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	<updated>2026-06-10T07:43:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://avendar.net/index.php?title=Water_templar&amp;diff=2748</id>
		<title>Water templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Water_templar&amp;diff=2748"/>
		<updated>2025-07-09T19:07:54Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“The calling of Jolinn’s soldiers is a worthy one. I’m grateful to have studied with them.”|sign=Cidone Rotheld, former candidate for Patrician of Earendam}}&lt;br /&gt;
Water templars combine both the healing and destructive forms of water magic with a swordsman’s skills. They are bastions of protection, fusing magic and shield to ward those around them. Water resonates with the power of law and good, and cannot be commanded by those predisposed to chaos or evil.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Revealed by Jolinn during the War of Fire, the magics of Water have had an incalculable effect on Avendar. In short order, the rudiments of these spells were applied to combat, as there was little time to save what remained from the rampaging srryn. The Water templar is, therefore, a blend of the military rigor of soldiers and the healing powers of the sphere. Humans and aelin are among the oldest practitioners of this art, but its appreciation has expanded with the passing of ages. Although some fringe elements of the srryn have embraced the path of the Water templar, they are often outsiders in who toil in the name of Fenthira.&lt;br /&gt;
&lt;br /&gt;
Water templars are bastions of protection, fusing magic and shield to ward those around them. Their characteristic ginta can bring the bite of a winter storm, or suffuse them with the healing power of the seas. These warriors focus primiarily on attrition, as few can outlast a skilled Water templar in prolonged combat. While the creed favors swords, it is not uncommon to see a Water templar choose the spear if the situation calls for it. However, it is rare to see a Water templar separated from his shield, as he can derive more effect from one than simply blocking.&lt;br /&gt;
&lt;br /&gt;
Water resonates with the power of law and good, and cannot be commanded by those predisposed to chaos or evil. While many Water templars honor Jolinn as their patron, they have been equally known to seek the favor of others, such as Iandir. All students of the waves, however, should be mindful of the Lord of the Sapphire Spear’s wrath when choosing how best to apply their talents.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Endurance (trait)|Endurance]] &lt;br /&gt;
*[[Battlecaster]] &lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[sword]] | [[dagger]] | [[mace]] | [[spear]] | [[shield block]] | [[recover]]&lt;br /&gt;
* Level 3: [[bandage]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[iterative attack|second attack]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 11: [[dodge]]&lt;br /&gt;
* Level 12: [[rescue]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* Level 17: [[shield bash]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 21: [[field medicine]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 26: [[shield cover]]&lt;br /&gt;
* Level 30: [[healing ward]]&lt;br /&gt;
* Level 36: [[frost strike]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Forms ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 16: [[form of the living seas]]&lt;br /&gt;
* Level 23: [[form of the winter wind]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 4: [[detect invis]]&lt;br /&gt;
* Level 5: [[create food]]&lt;br /&gt;
* Level 6: [[iceshard]]&lt;br /&gt;
* Level 7: [[create spring]]&lt;br /&gt;
* Level 9: [[noble refuge]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 13: [[frozen shield]]&lt;br /&gt;
* Level 14: [[Sunset sigil]]&lt;br /&gt;
* Level 15: [[frostbrand]]&lt;br /&gt;
* Level 17: [[refresh]]&lt;br /&gt;
* Level 19: [[purify]]&lt;br /&gt;
* Level 20: [[Rotheld&#039;s bulwark]]&lt;br /&gt;
* Level 24: [[icebolt]]&lt;br /&gt;
* Level 25: [[rune of life]]&lt;br /&gt;
* Level 27: [[sanctuary]]&lt;br /&gt;
* Level 28: [[douse]]&lt;br /&gt;
* Level 29: [[ritual cleansing]]&lt;br /&gt;
* Level 31: [[cone of cold]]&lt;br /&gt;
* Level 32: [[holy water]]&lt;br /&gt;
* Level 33: [[wall of water]]&lt;br /&gt;
* Level 34: [[glyph of frost]]&lt;br /&gt;
* Level 38: [[icy prison]]&lt;br /&gt;
* Level 40: [[freeze]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Avendar:Prog_Section_6&amp;diff=2669</id>
		<title>Avendar:Prog Section 6</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Avendar:Prog_Section_6&amp;diff=2669"/>
		<updated>2025-01-19T03:07:37Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Created page with &amp;quot;=MP Commands=  &amp;lt;i&amp;gt;&amp;quot;Nature, to be commanded, must be obeyed.&amp;quot;&amp;lt;/i&amp;gt;     -- Sir Francis Bacon   ==Communication==  &amp;#039;&amp;#039;&amp;#039;mpasound&amp;#039;&amp;#039;&amp;#039; : Syntax: mpasound &amp;lt;text_string&amp;gt; : Prints the text as an echo to all surrounding rooms surrounding the location where the command is executed (but not in the room itself).  &amp;#039;&amp;#039;&amp;#039;mpecho&amp;#039;&amp;#039;&amp;#039; : Syntax: mpecho &amp;lt;text string&amp;gt; : Mpecho echoes the text string to the room the prog is executed in.  &amp;#039;&amp;#039;&amp;#039;mpzecho&amp;#039;&amp;#039;&amp;#039; : Syntax: mpzecho &amp;lt;text string&amp;gt; : Mpzecho echoes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MP Commands=&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;quot;Nature, to be commanded, must be obeyed.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
