. Friendly guards.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|2 shackles&lt;br /&gt;
|Friendly guards are everywhere. Null magic. Elimination grate too small. Bars could be farther apart.&lt;br /&gt;
|-&lt;br /&gt;
|Value&lt;br /&gt;
|2 Shackles&lt;br /&gt;
|Bribery very expensive. Short occupancy time means high release charge. &lt;br /&gt;
|-&lt;br /&gt;
|'''Overall'''&lt;br /&gt;
|'''4 Shackles'''&lt;br /&gt;
|High-priced but relaxing and convivial spirit makes for a pleasant stay if you can afford it. Be sure to mention Greater Good for a discount.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elysia's law enforcement (known as Le'Megen T'Elysia) is effective but often lenient, sometimes willing to believe a sad tale or give an otherwise decent citizen the benefit of the doubt. They wear unmistakable red and silver armor, and patrol regularly. &lt;br /&gt;
&lt;br /&gt;
=====Arrest=====&lt;br /&gt;
When arrested, explain yourself as much as possible - mitigating circumstances can get you off with a fine, or possibly no charges at all. Be creative but serious. Resist arrest only when you are certain you haven't been identified - Le'Megen keeps excellent records. Often, accusing the victim will bear surprising fruit. Le'Megen are allowed to use deadly force to subdue criminals. While they'll probably say a lovely eulogy to you in the Temple of O'Ma, you're better off not fighting them, unless you're sure you'll win and none of the witnesses will survive.&lt;br /&gt;
&lt;br /&gt;
=====Incarceration=====&lt;br /&gt;
Elysia's jails are located in the North Tower attached to the Elf Gate. Visitors are welcome, but guards patrol constantly. Cells are indoors and relatively clean, with numerous locations to hide weapons and contraband. Open plan means you will be facing someone, probably someone drunk. Lucky inmates could find themselves facing drunken nymphs! Little surprises abound. Regular food and an opportunity to have your case heard make the time pass quickly, but expect to spend a king's ransom getting out. Adding to the sting, most fines are paid directly to the victim.&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32925</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32925"/>
		<updated>2010-01-15T00:18:47Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Biography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking,claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, scrap dealer, safe cracker, grave robber, and pit fighter. Jack has twice won 2nd place in the Southhill Advanced Fighting Championship, losing the championship bout to a dishonest cheating Dominator named Relloc the first time, and in a proper match to Torok of Elysia in the second.&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bele'dine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message incriminating Jack &lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32924</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32924"/>
		<updated>2010-01-14T23:49:21Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biography== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bel'edine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking, variously claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, and pit fighter, and has twice won 2nd place in the Southhill Advanced Fighting Championship.&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bele'dine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&amp;lt;br&amp;gt;&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message incriminating Jack &lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs&amp;diff=32923</id>
		<title>PCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs&amp;diff=32923"/>
		<updated>2010-01-14T23:46:10Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &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:Eldrea_Addams|Addams, Eldrea]]&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:Anderyn|Anderyn]]&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:Freddy Arlan|Arlan, Freddy]]&lt;br /&gt;
* [[PCs:Ella Armee|Armee, Ella]]&lt;br /&gt;
* [[PCs:Isadora Arnemeigne|Arnemeigne, Isadora]]&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;
* [[:Asyr, Isard]]&lt;br /&gt;
* [[PCs:Aur|Aur]]&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:Thaylis Beign|Beign, Thaylis]]&lt;br /&gt;
* [[PCs:Lilliana Be'letane|Be'letane, Lilliana]]&lt;br /&gt;
* [[PCs:Mieri Bellmaker|Bellmaker, Mieri]]&lt;br /&gt;
* [[PCs:Mandrik Bendry|Bendry, Mandrik]]&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:Angus Blacksail|Blacksail, Angus (Ang)]]&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;
* [[PCs:Kalum Brekarian|Brekarian, Kalum]]&lt;br /&gt;
* [[PCs:Patrick_Briams|Briams, Patrick]]&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;
* [[PCs:Damian Cutler|Cutler, Damian]]&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:Kalam Darthvord|Darthvord, Kalam]]&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:Bedlam Dender|Dender, Bedlam]]&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:Doug the Ox|Doug the Ox]]&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:Ulu Elexin|Elexin, Ulu]]&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:Elladin|Elladin]]&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:Kassha Firehart|Firehart, Kassha]]&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:Gaklah the Stone|Gaklah]]&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:Thorfinn Hausselkiff|Hausselkiff, Thorfinn]]&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:Anastrianna_Holimion|Holimion, Anastrianna]]&lt;br /&gt;
* [[PCs:Trina Holyan|Holyan, Trina]]&lt;br /&gt;
* [[PCs:Brayon Hopper|Hopper, Brayon]] (Lost somewhere in T'Nanshi)&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:KayaCha, Lyse|KayaCha, Lyse]]&lt;br /&gt;
* [[PCs:Jack_Kenthel|Kenthel, Jack]]&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:Ace Kogane|Kogane, Ace]]&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:Kurn|Kurn]]&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:Alissë_Lassësún|Lassësún, Alissë]]&lt;br /&gt;
* [[PCs:Law|Law]]&lt;br /&gt;
* [[PCs:Joren Le'Igh|Le'Igh, Joren]]&lt;br /&gt;
* [[PCs:Leo|LEO!]]&lt;br /&gt;
* [[PCs:Willem Lightheart|Lightheart, Willem]]&lt;br /&gt;
* [[PCs:ShosinLlevan|Llevan, Shosin]]&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:Amion Ma'fer|Ma'fer, Amion]]&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;
&lt;br /&gt;
==N==&lt;br /&gt;
* [[PCs:Narwë|Narwë]]&lt;br /&gt;
* [[PCs:Xzar Nefzen|Nefzen, Xzar]]&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:Ni'arthin|Ni'arthin]]&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:Orfanos|Orfanos]]&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:Hyacinth Pike|Pike, Hyacinth]]&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:Varion Raykeeshen|Raykeeshen, Varion]]&lt;br /&gt;
* [[PCs:Sylux Raynes|Raynes, Sylux]]&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:Jensen Rintel|Rintel, Jensen]]&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:Selash|Selash]]&lt;br /&gt;
* [[PCs:Serenydion|Serenydion]]&lt;br /&gt;
* [[PCs:Resthal Sethi|Sethi, Resthal]]&lt;br /&gt;
* [[PCs:Sesamauhtis|Shaahilax]]&lt;br /&gt;
* [[PCs:Shard|Shard]] (deceased) &lt;br /&gt;
* [[PCs:Enzaneti Sighkopaf|Sighkopaf, Enzaneti]]&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:Silver|Silver]]&lt;br /&gt;
* [[PCs:Silver Fox|Silver Fox]]&lt;br /&gt;
* [[PCs:Sally Silverbreeze|Silverbreeze, Sally]]&lt;br /&gt;
* [[PCs:Elong Singalong|Singalong, Elong]]&lt;br /&gt;
* [[PCs:Namlig Sirhc|Sirhc, Namlig]]&lt;br /&gt;
* [[PCs:Melakin Skyweider|Skyweider, Melakin]]&lt;br /&gt;
* [[PCs:Skavius Slaan |Slaan, Skavius]]&lt;br /&gt;
* [[PCs:Snarl|Snarl]]&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:Eowin_Sta'Nieth|Sta'Nieth, Eowin]]&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:Sarrena Sunflower|Sunflower, Sarrena]]&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:Archibald Thel|Thel, Archibald]]&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:Vaeri'mrith'inik'tilsin|Vaeri'mrith'inik'tilsin]]&lt;br /&gt;
* [[PCs:Vana|Vana]]&lt;br /&gt;
* [[PCs:Vandor, Rika|Vandor, Rika]] (deceased)&lt;br /&gt;
* [[PCs:Ven, Shiloh|Ven, Shiloh]]&lt;br /&gt;
* [[PCs:Vexus|Vexus]]&lt;br /&gt;
* [[PCs:Viatoris, Phoenix|Viatoris, Phoenix]]&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:Trissa Wetteel|Wetteel, Trissa]]&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;
* [[PCs:Sable the White|Witt, Sable the White]]&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:Unen Yana|Yana, Unen]]&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>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32922</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32922"/>
		<updated>2010-01-14T23:43:44Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bele'dine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking, variously claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, and pit fighter, and has twice won 2nd place in the Southhill Advanced Fighting Championship.&lt;br /&gt;
&lt;br /&gt;
==Associates==&lt;br /&gt;
'''Framble:''' Halfling mage, aspiring pyromancer. Erratic and prone to random violence, Framble can often be found exploiting Yonia, his pixie familiar. &lt;br /&gt;
'''Eli:''' Jack's oldest companion. Eli handles with finesse what Jack fails to smash or break.&lt;br /&gt;
'''Bele'dine:''' Unfailingly subservient female companion, sometimes even wearing a leash and collar when travelling. While she appears to be owned as a slave, the exact nature of her relationship to Jack is unclear.&lt;br /&gt;
'''George:''' Cleric of Kelvos with an affinity for any weapon with a long, hard shaft he can grip.&lt;br /&gt;
'''Eudaimon Dawnblade:''' Companion met in Mikona, they get on well despite little apparent in common.&lt;br /&gt;
'''Liam Dald:''' Mentor in the fighting arts, Jack defends his honor and his person without thought or question. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jack Kenthel's Tourist Guide to Imprisonment==&lt;br /&gt;
The forward to this rare guide is unique in that it contains a coded message incriminating Jack &lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Jack_Kenthel]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32921</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32921"/>
		<updated>2010-01-14T23:22:57Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Jack grew up on the mean streets of Le'Or, where every day is a struggle to survive... the near-universal peacefulness and boredom. Jack craved action and Le'or didn't have any, at least not until he and Eli met. Various other troublemakers joined the pair as their escapades got more bold, and what followed was a crime spree that left them all rich and well-equipped for a life on the canopy roads. Eventually, luck caught up with them. An experiment with a morningstar led to a raging fire in the High Temple of Dru'El and when the smoke cleared, Jack and his companions were divested of all their possessions to pay for the damage and the resurrections, and only escaped being flung off the canopies by agreeing to leave T'Nanshi for an undetermined amount of time.&lt;br /&gt;
&lt;br /&gt;
Jack and his companions scattered, and after some time he and Bele'dine settled in [[Mikona|Mikona]] to recover his losses. Eventually, the surviving members of his gang tracked him down and demanded repayment for the gear they'd lost. Though it was unclear why Jack should be responsible for the whole incident, sharpened steel is very persuasive and after some persuading he agreed to double their losses if they stuck around to help him.&lt;br /&gt;
&lt;br /&gt;
Jack currently fights with a technique known as Windwalking, variously claimed to be either the harnessing of a Tyeduan Wind Spirit to aid in battle, or a conditioned fighting style learned through battle under the influence of a mind-altering chemical powder. He is variously a bouncer, caravan guard, roadside bandit, and pit fighter, and has twice won 2nd place in the Southhill &lt;br /&gt;
&lt;br /&gt;
==A Day in the Life of==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ni’arthin]]&lt;br /&gt;
[[Category:T'NanshiPCs|Ni’arthin]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32920</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32920"/>
		<updated>2010-01-14T22:23:49Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Bouncer &amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/ &amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disposition:==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==A Day in the Life of==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ni’arthin]]&lt;br /&gt;
[[Category:T'NanshiPCs|Ni’arthin]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32919</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32919"/>
		<updated>2010-01-14T22:22:30Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Highway Bandit&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/&amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jack Kenthel is the ''de facto'' leader of a gang of thugs, psychopaths, and malcontents formerly based in [[Le'Or_T'Nanshi|Le'Or]]. An incident involving a fire in the Temple of Dru'El led to the group being stripped of all possessions as compensation, and they subsequently scattered. Recently, several members have managed to track him down and demand their own compensation, leading the smaller band to get back together in an effort to rebuild their former fortune. &lt;br /&gt;
&lt;br /&gt;
Or, possibly, to make sure Jack doesn't take their investment and disappear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disposition:==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==A Day in the Life of==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ni’arthin]]&lt;br /&gt;
[[Category:T'NanshiPCs|Ni’arthin]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32918</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32918"/>
		<updated>2010-01-14T22:13:49Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Highway Bandit&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/&amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Placeholder for introduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eyes:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disposition:==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==A Day in the Life of==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ni’arthin]]&lt;br /&gt;
[[Category:T'NanshiPCs|Ni’arthin]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32917</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32917"/>
		<updated>2010-01-14T22:11:05Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Highway Bandit&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/&amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10143}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Placeholder for introduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eye Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Disposition:==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==A Day in the Life of==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ni’arthin]]&lt;br /&gt;
[[Category:T'NanshiPCs|Ni’arthin]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32916</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32916"/>
		<updated>2010-01-14T22:10:17Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Highway Bandit&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/&amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=12112}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Placeholder for introduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eye Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Disposition:==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==A Day in the Life of==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ni’arthin]]&lt;br /&gt;
[[Category:T'NanshiPCs|Ni’arthin]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32915</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32915"/>
		<updated>2010-01-14T22:09:45Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Highway Bandit&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/&amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Placeholder for introduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eye Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Disposition:==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==A Day in the Life of==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ni’arthin]]&lt;br /&gt;
[[Category:T'NanshiPCs|Ni’arthin]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32914</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32914"/>
		<updated>2010-01-14T22:08:55Z</updated>

		<summary type="html">&lt;p&gt;Spool32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Ni'arthin&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Highway Bandit&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/&amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Placeholder for introduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eye Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Disposition:==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==A Day in the Life of==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ni’arthin]]&lt;br /&gt;
[[Category:T'NanshiPCs|Ni’arthin]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32913</id>
		<title>PCs:Jack Kenthel</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=PCs:Jack_Kenthel&amp;diff=32913"/>
		<updated>2010-01-14T22:07:25Z</updated>

		<summary type="html">&lt;p&gt;Spool32: New page: &amp;lt;!-- Top: Start of the PC infobox --&amp;gt; {{PCStyle2|PCBackground=#708090| |Portrait=Ni'arthin.jpg |Name=Ni'arthin&amp;lt;br&amp;gt; |Race=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; |Class=[[Barbar...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle2|PCBackground=#708090|&lt;br /&gt;
|Portrait=Ni'arthin.jpg&lt;br /&gt;
|Name=Ni'arthin&amp;lt;br&amp;gt;&lt;br /&gt;
|Race=[[Human|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Class=[[Barbarian|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Highway Bandit&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;/&amp;lt;/b&amp;gt;[[Barbarian_Rage|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Windwalker&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
|Guild=&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;None&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|Server=&amp;lt;br&amp;gt;[[Elysia|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Elysia&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&amp;lt;b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/b&amp;gt;[[Mikona|&amp;lt;font color='#CCCCFF'&amp;gt;&amp;lt;b&amp;gt;Mikona&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;]]&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Placeholder for introduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- end of the introduction - TOC and beginning of the article --&amp;gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
'''Name:''' Jack Kenthel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
'''Height:''' 6ft.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 210 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hair Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eye Color:''' Brown&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tattoos:''' Green &amp;amp; silver knots on upper/lower arms, calves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Disposition:==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Biography:== &lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==A Day in the Life of==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Ni’arthin]]&lt;br /&gt;
[[Category:T'NanshiPCs|Ni’arthin]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Guild:AAAA&amp;diff=32772</id>
		<title>Guild:AAAA</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Guild:AAAA&amp;diff=32772"/>
		<updated>2009-12-21T05:33:21Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* '''AVLIS ARMS AND ARMOR ASSOCIATION''' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://www.avlis4a.com/logo.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''AVLIS ARMS AND ARMOR ASSOCIATION''' ==&lt;br /&gt;
&lt;br /&gt;
'''In times of trouble, the 4A provides a solid organization whose members are willing to reach out and aid those in need. They have worked with other non-governmental organizations time and time again.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'' - When the Blandenberg Hospital was razed to the ground, the 4A was there with craftsmen and building supplies to rebuild it, as well as provide one million gold to pay for supplies, staff and all the other essentials needed to run a hospital.'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'' - When the Nelthrope Mines were reopened after sabotuers' bombs weakened the supports, it was the 4A who paid many of the contractors to reinforce and clear the debris from this publicly accessible mine.'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''- The 4A was there when The Rift threatened all of Ferrell, and contributed a considerable amount of precious DarkSteel, as well as the time and labor needed to create the helms used to close the dangerous Rift.'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'' - For the traveler who is low on funds, the 4A is always in need of raw materials, and so all of our branch locations are always willing to buy materials which are used in our crafting processes. For specifics, please see your local branch.''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''PURPOSE AND GOAL:''' The AAAA exists to develop the crafting abilities of its members and ensure their financial security while maintaining a profit for the guild as an entity, by providing centralized storage of raw materials and products, free exchange of information between members, safe access to crafting equipment and tools, and reliable methods for the sale of said products. &lt;br /&gt;
&lt;br /&gt;
'''BASE OF OPERATIONS:''' AAAA members hail from all across Southern Avlis. Guild halls are found at Fort Karr, north of Mikona, and in Dwarftrade, south of the entrance to Deglos in northwest T'Nanshi. New facilities are now open in Visimontium and Blandenburg. &lt;br /&gt;
&lt;br /&gt;
'''HOW TO CONTACT:''' Our &amp;quot;public flyers&amp;quot; include both a catalogue of commonly-ordered products and a list of members ranked Journeyman and higher.&lt;br /&gt;
&lt;br /&gt;
Inquiries about business should be directed to one of the officers listed, either by PM or in-game. Sales can be taken by any member, contacted via PM or in-game. Those interested in joining should consult this page for more information. &lt;br /&gt;
&lt;br /&gt;
'''WHAT TO EXPECT:''' The AAAA exists for two purposes: to support the crafting activities if its members, and to provide goods to the rest of the Avlis public. Thus, members are expected to obtain raw materials for the Guild, provide information about crafting to other members when asked, and to serve customers. They have few obligations beyond that, and the Guild does not hold regular meetings, though members are expected to do their crafting work in Guild workrooms so that customers may summon them when needed. &lt;br /&gt;
&lt;br /&gt;
Although other crafts are supported, those that are most useful in the manufacture of weapon and armor items are emphasized. &lt;br /&gt;
&lt;br /&gt;
There is a hierarchy within the guild, but the day-to-day operation is somewhat loose due to the individual nature of the crafting work. &lt;br /&gt;
&lt;br /&gt;
'''RESTRICTIONS ON MEMBERSHIP:''' Membership is open to all races and classes. All alignments are nominally welcome, however, those of the more chaotic bent will have to set aside their personalities and respect the rules of the Guild, as well as its property and that of its members. &lt;br /&gt;
&lt;br /&gt;
Members are expected to set aside their differences while on Guild property or on Guild time. &lt;br /&gt;
&lt;br /&gt;
'''DM SPONSOR:''' Psyco&lt;br /&gt;
&lt;br /&gt;
[[Category:Guilds|AAAA]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32771</id>
		<title>Blandenberg Protectorate</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32771"/>
		<updated>2009-12-21T04:25:57Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Effects of the Drotid War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''The Blandenberg Protectorate''' ==&lt;br /&gt;
This buffer state was formed to end [[M'Chek-T'Nanshi War|the war between M'Chek and T'Nanshi]], using alternative farming practices for food production.  The food raised on these lands is dedicated to relieve the famine of [[M'Chek]].  The Protectorate is jointly controlled by the churches of [[Mikon]] and [[Dru'El]], whose holy warriors, the Equalizers and Avengers, provide security for the settlement.&lt;br /&gt;
&lt;br /&gt;
In recent years, Blandenberg has moved more and more toward openly acting as an independent nation, rather than merely a buffer between warring parties. It has an established governing system, a group of Avengers and Equalizers who consider Blandenberg home and defend it from incursions and abuse, a prison, and a bustling economy. Additionally, three cases have served to further the concept of Blandenberg as an independent entity:&lt;br /&gt;
&lt;br /&gt;
===== The Case of Samwir =====&lt;br /&gt;
Following a murder committed in the ANRA school, M'Chekian citizen and Ebony mage Samwir was rumored to have information, or even possible involvement, related to the killing. Rather than contact him directly, the High Administrators requested extradition from the Joint Houses of M'Chek. M'Chek's flat refusal to extradite, rather than presenting an argument that Blandenberg had no grounds to make the request, is generally considered a tacit acknowledgment that some in the M'Chekian government consider the Protectorate an independent nation. Rumors that this episode was orchestrated cannot be confirmed.&lt;br /&gt;
&lt;br /&gt;
===== The Case of the Southern Division =====&lt;br /&gt;
Pursuing a group of bandits south from Nan Sh'tal, the T'Nanshi army's Southern Division Sr. Rangermaster halted his pursuit to request permission from nearby Equalizers to cross the border. Realizing that the Rangermaster was within his rights to cross on his own as long as he left the same way he came, they nonetheless refused him entry to see how he would react. The Rangermaster halted his advance, and eventually cooperated with the Equalizer patrol to take custody of the bandits after they were apprehended. This is generally considered an admission by the T'Nanshi army that they will treat Blandenberg's borders as sovereign. Nothing is know of the fate of the bandits, and no record of trial or incarceration can be found in the Le'Or archives.&lt;br /&gt;
&lt;br /&gt;
===== Disputed Territory =====&lt;br /&gt;
The village just south of the Blandenberg ferry is commonly referred to as South Blandenberg by residents of the Protectorate. With many families living on both sides of the river, the claim by Lord Bostwick that the national border exists through the center of the river, one supported by the Common House, is often disregarded by Avengers, Equalizers, and residents of Blandenberg. Rather than press the issue, Lord Bostwick has declared the area free from taxation to support his fief, creating a haven for artisans and for businesses... some of which are owned in part by Lord Bostwick. Unwilling to antagonize M'Chek, the Protectorate's administrators have similarly left the area free from levies to support the Protectorate, resulting in a legal grey area with both sides claiming ownership of the land but neither willing to actually commit resources to press its claim. Conflicts over the issue are rare among residents; locals generally tell outsiders they live in &amp;quot;Blandenberg Village&amp;quot;, intentionally leaving travellers to work it out for themselves to the general amusement of local tavern patrons. That Lord Bostwick and the Noble House treat this issue as a border dispute is generally considered an admission that a national border does in fact exist. This would be impossible without another legitimate nation across the border... wherever it is.&lt;br /&gt;
&lt;br /&gt;
== Effects of the Drotid War ==&lt;br /&gt;
Blandenberg has seen a large influx of trade as the shaahesk warboats entirely shut down naval shipping along the east coast. Large fortunes are being made from the traffic passing through the Protectorate, and while no one wants to see this new war drag on, many residents are less than enthusiastic about their newfound prosperity ending with the re-establishment of the eastern sea lanes. &lt;br /&gt;
&lt;br /&gt;
Drotid has so far treated Blandenberg as sovereign neutral territory and not committed serious resources to is capture. Because of Blandenberg's minor military strength and large civilian population, Drotid's hands-off approach has lead even some Avengers to believe the Protectorate can do more good by remaining officially neutral rather than entering the conflict.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
Blandenberg is a major traffic hub for commerce and travellers passing between M'Chek and T'Nanshi. Over time, several businesses and services have grown up to take advantage of the crossroads... &lt;br /&gt;
&lt;br /&gt;
===== Moon Tree Distillery =====&lt;br /&gt;
[[Image:MTPaleAle.jpg|right|thumb|200px|House brew at the Moon Tree Distillery]]&lt;br /&gt;
Continuing the franchise, the latest location of the renowned Moon Tree opened in Blandenberg to much acclaim. Focusing on stronger spirits and large, lively parties, the Distillery has a distinctly different atmosphere from the casual flagship bar in Le'or, or the cozy brew pub in Silverfall. Note the large collection of original artwork lining the walls, take your drink outside in the open air as travellers pass by, or throw your name in the ring for a shot at the grease wrestling title! The Moon Tree is a constant destination for weary teamsters and the ever-changing Avenger and Equalizer deployments, with a diverse clientele at any time of the night or day.&lt;br /&gt;
&lt;br /&gt;
===== ANRA =====&lt;br /&gt;
ANRA played a critical role in the early development of the Protectorate, particularly in teaching local landowners better farming practises. Today it hosts an open-access craftsman's workshop, a storefromt, a boardinghouse, school, and experimental gardens. See their guild entry [[Guild:ANRA|here]].&lt;br /&gt;
&lt;br /&gt;
===== Fallkirk Enterprises Arcane Transport Portal =====&lt;br /&gt;
Quentin Fallkirk III located one of his privately owned and operated portals in the center of Blandenberg, further increasing its profile as a destination and a central location for travellers heading into either M'Chek or T'Nanshi. For a few hundred gold coins, individuals can travel to the central hub in Visimontium and then to any number of destinations around southern Avlis. A little known fact is that the ground immediately surrounding the portal is not technically part of Blandenberg. Due to language in the treaty, sovereignty over ground in a 1-foot radius around the portal itself was ceded to Fallkirk Enterprises, Inc. at the time of its creation. The existence of this treaty is yet another example of the growing body of legal evidence supporting Blandenberg independence.&lt;br /&gt;
&lt;br /&gt;
===== Temple of O'Ma =====&lt;br /&gt;
A relic of the old village, this open-air temple to O'Ma has changed little since it was built hundreds of years ago. Once considered for expansion into a hospital by the Healers of Cha'reth, it eventually was left untouched while the hospital relocated to the forest just north of the town itself. The local priestess will perform healing for free, and sells potions critical to safe passage for travellers intending to avoid civilization in their journeys.&lt;br /&gt;
&lt;br /&gt;
===== AAAA Blandenberg, Webber Hall =====&lt;br /&gt;
The Blandenberg guildhall for the [[Guild:AAA|Avlis Arms &amp;amp; Armor Association]] offers a variety of weapons and armor created by the famous artisans of the AAAA.  Webber Hall is named after Darent Webber.  Sir Webber's family were residents of Blandenberg Village until his parents were killed in a skirmish during the war.  Webber devoted his life to bringing the war to an end, and was knighted by M'Chek and the Church of Mikon for his work on the cease fire and the resulting peace treaty which created the Blandenberg Protectorate.&lt;br /&gt;
&lt;br /&gt;
===== The Mennallin School =====&lt;br /&gt;
The Blandenberg Mennallin School was built and supported by donations from the Mennallin School Trust Fund.  Magus Melonius Mennallin began this fund to build schools across the land that anyone, regardless of family status or income, could attend.&lt;br /&gt;
&lt;br /&gt;
The schoolhouse was built in the refurbished house of the family of Sir Darent Webber, who was instrumental in the drafting of the final peace treaty creating the Blandenberg Protectorate.  This location was chosen by Dame Moira Callendraes, Executor of the Trust, as a tribute to her mentor and friend. &lt;br /&gt;
&lt;br /&gt;
===== The Black Shard Inn =====&lt;br /&gt;
Found up the hill west of Blandenberg Village, the Black Shard is a favorite for the local farmers and trappers. Rooms are available, but the locals are less enthusiastic about outsiders taking their customary seats in the taproom. An earthy spot where a sunburn is more likely than a lace cuff or a polished breastplate, and much more respected.&lt;br /&gt;
&lt;br /&gt;
== Original Declaration of the Protectorate ==&lt;br /&gt;
&lt;br /&gt;
WHEREFORE the governments of M'Chek and T'Nanshi are seeking a peaceful resolution to their difficulties, and &lt;br /&gt;
&lt;br /&gt;
WHEREFORE the principal problem impelling these nations to war is the hunger of the people of M'Chek, &lt;br /&gt;
&lt;br /&gt;
The nations of M'Chek and T'Nanshi do hereby agree to the following: &lt;br /&gt;
&lt;br /&gt;
# [[The Village of Blandenberg|Blandenberg]], and its immediate surrounds, including the ferry ((5 areas all up, Blandenberg and the areas touching it on the north, south, east and west)) shall be declared neutral territory. &lt;br /&gt;
# This newly formed neutral territory will be governed by the church of Dru'El and the church of Mikon. &lt;br /&gt;
# To ensure that this territory stays neutral, a force consisting of equal numbers of [[Avenger|Avengers]] and [[Equalizer|Equalizers]] will be stationed there. No other military forces may be stationed in this territory. &lt;br /&gt;
# This new neutral territory will be used as an experimental farm for [[Guild:ANRA|ANRA]]. The purpose of this farm is to establish new farming techniques to enable M'Chek to produce more food off the land it has. &lt;br /&gt;
# The population of this neutral territory will never exceed what the territory itself is able to feed. Any excess food generated by this farm will be used to feed the starving, in whatever nation they may be. &lt;br /&gt;
# The neutral territory of Blandenberg shall not be used for any military activities. This includes but is not limited to using the territory as a staging point for attacks or spy missions into enemy territory. &lt;br /&gt;
# This territory shall contain a neutral hospital that shall be set up to replace the previous structure destroyed. The governance of the land this hospital is on shall not be seen differently than that of the rest of the territory. It will be not be seen as a separate entity within the neutral territory. As the hospital was originally funded by those of Dru'El, and repairs will be made using funds gathered by those of Cha'reth. These two churches along with any who they appoint shall be tasked with maintaining and running the hospital as they see fit so long as all other points of this agreement are adhered to. &lt;br /&gt;
# Any with the needed skills shall be free to work in this hospital, however preference shall be given to those of [[Dru'El]], [[Cha'reth]], [[O'Ma]] and [[Mikon]]. &lt;br /&gt;
# The services of the hospital shall be available to all who are in need, regardless of race or affiliation with any group or nation. &lt;br /&gt;
# Blandenberg must not be used for strategical advantage of either side. Any military forces entering Blandenberg must either leave via the same route on which they entered, or in the case where this would cause them to enter enemy territory they must leave via a pre determined route (as decided on by the churches of Dru'El and Mikon) that will have them leave Blandenberg at a point that is as far as possible from any contested lands and passes into non contested lands held by their nation. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Signed on behalf of the Joint Houses of M'Chek &lt;br /&gt;
&lt;br /&gt;
'''''Lord Walsington''''' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signed on behalf of T'Nanshi &lt;br /&gt;
&lt;br /&gt;
'''''Di'amana Du'mois''''' &amp;lt;br&amp;gt;&lt;br /&gt;
Scribe for the Council of Nine&lt;br /&gt;
&lt;br /&gt;
== Administrators and High Priests Announced ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Official Announcement from The Protectorate of Blandenberg''' &lt;br /&gt;
&lt;br /&gt;
''Ladies and Gentlemen of the South Lands, &lt;br /&gt;
&lt;br /&gt;
By official proclamation the High Administrators of The Protectorate of Blandenberg greet you all, and send out this message in an effort to introduce ourselves, our cause and our need. &lt;br /&gt;
&lt;br /&gt;
The Protectorate, consisting of all lands given over by the governments of M'Chek and T'Nanshi, governed by myself, High Administrator Isendur Amolin of Dru'El and my honourable colleague High Administrator Lenton Hallows of Mikon and aided by our esteemed advisors bid you welcome. Our cause is a noble one, to turn the lands of death and destruction, a product of a long and bloody war that cost so many lives, into a land of prosperity, a land bountiful enough to feed the hungry of the region and a home for so many who lost their own. &lt;br /&gt;
&lt;br /&gt;
We are also fortunate to have two noble and well respected High Priests of the churches to oversee our spiritual needs, the newly appointed High Priest Celedor Dedwend of Dru'El and High Priest Pollio of Mikon. Also, The Equalizers of Mikon and Dru'els Avengers have been kind enough to grant our inhabitants with protection from the various dangers that wild animals, amongst other things present. By keeping a close watch along the Protectorates borders they will ensure our continued safety. &lt;br /&gt;
&lt;br /&gt;
The lands of the Protectorate are as yet barren and barely workable, although we have high hopes of correcting this in time. We are not wealthy however, any aid is welcome, be it in coin, a helping hand in working the soil, anything will be very much appreciated. &lt;br /&gt;
&lt;br /&gt;
In faith, &lt;br /&gt;
&lt;br /&gt;
'''High Administrator Hallows &amp;lt;br&amp;gt;&lt;br /&gt;
'''High Administrator Amolin'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Nations|Blandenberg]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32770</id>
		<title>Blandenberg Protectorate</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32770"/>
		<updated>2009-12-21T04:25:21Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Effects of the Drotid War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''The Blandenberg Protectorate''' ==&lt;br /&gt;
This buffer state was formed to end [[M'Chek-T'Nanshi War|the war between M'Chek and T'Nanshi]], using alternative farming practices for food production.  The food raised on these lands is dedicated to relieve the famine of [[M'Chek]].  The Protectorate is jointly controlled by the churches of [[Mikon]] and [[Dru'El]], whose holy warriors, the Equalizers and Avengers, provide security for the settlement.&lt;br /&gt;
&lt;br /&gt;
In recent years, Blandenberg has moved more and more toward openly acting as an independent nation, rather than merely a buffer between warring parties. It has an established governing system, a group of Avengers and Equalizers who consider Blandenberg home and defend it from incursions and abuse, a prison, and a bustling economy. Additionally, three cases have served to further the concept of Blandenberg as an independent entity:&lt;br /&gt;
&lt;br /&gt;
===== The Case of Samwir =====&lt;br /&gt;
Following a murder committed in the ANRA school, M'Chekian citizen and Ebony mage Samwir was rumored to have information, or even possible involvement, related to the killing. Rather than contact him directly, the High Administrators requested extradition from the Joint Houses of M'Chek. M'Chek's flat refusal to extradite, rather than presenting an argument that Blandenberg had no grounds to make the request, is generally considered a tacit acknowledgment that some in the M'Chekian government consider the Protectorate an independent nation. Rumors that this episode was orchestrated cannot be confirmed.&lt;br /&gt;
&lt;br /&gt;
===== The Case of the Southern Division =====&lt;br /&gt;
Pursuing a group of bandits south from Nan Sh'tal, the T'Nanshi army's Southern Division Sr. Rangermaster halted his pursuit to request permission from nearby Equalizers to cross the border. Realizing that the Rangermaster was within his rights to cross on his own as long as he left the same way he came, they nonetheless refused him entry to see how he would react. The Rangermaster halted his advance, and eventually cooperated with the Equalizer patrol to take custody of the bandits after they were apprehended. This is generally considered an admission by the T'Nanshi army that they will treat Blandenberg's borders as sovereign. Nothing is know of the fate of the bandits, and no record of trial or incarceration can be found in the Le'Or archives.&lt;br /&gt;
&lt;br /&gt;
===== Disputed Territory =====&lt;br /&gt;
The village just south of the Blandenberg ferry is commonly referred to as South Blandenberg by residents of the Protectorate. With many families living on both sides of the river, the claim by Lord Bostwick that the national border exists through the center of the river, one supported by the Common House, is often disregarded by Avengers, Equalizers, and residents of Blandenberg. Rather than press the issue, Lord Bostwick has declared the area free from taxation to support his fief, creating a haven for artisans and for businesses... some of which are owned in part by Lord Bostwick. Unwilling to antagonize M'Chek, the Protectorate's administrators have similarly left the area free from levies to support the Protectorate, resulting in a legal grey area with both sides claiming ownership of the land but neither willing to actually commit resources to press its claim. Conflicts over the issue are rare among residents; locals generally tell outsiders they live in &amp;quot;Blandenberg Village&amp;quot;, intentionally leaving travellers to work it out for themselves to the general amusement of local tavern patrons. That Lord Bostwick and the Noble House treat this issue as a border dispute is generally considered an admission that a national border does in fact exist. This would be impossible without another legitimate nation across the border... wherever it is.&lt;br /&gt;
&lt;br /&gt;
== Effects of the Drotid War ==&lt;br /&gt;
Blandenberg has seen a large influx of trade as the shaahesk warboats entirely shut down naval shipping along the east coast. Large fortunes are being made from the traffic passing through the Protectorate, and while no one wants to see this new war drag on, many residents are less than enthusiastic about their newfound prosperity ending with the re-establishment of the eastern sea lanes. &lt;br /&gt;
&lt;br /&gt;
Drotid has so far treated Blandenberg as sovereign neutral territory and not committed serious resources to is capture. Because of Blandenberg's minor military strength and large civilian population, Drotid's hands-off approach has lead even some Avengers to believe the Protectorate can do more good by remaining neutral rather than entering the conflict.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
Blandenberg is a major traffic hub for commerce and travellers passing between M'Chek and T'Nanshi. Over time, several businesses and services have grown up to take advantage of the crossroads... &lt;br /&gt;
&lt;br /&gt;
===== Moon Tree Distillery =====&lt;br /&gt;
[[Image:MTPaleAle.jpg|right|thumb|200px|House brew at the Moon Tree Distillery]]&lt;br /&gt;
Continuing the franchise, the latest location of the renowned Moon Tree opened in Blandenberg to much acclaim. Focusing on stronger spirits and large, lively parties, the Distillery has a distinctly different atmosphere from the casual flagship bar in Le'or, or the cozy brew pub in Silverfall. Note the large collection of original artwork lining the walls, take your drink outside in the open air as travellers pass by, or throw your name in the ring for a shot at the grease wrestling title! The Moon Tree is a constant destination for weary teamsters and the ever-changing Avenger and Equalizer deployments, with a diverse clientele at any time of the night or day.&lt;br /&gt;
&lt;br /&gt;
===== ANRA =====&lt;br /&gt;
ANRA played a critical role in the early development of the Protectorate, particularly in teaching local landowners better farming practises. Today it hosts an open-access craftsman's workshop, a storefromt, a boardinghouse, school, and experimental gardens. See their guild entry [[Guild:ANRA|here]].&lt;br /&gt;
&lt;br /&gt;
===== Fallkirk Enterprises Arcane Transport Portal =====&lt;br /&gt;
Quentin Fallkirk III located one of his privately owned and operated portals in the center of Blandenberg, further increasing its profile as a destination and a central location for travellers heading into either M'Chek or T'Nanshi. For a few hundred gold coins, individuals can travel to the central hub in Visimontium and then to any number of destinations around southern Avlis. A little known fact is that the ground immediately surrounding the portal is not technically part of Blandenberg. Due to language in the treaty, sovereignty over ground in a 1-foot radius around the portal itself was ceded to Fallkirk Enterprises, Inc. at the time of its creation. The existence of this treaty is yet another example of the growing body of legal evidence supporting Blandenberg independence.&lt;br /&gt;
&lt;br /&gt;
===== Temple of O'Ma =====&lt;br /&gt;
A relic of the old village, this open-air temple to O'Ma has changed little since it was built hundreds of years ago. Once considered for expansion into a hospital by the Healers of Cha'reth, it eventually was left untouched while the hospital relocated to the forest just north of the town itself. The local priestess will perform healing for free, and sells potions critical to safe passage for travellers intending to avoid civilization in their journeys.&lt;br /&gt;
&lt;br /&gt;
===== AAAA Blandenberg, Webber Hall =====&lt;br /&gt;
The Blandenberg guildhall for the [[Guild:AAA|Avlis Arms &amp;amp; Armor Association]] offers a variety of weapons and armor created by the famous artisans of the AAAA.  Webber Hall is named after Darent Webber.  Sir Webber's family were residents of Blandenberg Village until his parents were killed in a skirmish during the war.  Webber devoted his life to bringing the war to an end, and was knighted by M'Chek and the Church of Mikon for his work on the cease fire and the resulting peace treaty which created the Blandenberg Protectorate.&lt;br /&gt;
&lt;br /&gt;
===== The Mennallin School =====&lt;br /&gt;
The Blandenberg Mennallin School was built and supported by donations from the Mennallin School Trust Fund.  Magus Melonius Mennallin began this fund to build schools across the land that anyone, regardless of family status or income, could attend.&lt;br /&gt;
&lt;br /&gt;
The schoolhouse was built in the refurbished house of the family of Sir Darent Webber, who was instrumental in the drafting of the final peace treaty creating the Blandenberg Protectorate.  This location was chosen by Dame Moira Callendraes, Executor of the Trust, as a tribute to her mentor and friend. &lt;br /&gt;
&lt;br /&gt;
===== The Black Shard Inn =====&lt;br /&gt;
Found up the hill west of Blandenberg Village, the Black Shard is a favorite for the local farmers and trappers. Rooms are available, but the locals are less enthusiastic about outsiders taking their customary seats in the taproom. An earthy spot where a sunburn is more likely than a lace cuff or a polished breastplate, and much more respected.&lt;br /&gt;
&lt;br /&gt;
== Original Declaration of the Protectorate ==&lt;br /&gt;
&lt;br /&gt;
WHEREFORE the governments of M'Chek and T'Nanshi are seeking a peaceful resolution to their difficulties, and &lt;br /&gt;
&lt;br /&gt;
WHEREFORE the principal problem impelling these nations to war is the hunger of the people of M'Chek, &lt;br /&gt;
&lt;br /&gt;
The nations of M'Chek and T'Nanshi do hereby agree to the following: &lt;br /&gt;
&lt;br /&gt;
# [[The Village of Blandenberg|Blandenberg]], and its immediate surrounds, including the ferry ((5 areas all up, Blandenberg and the areas touching it on the north, south, east and west)) shall be declared neutral territory. &lt;br /&gt;
# This newly formed neutral territory will be governed by the church of Dru'El and the church of Mikon. &lt;br /&gt;
# To ensure that this territory stays neutral, a force consisting of equal numbers of [[Avenger|Avengers]] and [[Equalizer|Equalizers]] will be stationed there. No other military forces may be stationed in this territory. &lt;br /&gt;
# This new neutral territory will be used as an experimental farm for [[Guild:ANRA|ANRA]]. The purpose of this farm is to establish new farming techniques to enable M'Chek to produce more food off the land it has. &lt;br /&gt;
# The population of this neutral territory will never exceed what the territory itself is able to feed. Any excess food generated by this farm will be used to feed the starving, in whatever nation they may be. &lt;br /&gt;
# The neutral territory of Blandenberg shall not be used for any military activities. This includes but is not limited to using the territory as a staging point for attacks or spy missions into enemy territory. &lt;br /&gt;
# This territory shall contain a neutral hospital that shall be set up to replace the previous structure destroyed. The governance of the land this hospital is on shall not be seen differently than that of the rest of the territory. It will be not be seen as a separate entity within the neutral territory. As the hospital was originally funded by those of Dru'El, and repairs will be made using funds gathered by those of Cha'reth. These two churches along with any who they appoint shall be tasked with maintaining and running the hospital as they see fit so long as all other points of this agreement are adhered to. &lt;br /&gt;
# Any with the needed skills shall be free to work in this hospital, however preference shall be given to those of [[Dru'El]], [[Cha'reth]], [[O'Ma]] and [[Mikon]]. &lt;br /&gt;
# The services of the hospital shall be available to all who are in need, regardless of race or affiliation with any group or nation. &lt;br /&gt;
# Blandenberg must not be used for strategical advantage of either side. Any military forces entering Blandenberg must either leave via the same route on which they entered, or in the case where this would cause them to enter enemy territory they must leave via a pre determined route (as decided on by the churches of Dru'El and Mikon) that will have them leave Blandenberg at a point that is as far as possible from any contested lands and passes into non contested lands held by their nation. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Signed on behalf of the Joint Houses of M'Chek &lt;br /&gt;
&lt;br /&gt;
'''''Lord Walsington''''' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signed on behalf of T'Nanshi &lt;br /&gt;
&lt;br /&gt;
'''''Di'amana Du'mois''''' &amp;lt;br&amp;gt;&lt;br /&gt;
Scribe for the Council of Nine&lt;br /&gt;
&lt;br /&gt;
== Administrators and High Priests Announced ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Official Announcement from The Protectorate of Blandenberg''' &lt;br /&gt;
&lt;br /&gt;
''Ladies and Gentlemen of the South Lands, &lt;br /&gt;
&lt;br /&gt;
By official proclamation the High Administrators of The Protectorate of Blandenberg greet you all, and send out this message in an effort to introduce ourselves, our cause and our need. &lt;br /&gt;
&lt;br /&gt;
The Protectorate, consisting of all lands given over by the governments of M'Chek and T'Nanshi, governed by myself, High Administrator Isendur Amolin of Dru'El and my honourable colleague High Administrator Lenton Hallows of Mikon and aided by our esteemed advisors bid you welcome. Our cause is a noble one, to turn the lands of death and destruction, a product of a long and bloody war that cost so many lives, into a land of prosperity, a land bountiful enough to feed the hungry of the region and a home for so many who lost their own. &lt;br /&gt;
&lt;br /&gt;
We are also fortunate to have two noble and well respected High Priests of the churches to oversee our spiritual needs, the newly appointed High Priest Celedor Dedwend of Dru'El and High Priest Pollio of Mikon. Also, The Equalizers of Mikon and Dru'els Avengers have been kind enough to grant our inhabitants with protection from the various dangers that wild animals, amongst other things present. By keeping a close watch along the Protectorates borders they will ensure our continued safety. &lt;br /&gt;
&lt;br /&gt;
The lands of the Protectorate are as yet barren and barely workable, although we have high hopes of correcting this in time. We are not wealthy however, any aid is welcome, be it in coin, a helping hand in working the soil, anything will be very much appreciated. &lt;br /&gt;
&lt;br /&gt;
In faith, &lt;br /&gt;
&lt;br /&gt;
'''High Administrator Hallows &amp;lt;br&amp;gt;&lt;br /&gt;
'''High Administrator Amolin'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Nations|Blandenberg]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32769</id>
		<title>Blandenberg Protectorate</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32769"/>
		<updated>2009-12-21T03:47:19Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''The Blandenberg Protectorate''' ==&lt;br /&gt;
This buffer state was formed to end [[M'Chek-T'Nanshi War|the war between M'Chek and T'Nanshi]], using alternative farming practices for food production.  The food raised on these lands is dedicated to relieve the famine of [[M'Chek]].  The Protectorate is jointly controlled by the churches of [[Mikon]] and [[Dru'El]], whose holy warriors, the Equalizers and Avengers, provide security for the settlement.&lt;br /&gt;
&lt;br /&gt;
In recent years, Blandenberg has moved more and more toward openly acting as an independent nation, rather than merely a buffer between warring parties. It has an established governing system, a group of Avengers and Equalizers who consider Blandenberg home and defend it from incursions and abuse, a prison, and a bustling economy. Additionally, three cases have served to further the concept of Blandenberg as an independent entity:&lt;br /&gt;
&lt;br /&gt;
===== The Case of Samwir =====&lt;br /&gt;
Following a murder committed in the ANRA school, M'Chekian citizen and Ebony mage Samwir was rumored to have information, or even possible involvement, related to the killing. Rather than contact him directly, the High Administrators requested extradition from the Joint Houses of M'Chek. M'Chek's flat refusal to extradite, rather than presenting an argument that Blandenberg had no grounds to make the request, is generally considered a tacit acknowledgment that some in the M'Chekian government consider the Protectorate an independent nation. Rumors that this episode was orchestrated cannot be confirmed.&lt;br /&gt;
&lt;br /&gt;
===== The Case of the Southern Division =====&lt;br /&gt;
Pursuing a group of bandits south from Nan Sh'tal, the T'Nanshi army's Southern Division Sr. Rangermaster halted his pursuit to request permission from nearby Equalizers to cross the border. Realizing that the Rangermaster was within his rights to cross on his own as long as he left the same way he came, they nonetheless refused him entry to see how he would react. The Rangermaster halted his advance, and eventually cooperated with the Equalizer patrol to take custody of the bandits after they were apprehended. This is generally considered an admission by the T'Nanshi army that they will treat Blandenberg's borders as sovereign. Nothing is know of the fate of the bandits, and no record of trial or incarceration can be found in the Le'Or archives.&lt;br /&gt;
&lt;br /&gt;
===== Disputed Territory =====&lt;br /&gt;
The village just south of the Blandenberg ferry is commonly referred to as South Blandenberg by residents of the Protectorate. With many families living on both sides of the river, the claim by Lord Bostwick that the national border exists through the center of the river, one supported by the Common House, is often disregarded by Avengers, Equalizers, and residents of Blandenberg. Rather than press the issue, Lord Bostwick has declared the area free from taxation to support his fief, creating a haven for artisans and for businesses... some of which are owned in part by Lord Bostwick. Unwilling to antagonize M'Chek, the Protectorate's administrators have similarly left the area free from levies to support the Protectorate, resulting in a legal grey area with both sides claiming ownership of the land but neither willing to actually commit resources to press its claim. Conflicts over the issue are rare among residents; locals generally tell outsiders they live in &amp;quot;Blandenberg Village&amp;quot;, intentionally leaving travellers to work it out for themselves to the general amusement of local tavern patrons. That Lord Bostwick and the Noble House treat this issue as a border dispute is generally considered an admission that a national border does in fact exist. This would be impossible without another legitimate nation across the border... wherever it is.&lt;br /&gt;
&lt;br /&gt;
== Effects of the Drotid War ==&lt;br /&gt;
Blandenberg has seen a large influx of trade as the shaahesk warboats entirely shut down naval shipping along the east coast. Large fortunes are being made from the traffic passing through the Protectorate, and while no one wants to see this new war drag on, many residents are less than enthusiastic about their newfound prosperity ending with the re-establishment of the eastern sea lanes. Drotid has so far treated Blandenberg as sovereign neutral territory and not committed serious resources to is capture, leading even some Avengers to wonder whether strenuous opposition to Drotid is the correct course of action for this new nation. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
Blandenberg is a major traffic hub for commerce and travellers passing between M'Chek and T'Nanshi. Over time, several businesses and services have grown up to take advantage of the crossroads... &lt;br /&gt;
&lt;br /&gt;
===== Moon Tree Distillery =====&lt;br /&gt;
[[Image:MTPaleAle.jpg|right|thumb|200px|House brew at the Moon Tree Distillery]]&lt;br /&gt;
Continuing the franchise, the latest location of the renowned Moon Tree opened in Blandenberg to much acclaim. Focusing on stronger spirits and large, lively parties, the Distillery has a distinctly different atmosphere from the casual flagship bar in Le'or, or the cozy brew pub in Silverfall. Note the large collection of original artwork lining the walls, take your drink outside in the open air as travellers pass by, or throw your name in the ring for a shot at the grease wrestling title! The Moon Tree is a constant destination for weary teamsters and the ever-changing Avenger and Equalizer deployments, with a diverse clientele at any time of the night or day.&lt;br /&gt;
&lt;br /&gt;
===== ANRA =====&lt;br /&gt;
ANRA played a critical role in the early development of the Protectorate, particularly in teaching local landowners better farming practises. Today it hosts an open-access craftsman's workshop, a storefromt, a boardinghouse, school, and experimental gardens. See their guild entry [[Guild:ANRA|here]].&lt;br /&gt;
&lt;br /&gt;
===== Fallkirk Enterprises Arcane Transport Portal =====&lt;br /&gt;
Quentin Fallkirk III located one of his privately owned and operated portals in the center of Blandenberg, further increasing its profile as a destination and a central location for travellers heading into either M'Chek or T'Nanshi. For a few hundred gold coins, individuals can travel to the central hub in Visimontium and then to any number of destinations around southern Avlis. A little known fact is that the ground immediately surrounding the portal is not technically part of Blandenberg. Due to language in the treaty, sovereignty over ground in a 1-foot radius around the portal itself was ceded to Fallkirk Enterprises, Inc. at the time of its creation. The existence of this treaty is yet another example of the growing body of legal evidence supporting Blandenberg independence.&lt;br /&gt;
&lt;br /&gt;
===== Temple of O'Ma =====&lt;br /&gt;
A relic of the old village, this open-air temple to O'Ma has changed little since it was built hundreds of years ago. Once considered for expansion into a hospital by the Healers of Cha'reth, it eventually was left untouched while the hospital relocated to the forest just north of the town itself. The local priestess will perform healing for free, and sells potions critical to safe passage for travellers intending to avoid civilization in their journeys.&lt;br /&gt;
&lt;br /&gt;
===== AAAA Blandenberg, Webber Hall =====&lt;br /&gt;
The Blandenberg guildhall for the [[Guild:AAA|Avlis Arms &amp;amp; Armor Association]] offers a variety of weapons and armor created by the famous artisans of the AAAA.  Webber Hall is named after Darent Webber.  Sir Webber's family were residents of Blandenberg Village until his parents were killed in a skirmish during the war.  Webber devoted his life to bringing the war to an end, and was knighted by M'Chek and the Church of Mikon for his work on the cease fire and the resulting peace treaty which created the Blandenberg Protectorate.&lt;br /&gt;
&lt;br /&gt;
===== The Mennallin School =====&lt;br /&gt;
The Blandenberg Mennallin School was built and supported by donations from the Mennallin School Trust Fund.  Magus Melonius Mennallin began this fund to build schools across the land that anyone, regardless of family status or income, could attend.&lt;br /&gt;
&lt;br /&gt;
The schoolhouse was built in the refurbished house of the family of Sir Darent Webber, who was instrumental in the drafting of the final peace treaty creating the Blandenberg Protectorate.  This location was chosen by Dame Moira Callendraes, Executor of the Trust, as a tribute to her mentor and friend. &lt;br /&gt;
&lt;br /&gt;
===== The Black Shard Inn =====&lt;br /&gt;
Found up the hill west of Blandenberg Village, the Black Shard is a favorite for the local farmers and trappers. Rooms are available, but the locals are less enthusiastic about outsiders taking their customary seats in the taproom. An earthy spot where a sunburn is more likely than a lace cuff or a polished breastplate, and much more respected.&lt;br /&gt;
&lt;br /&gt;
== Original Declaration of the Protectorate ==&lt;br /&gt;
&lt;br /&gt;
WHEREFORE the governments of M'Chek and T'Nanshi are seeking a peaceful resolution to their difficulties, and &lt;br /&gt;
&lt;br /&gt;
WHEREFORE the principal problem impelling these nations to war is the hunger of the people of M'Chek, &lt;br /&gt;
&lt;br /&gt;
The nations of M'Chek and T'Nanshi do hereby agree to the following: &lt;br /&gt;
&lt;br /&gt;
# [[The Village of Blandenberg|Blandenberg]], and its immediate surrounds, including the ferry ((5 areas all up, Blandenberg and the areas touching it on the north, south, east and west)) shall be declared neutral territory. &lt;br /&gt;
# This newly formed neutral territory will be governed by the church of Dru'El and the church of Mikon. &lt;br /&gt;
# To ensure that this territory stays neutral, a force consisting of equal numbers of [[Avenger|Avengers]] and [[Equalizer|Equalizers]] will be stationed there. No other military forces may be stationed in this territory. &lt;br /&gt;
# This new neutral territory will be used as an experimental farm for [[Guild:ANRA|ANRA]]. The purpose of this farm is to establish new farming techniques to enable M'Chek to produce more food off the land it has. &lt;br /&gt;
# The population of this neutral territory will never exceed what the territory itself is able to feed. Any excess food generated by this farm will be used to feed the starving, in whatever nation they may be. &lt;br /&gt;
# The neutral territory of Blandenberg shall not be used for any military activities. This includes but is not limited to using the territory as a staging point for attacks or spy missions into enemy territory. &lt;br /&gt;
# This territory shall contain a neutral hospital that shall be set up to replace the previous structure destroyed. The governance of the land this hospital is on shall not be seen differently than that of the rest of the territory. It will be not be seen as a separate entity within the neutral territory. As the hospital was originally funded by those of Dru'El, and repairs will be made using funds gathered by those of Cha'reth. These two churches along with any who they appoint shall be tasked with maintaining and running the hospital as they see fit so long as all other points of this agreement are adhered to. &lt;br /&gt;
# Any with the needed skills shall be free to work in this hospital, however preference shall be given to those of [[Dru'El]], [[Cha'reth]], [[O'Ma]] and [[Mikon]]. &lt;br /&gt;
# The services of the hospital shall be available to all who are in need, regardless of race or affiliation with any group or nation. &lt;br /&gt;
# Blandenberg must not be used for strategical advantage of either side. Any military forces entering Blandenberg must either leave via the same route on which they entered, or in the case where this would cause them to enter enemy territory they must leave via a pre determined route (as decided on by the churches of Dru'El and Mikon) that will have them leave Blandenberg at a point that is as far as possible from any contested lands and passes into non contested lands held by their nation. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Signed on behalf of the Joint Houses of M'Chek &lt;br /&gt;
&lt;br /&gt;
'''''Lord Walsington''''' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signed on behalf of T'Nanshi &lt;br /&gt;
&lt;br /&gt;
'''''Di'amana Du'mois''''' &amp;lt;br&amp;gt;&lt;br /&gt;
Scribe for the Council of Nine&lt;br /&gt;
&lt;br /&gt;
== Administrators and High Priests Announced ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Official Announcement from The Protectorate of Blandenberg''' &lt;br /&gt;
&lt;br /&gt;
''Ladies and Gentlemen of the South Lands, &lt;br /&gt;
&lt;br /&gt;
By official proclamation the High Administrators of The Protectorate of Blandenberg greet you all, and send out this message in an effort to introduce ourselves, our cause and our need. &lt;br /&gt;
&lt;br /&gt;
The Protectorate, consisting of all lands given over by the governments of M'Chek and T'Nanshi, governed by myself, High Administrator Isendur Amolin of Dru'El and my honourable colleague High Administrator Lenton Hallows of Mikon and aided by our esteemed advisors bid you welcome. Our cause is a noble one, to turn the lands of death and destruction, a product of a long and bloody war that cost so many lives, into a land of prosperity, a land bountiful enough to feed the hungry of the region and a home for so many who lost their own. &lt;br /&gt;
&lt;br /&gt;
We are also fortunate to have two noble and well respected High Priests of the churches to oversee our spiritual needs, the newly appointed High Priest Celedor Dedwend of Dru'El and High Priest Pollio of Mikon. Also, The Equalizers of Mikon and Dru'els Avengers have been kind enough to grant our inhabitants with protection from the various dangers that wild animals, amongst other things present. By keeping a close watch along the Protectorates borders they will ensure our continued safety. &lt;br /&gt;
&lt;br /&gt;
The lands of the Protectorate are as yet barren and barely workable, although we have high hopes of correcting this in time. We are not wealthy however, any aid is welcome, be it in coin, a helping hand in working the soil, anything will be very much appreciated. &lt;br /&gt;
&lt;br /&gt;
In faith, &lt;br /&gt;
&lt;br /&gt;
'''High Administrator Hallows &amp;lt;br&amp;gt;&lt;br /&gt;
'''High Administrator Amolin'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Nations|Blandenberg]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32765</id>
		<title>Blandenberg Protectorate</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32765"/>
		<updated>2009-12-21T02:33:19Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* The Black Shard Inn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''The Blandenberg Protectorate''' ==&lt;br /&gt;
This buffer state was formed to end [[M'Chek-T'Nanshi War|the war between M'Chek and T'Nanshi]], using alternative farming practices for food production.  The food raised on these lands is dedicated to relieve the famine of [[M'Chek]].  The Protectorate is jointly controlled by the churches of [[Mikon]] and [[Dru'El]], whose holy warriors, the Equalizers and Avengers, provide security for the settlement.&lt;br /&gt;
&lt;br /&gt;
In recent years, Blandenberg has moved more and more toward openly acting as an independent nation, rather than merely a buffer between warring parties. It has an established governing system, a group of Avengers and Equalizers who consider Blandenberg home and defend it from incursions and abuse, a prison, and a bustling economy. Additionally, three cases have served to further the concept of Blandenberg as an independent entity:&lt;br /&gt;
&lt;br /&gt;
===== The Case of Samwir =====&lt;br /&gt;
Following a murder committed in the ANRA school, M'Chekian citizen and Ebony mage Samwir was rumored to have information, or even possible involvement, related to the killing. Rather than contact him directly, the High Administrators requested extradition from the Joint Houses of M'Chek. M'Chek's flat refusal to extradite, rather than presenting an argument that Blandenberg had no grounds to make the request, is generally considered a tacit acknowledgment that some in the M'Chekian government consider the Protectorate an independent nation. Rumors that this episode was orchestrated cannot be confirmed.&lt;br /&gt;
&lt;br /&gt;
===== The Case of the Southern Division =====&lt;br /&gt;
Pursuing a group of bandits south from Nan Sh'tal, the T'Nanshi army's Southern Division Sr. Rangermaster halted his pursuit to request permission from nearby Equalizers to cross the border. Realizing that the Rangermaster was within his rights to cross on his own as long as he left the same way he came, they nonetheless refused him entry to see how he would react. The Rangermaster halted his advance, and eventually cooperated with the Equalizer patrol to take custody of the bandits after they were apprehended. This is generally considered an admission by the T'Nanshi army that they will treat Blandenberg's borders as sovereign. Nothing is know of the fate of the bandits, and no record of trial or incarceration can be found in the Le'Or archives.&lt;br /&gt;
&lt;br /&gt;
===== Disputed Territory =====&lt;br /&gt;
The village just south of the Blandenberg ferry is commonly referred to as South Blandenberg by residents of the Protectorate. With many families living on both sides of the river, the claim by Lord Bostwick that the national border exists through the center of the river, one supported by the Common House, is often disregarded by Avengers, Equalizers, and residents of Blandenberg. Rather than press the issue, Lord Bostwick has declared the area free from taxation to support his fief, creating a haven for artisans and for businesses... some of which are owned in part by Lord Bostwick. Unwilling to antagonize M'Chek, the Protectorate's administrators have similarly left the area free from levies to support the Protectorate, resulting in a legal grey area with both sides claiming ownership of the land but neither willing to actually commit resources to press its claim. Conflicts over the issue are rare among residents; locals generally tell outsiders they live in &amp;quot;Blandenberg Village&amp;quot;, intentionally leaving travellers to work it out for themselves to the general amusement of local tavern patrons. That Lord Bostwick and the Noble House treat this issue as a border dispute is generally considered an admission that a national border does in fact exist. This would be impossible without another legitimate nation across the border... wherever it is.&lt;br /&gt;
&lt;br /&gt;
== Effects of the Drotid War ==&lt;br /&gt;
Blandenberg has seen a large influx of trade as the shaahesk warboats entirely shut down naval shipping along the east coast. Large fortunes are being made from the traffic passing through the Protectorate, and while no one wants to see this new war drag on, many residents are less than enthusiastic about their newfound prosperity ending with the re-establishment of the eastern sea lanes. Drotid has so far treated Blandenberg as sovereign neutral territory and not committed serious resources to is capture, leading even some Avengers to wonder whether strenuous opposition to Drotid is the correct course of action for this new nation. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
Blandenberg is a major traffic hum for commerce and travellers passing between M'Chek and T'Nanshi. Over time, several businesses and services have grown up to take advantage of the crossroads... &lt;br /&gt;
&lt;br /&gt;
===== Moon Tree Distillery =====&lt;br /&gt;
[[Image:MTPaleAle.jpg|right|thumb|200px|House brew at the Moon Tree Distillery]]&lt;br /&gt;
Continuing the franchise, the latest location of the renowned Moon Tree opened in Blandenberg to much acclaim. Focusing on stronger spirits and large, lively parties, the Distillery has a distinctly different atmosphere from the casual flagship bar in Le'or, or the cozy brew pub in Silverfall. Note the large collection of original artwork lining the walls, take your drink outside in the open air as travellers pass by, or throw your name in the ring for a shot at the grease wrestling title! The Moon Tree is a constant destination for weary teamsters and the ever-changing Avenger and Equalizer deployments, with a diverse clientele at any time of the night or day.&lt;br /&gt;
&lt;br /&gt;
===== ANRA =====&lt;br /&gt;
ANRA played a critical role in the early development of the Protectorate, particularly in teaching local landowners better farming practises. Today it hosts an open-access craftsman's workshop, a storefromt, a boardinghouse, school, and experimental gardens. See their guild entry [[Guild:ANRA|here]].&lt;br /&gt;
&lt;br /&gt;
===== Fallkirk Enterprises Arcane Transport Portal =====&lt;br /&gt;
Quentin Fallkirk III located one of his privately owned and operated portals in the center of Blandenberg, further increasing its profile as a destination and a central location for travellers heading into either M'Chek or T'Nanshi. For a few hundred gold coins, individuals can travel to the central hub in Visimontium and then to any number of destinations around southern Avlis. A little known fact is that the ground immediately surrounding the portal is not technically part of Blandenberg. Due to language in the treaty, sovereignty over ground in a 1-foot radius around the portal itself was ceded to Fallkirk Enterprises, Inc. at the time of its creation. The existence of this treaty is yet another example of the growing body of legal evidence supporting Blandenberg independence.&lt;br /&gt;
&lt;br /&gt;
===== Temple of O'Ma =====&lt;br /&gt;
A relic of the old village, this open-air temple to O'Ma has changed little since it was built hundreds of years ago. Once considered for expansion into a hospital by the Healers of Cha'reth, it eventually was left untouched while the hospital relocated to the forest just north of the town itself. The local priestess will perform healing for free, and sells potions critical to safe passage for travellers intending to avoid civilization in their journeys.&lt;br /&gt;
&lt;br /&gt;
===== AAAA Blandenberg =====&lt;br /&gt;
The Blandenberg guildhall for the [[Guild:AAA|Avlis Arms &amp;amp; Armor Association]] offers a variety of weapons and armor created by the famous artisans of the AAAA.&lt;br /&gt;
&lt;br /&gt;
===== The Black Shard Inn =====&lt;br /&gt;
Found up the hill west of Blandenberg Village, the Black Shard is a favorite for the local farmers and trappers. Rooms are available, but the locals are less enthusiastic about outsiders taking their customary seats in the taproom. An earthy spot where a sunburn is more likely than a lace cuff or a polished breastplate, and much more respected.&lt;br /&gt;
&lt;br /&gt;
== Original Declaration of the Protectorate ==&lt;br /&gt;
&lt;br /&gt;
WHEREFORE the governments of M'Chek and T'Nanshi are seeking a peaceful resolution to their difficulties, and &lt;br /&gt;
&lt;br /&gt;
WHEREFORE the principal problem impelling these nations to war is the hunger of the people of M'Chek, &lt;br /&gt;
&lt;br /&gt;
The nations of M'Chek and T'Nanshi do hereby agree to the following: &lt;br /&gt;
&lt;br /&gt;
# [[The Village of Blandenberg|Blandenberg]], and its immediate surrounds, including the ferry ((5 areas all up, Blandenberg and the areas touching it on the north, south, east and west)) shall be declared neutral territory. &lt;br /&gt;
# This newly formed neutral territory will be governed by the church of Dru'El and the church of Mikon. &lt;br /&gt;
# To ensure that this territory stays neutral, a force consisting of equal numbers of [[Avenger|Avengers]] and [[Equalizer|Equalizers]] will be stationed there. No other military forces may be stationed in this territory. &lt;br /&gt;
# This new neutral territory will be used as an experimental farm for [[Guild:ANRA|ANRA]]. The purpose of this farm is to establish new farming techniques to enable M'Chek to produce more food off the land it has. &lt;br /&gt;
# The population of this neutral territory will never exceed what the territory itself is able to feed. Any excess food generated by this farm will be used to feed the starving, in whatever nation they may be. &lt;br /&gt;
# The neutral territory of Blandenberg shall not be used for any military activities. This includes but is not limited to using the territory as a staging point for attacks or spy missions into enemy territory. &lt;br /&gt;
# This territory shall contain a neutral hospital that shall be set up to replace the previous structure destroyed. The governance of the land this hospital is on shall not be seen differently than that of the rest of the territory. It will be not be seen as a separate entity within the neutral territory. As the hospital was originally funded by those of Dru'El, and repairs will be made using funds gathered by those of Cha'reth. These two churches along with any who they appoint shall be tasked with maintaining and running the hospital as they see fit so long as all other points of this agreement are adhered to. &lt;br /&gt;
# Any with the needed skills shall be free to work in this hospital, however preference shall be given to those of [[Dru'El]], [[Cha'reth]], [[O'Ma]] and [[Mikon]]. &lt;br /&gt;
# The services of the hospital shall be available to all who are in need, regardless of race or affiliation with any group or nation. &lt;br /&gt;
# Blandenberg must not be used for strategical advantage of either side. Any military forces entering Blandenberg must either leave via the same route on which they entered, or in the case where this would cause them to enter enemy territory they must leave via a pre determined route (as decided on by the churches of Dru'El and Mikon) that will have them leave Blandenberg at a point that is as far as possible from any contested lands and passes into non contested lands held by their nation. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Signed on behalf of the Joint Houses of M'Chek &lt;br /&gt;
&lt;br /&gt;
'''''Lord Walsington''''' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signed on behalf of T'Nanshi &lt;br /&gt;
&lt;br /&gt;
'''''Di'amana Du'mois''''' &amp;lt;br&amp;gt;&lt;br /&gt;
Scribe for the Council of Nine&lt;br /&gt;
&lt;br /&gt;
== Administrators and High Priests Announced ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Official Announcement from The Protectorate of Blandenberg''' &lt;br /&gt;
&lt;br /&gt;
''Ladies and Gentlemen of the South Lands, &lt;br /&gt;
&lt;br /&gt;
By official proclamation the High Administrators of The Protectorate of Blandenberg greet you all, and send out this message in an effort to introduce ourselves, our cause and our need. &lt;br /&gt;
&lt;br /&gt;
The Protectorate, consisting of all lands given over by the governments of M'Chek and T'Nanshi, governed by myself, High Administrator Isendur Amolin of Dru'El and my honourable colleague High Administrator Lenton Hallows of Mikon and aided by our esteemed advisors bid you welcome. Our cause is a noble one, to turn the lands of death and destruction, a product of a long and bloody war that cost so many lives, into a land of prosperity, a land bountiful enough to feed the hungry of the region and a home for so many who lost their own. &lt;br /&gt;
&lt;br /&gt;
We are also fortunate to have two noble and well respected High Priests of the churches to oversee our spiritual needs, the newly appointed High Priest Celedor Dedwend of Dru'El and High Priest Pollio of Mikon. Also, The Equalizers of Mikon and Dru'els Avengers have been kind enough to grant our inhabitants with protection from the various dangers that wild animals, amongst other things present. By keeping a close watch along the Protectorates borders they will ensure our continued safety. &lt;br /&gt;
&lt;br /&gt;
The lands of the Protectorate are as yet barren and barely workable, although we have high hopes of correcting this in time. We are not wealthy however, any aid is welcome, be it in coin, a helping hand in working the soil, anything will be very much appreciated. &lt;br /&gt;
&lt;br /&gt;
In faith, &lt;br /&gt;
&lt;br /&gt;
'''High Administrator Hallows &amp;lt;br&amp;gt;&lt;br /&gt;
'''High Administrator Amolin'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Nations|Blandenberg]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
	<entry>
		<id>https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32764</id>
		<title>Blandenberg Protectorate</title>
		<link rel="alternate" type="text/html" href="https://wiki.avlis.org/w/index.php?title=Blandenberg_Protectorate&amp;diff=32764"/>
		<updated>2009-12-21T02:30:04Z</updated>

		<summary type="html">&lt;p&gt;Spool32: /* The Case of the Southern Division */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''The Blandenberg Protectorate''' ==&lt;br /&gt;
This buffer state was formed to end [[M'Chek-T'Nanshi War|the war between M'Chek and T'Nanshi]], using alternative farming practices for food production.  The food raised on these lands is dedicated to relieve the famine of [[M'Chek]].  The Protectorate is jointly controlled by the churches of [[Mikon]] and [[Dru'El]], whose holy warriors, the Equalizers and Avengers, provide security for the settlement.&lt;br /&gt;
&lt;br /&gt;
In recent years, Blandenberg has moved more and more toward openly acting as an independent nation, rather than merely a buffer between warring parties. It has an established governing system, a group of Avengers and Equalizers who consider Blandenberg home and defend it from incursions and abuse, a prison, and a bustling economy. Additionally, three cases have served to further the concept of Blandenberg as an independent entity:&lt;br /&gt;
&lt;br /&gt;
===== The Case of Samwir =====&lt;br /&gt;
Following a murder committed in the ANRA school, M'Chekian citizen and Ebony mage Samwir was rumored to have information, or even possible involvement, related to the killing. Rather than contact him directly, the High Administrators requested extradition from the Joint Houses of M'Chek. M'Chek's flat refusal to extradite, rather than presenting an argument that Blandenberg had no grounds to make the request, is generally considered a tacit acknowledgment that some in the M'Chekian government consider the Protectorate an independent nation. Rumors that this episode was orchestrated cannot be confirmed.&lt;br /&gt;
&lt;br /&gt;
===== The Case of the Southern Division =====&lt;br /&gt;
Pursuing a group of bandits south from Nan Sh'tal, the T'Nanshi army's Southern Division Sr. Rangermaster halted his pursuit to request permission from nearby Equalizers to cross the border. Realizing that the Rangermaster was within his rights to cross on his own as long as he left the same way he came, they nonetheless refused him entry to see how he would react. The Rangermaster halted his advance, and eventually cooperated with the Equalizer patrol to take custody of the bandits after they were apprehended. This is generally considered an admission by the T'Nanshi army that they will treat Blandenberg's borders as sovereign. Nothing is know of the fate of the bandits, and no record of trial or incarceration can be found in the Le'Or archives.&lt;br /&gt;
&lt;br /&gt;
===== Disputed Territory =====&lt;br /&gt;
The village just south of the Blandenberg ferry is commonly referred to as South Blandenberg by residents of the Protectorate. With many families living on both sides of the river, the claim by Lord Bostwick that the national border exists through the center of the river, one supported by the Common House, is often disregarded by Avengers, Equalizers, and residents of Blandenberg. Rather than press the issue, Lord Bostwick has declared the area free from taxation to support his fief, creating a haven for artisans and for businesses... some of which are owned in part by Lord Bostwick. Unwilling to antagonize M'Chek, the Protectorate's administrators have similarly left the area free from levies to support the Protectorate, resulting in a legal grey area with both sides claiming ownership of the land but neither willing to actually commit resources to press its claim. Conflicts over the issue are rare among residents; locals generally tell outsiders they live in &amp;quot;Blandenberg Village&amp;quot;, intentionally leaving travellers to work it out for themselves to the general amusement of local tavern patrons. That Lord Bostwick and the Noble House treat this issue as a border dispute is generally considered an admission that a national border does in fact exist. This would be impossible without another legitimate nation across the border... wherever it is.&lt;br /&gt;
&lt;br /&gt;
== Effects of the Drotid War ==&lt;br /&gt;
Blandenberg has seen a large influx of trade as the shaahesk warboats entirely shut down naval shipping along the east coast. Large fortunes are being made from the traffic passing through the Protectorate, and while no one wants to see this new war drag on, many residents are less than enthusiastic about their newfound prosperity ending with the re-establishment of the eastern sea lanes. Drotid has so far treated Blandenberg as sovereign neutral territory and not committed serious resources to is capture, leading even some Avengers to wonder whether strenuous opposition to Drotid is the correct course of action for this new nation. &lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
Blandenberg is a major traffic hum for commerce and travellers passing between M'Chek and T'Nanshi. Over time, several businesses and services have grown up to take advantage of the crossroads... &lt;br /&gt;
&lt;br /&gt;
===== Moon Tree Distillery =====&lt;br /&gt;
[[Image:MTPaleAle.jpg|right|thumb|200px|House brew at the Moon Tree Distillery]]&lt;br /&gt;
Continuing the franchise, the latest location of the renowned Moon Tree opened in Blandenberg to much acclaim. Focusing on stronger spirits and large, lively parties, the Distillery has a distinctly different atmosphere from the casual flagship bar in Le'or, or the cozy brew pub in Silverfall. Note the large collection of original artwork lining the walls, take your drink outside in the open air as travellers pass by, or throw your name in the ring for a shot at the grease wrestling title! The Moon Tree is a constant destination for weary teamsters and the ever-changing Avenger and Equalizer deployments, with a diverse clientele at any time of the night or day.&lt;br /&gt;
&lt;br /&gt;
===== ANRA =====&lt;br /&gt;
ANRA played a critical role in the early development of the Protectorate, particularly in teaching local landowners better farming practises. Today it hosts an open-access craftsman's workshop, a storefromt, a boardinghouse, school, and experimental gardens. See their guild entry [[Guild:ANRA|here]].&lt;br /&gt;
&lt;br /&gt;
===== Fallkirk Enterprises Arcane Transport Portal =====&lt;br /&gt;
Quentin Fallkirk III located one of his privately owned and operated portals in the center of Blandenberg, further increasing its profile as a destination and a central location for travellers heading into either M'Chek or T'Nanshi. For a few hundred gold coins, individuals can travel to the central hub in Visimontium and then to any number of destinations around southern Avlis. A little known fact is that the ground immediately surrounding the portal is not technically part of Blandenberg. Due to language in the treaty, sovereignty over ground in a 1-foot radius around the portal itself was ceded to Fallkirk Enterprises, Inc. at the time of its creation. The existence of this treaty is yet another example of the growing body of legal evidence supporting Blandenberg independence.&lt;br /&gt;
&lt;br /&gt;
===== Temple of O'Ma =====&lt;br /&gt;
A relic of the old village, this open-air temple to O'Ma has changed little since it was built hundreds of years ago. Once considered for expansion into a hospital by the Healers of Cha'reth, it eventually was left untouched while the hospital relocated to the forest just north of the town itself. The local priestess will perform healing for free, and sells potions critical to safe passage for travellers intending to avoid civilization in their journeys.&lt;br /&gt;
&lt;br /&gt;
===== AAAA Blandenberg =====&lt;br /&gt;
The Blandenberg guildhall for the [[Guild:AAA|Avlis Arms &amp;amp; Armor Association]] offers a variety of weapons and armor created by the famous artisans of the AAAA.&lt;br /&gt;
&lt;br /&gt;
===== The Black Shard Inn =====&lt;br /&gt;
Found up the hill west of Blandenberg Village, the Black Shard is a favorite for the local farmers and trappers. Rooms are available, but the locals are less enthusiastic about outsiders taking their customary seat in the taproom. An earthy spot where a sunburn is more likely than a lace cuff or a polished breastplate, and much more respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Original Declaration of the Protectorate ==&lt;br /&gt;
&lt;br /&gt;
WHEREFORE the governments of M'Chek and T'Nanshi are seeking a peaceful resolution to their difficulties, and &lt;br /&gt;
&lt;br /&gt;
WHEREFORE the principal problem impelling these nations to war is the hunger of the people of M'Chek, &lt;br /&gt;
&lt;br /&gt;
The nations of M'Chek and T'Nanshi do hereby agree to the following: &lt;br /&gt;
&lt;br /&gt;
# [[The Village of Blandenberg|Blandenberg]], and its immediate surrounds, including the ferry ((5 areas all up, Blandenberg and the areas touching it on the north, south, east and west)) shall be declared neutral territory. &lt;br /&gt;
# This newly formed neutral territory will be governed by the church of Dru'El and the church of Mikon. &lt;br /&gt;
# To ensure that this territory stays neutral, a force consisting of equal numbers of [[Avenger|Avengers]] and [[Equalizer|Equalizers]] will be stationed there. No other military forces may be stationed in this territory. &lt;br /&gt;
# This new neutral territory will be used as an experimental farm for [[Guild:ANRA|ANRA]]. The purpose of this farm is to establish new farming techniques to enable M'Chek to produce more food off the land it has. &lt;br /&gt;
# The population of this neutral territory will never exceed what the territory itself is able to feed. Any excess food generated by this farm will be used to feed the starving, in whatever nation they may be. &lt;br /&gt;
# The neutral territory of Blandenberg shall not be used for any military activities. This includes but is not limited to using the territory as a staging point for attacks or spy missions into enemy territory. &lt;br /&gt;
# This territory shall contain a neutral hospital that shall be set up to replace the previous structure destroyed. The governance of the land this hospital is on shall not be seen differently than that of the rest of the territory. It will be not be seen as a separate entity within the neutral territory. As the hospital was originally funded by those of Dru'El, and repairs will be made using funds gathered by those of Cha'reth. These two churches along with any who they appoint shall be tasked with maintaining and running the hospital as they see fit so long as all other points of this agreement are adhered to. &lt;br /&gt;
# Any with the needed skills shall be free to work in this hospital, however preference shall be given to those of [[Dru'El]], [[Cha'reth]], [[O'Ma]] and [[Mikon]]. &lt;br /&gt;
# The services of the hospital shall be available to all who are in need, regardless of race or affiliation with any group or nation. &lt;br /&gt;
# Blandenberg must not be used for strategical advantage of either side. Any military forces entering Blandenberg must either leave via the same route on which they entered, or in the case where this would cause them to enter enemy territory they must leave via a pre determined route (as decided on by the churches of Dru'El and Mikon) that will have them leave Blandenberg at a point that is as far as possible from any contested lands and passes into non contested lands held by their nation. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Signed on behalf of the Joint Houses of M'Chek &lt;br /&gt;
&lt;br /&gt;
'''''Lord Walsington''''' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Signed on behalf of T'Nanshi &lt;br /&gt;
&lt;br /&gt;
'''''Di'amana Du'mois''''' &amp;lt;br&amp;gt;&lt;br /&gt;
Scribe for the Council of Nine&lt;br /&gt;
&lt;br /&gt;
== Administrators and High Priests Announced ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Official Announcement from The Protectorate of Blandenberg''' &lt;br /&gt;
&lt;br /&gt;
''Ladies and Gentlemen of the South Lands, &lt;br /&gt;
&lt;br /&gt;
By official proclamation the High Administrators of The Protectorate of Blandenberg greet you all, and send out this message in an effort to introduce ourselves, our cause and our need. &lt;br /&gt;
&lt;br /&gt;
The Protectorate, consisting of all lands given over by the governments of M'Chek and T'Nanshi, governed by myself, High Administrator Isendur Amolin of Dru'El and my honourable colleague High Administrator Lenton Hallows of Mikon and aided by our esteemed advisors bid you welcome. Our cause is a noble one, to turn the lands of death and destruction, a product of a long and bloody war that cost so many lives, into a land of prosperity, a land bountiful enough to feed the hungry of the region and a home for so many who lost their own. &lt;br /&gt;
&lt;br /&gt;
We are also fortunate to have two noble and well respected High Priests of the churches to oversee our spiritual needs, the newly appointed High Priest Celedor Dedwend of Dru'El and High Priest Pollio of Mikon. Also, The Equalizers of Mikon and Dru'els Avengers have been kind enough to grant our inhabitants with protection from the various dangers that wild animals, amongst other things present. By keeping a close watch along the Protectorates borders they will ensure our continued safety. &lt;br /&gt;
&lt;br /&gt;
The lands of the Protectorate are as yet barren and barely workable, although we have high hopes of correcting this in time. We are not wealthy however, any aid is welcome, be it in coin, a helping hand in working the soil, anything will be very much appreciated. &lt;br /&gt;
&lt;br /&gt;
In faith, &lt;br /&gt;
&lt;br /&gt;
'''High Administrator Hallows &amp;lt;br&amp;gt;&lt;br /&gt;
'''High Administrator Amolin'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Nations|Blandenberg]]&lt;/div&gt;</summary>
		<author><name>Spool32</name></author>
	</entry>
</feed>