    -- Sir Francis Bacon &lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpasound&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpasound &amp;lt;text_string&amp;gt;&lt;br /&gt;
: Prints the text as an echo to all surrounding rooms surrounding the location where the command is executed (but not in the room itself).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpecho &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpecho echoes the text string to the room the prog is executed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpzecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpzecho &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpzecho echoes the text string to every room in the area where the prog is executed, exactly as the immortal command &#039;&#039;zecho&#039;&#039; functions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgecho &amp;lt;test string&amp;gt;&lt;br /&gt;
: Mpgecho echoes the text string to every mortal currently in Avendar, exactly as the immortal &#039;&#039;gecho&#039;&#039; functions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechoaround&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechoaround &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpecharound sends the text string as an echo to every pc in the room except for the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechoat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechoat &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpechoat sends the text string only to the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechonv&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechonv &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpechonv sends the text string to all characters in the room which aren&#039;t the initiating actor or the target.  See object vnum 18014 for an example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptellimm&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptellimm &amp;lt;target immortal&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: This command causes the mobile to send the text string to the immortal as a tell. The message will reach the immortal, even if they are wizinvis currently. (But not, however, if the immortal is not in Avendar presently.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprumor&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mprumor&lt;br /&gt;
: This command will make the mob say a random rumor. If there are no active rumors, the mob will say nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddrumor&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddrumor &amp;quot;&amp;lt;name&amp;gt;&amp;quot; &amp;lt;text&amp;gt;&lt;br /&gt;
: This command adds a rumor to the rumor list which mobs can &#039;say&#039; via mprumor. The&amp;lt;name&amp;gt; is used to identify who generated the rumor, and if &amp;lt;name&amp;gt; has the potential to be more than one word, you&#039;ll want to include quotes around it, like this:&lt;br /&gt;
: mpaddrumor &amp;quot;$I&amp;quot; Who was that masked man?&lt;br /&gt;
&lt;br /&gt;
==Memory Operations==&lt;br /&gt;
&lt;br /&gt;
=== Values ===&lt;br /&gt;
Every mob, room, and obj has 10 value slots (0-9) which can store number values to be manipulated. These values are kept until the MUD is rebooted or the mob/obj is destroyed. For objects that are carried or when by a player, the values are saved when the character file is saved upon &#039;quitting&#039;.&lt;br /&gt;
&lt;br /&gt;
Most of the following operations will also work with local variables, which last only through the execution of the prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvalueset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvalueset &amp;lt;slot&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
: Mpvalueset is used to set a mobileâ€™s integer memory slot to a particular value.&lt;br /&gt;
 &lt;br /&gt;
: Ex: mpvalueset 1 3 &lt;br /&gt;
 &lt;br /&gt;
: This would set slot 1 to a value of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvalueup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvalueup &amp;lt;slot&amp;gt; [&amp;lt;amount&amp;gt;]&lt;br /&gt;
: This increments a mobile integer memory slotâ€™s value by the amount. If the amount is not specified, mpvalueup defaults to incrementing by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaluedown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaluedown &amp;lt;slot&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This decrements a mobile integer memory slotâ€™s value by the amount. If the amount is not specified, mpvaluedown defaults to decrementing by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaluerand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaluerand &amp;lt;slot&amp;gt; &amp;lt;low&amp;gt; &amp;lt;high&amp;gt; [seed]&lt;br /&gt;
: Mpvaluerand sets the value of a mobile integer memory slot to a random value between the specified low and high numbers (inclusive).&lt;br /&gt;
: The seed argument is optional, and may be either a number or string. If it is supplied, the result of mpvaluerand will always be consistent based on it.&lt;br /&gt;
: For example, if &amp;quot;mpvaluerand 0 0 10 Jolinn&amp;quot; stores the value 7 in $0, then calling it again will still store 7 in $0. But calling &amp;quot;mpvaluerand 0 0 10 Iandir&amp;quot;&lt;br /&gt;
: might store a value of 4 (or any other number between 0 and 10). This is useful if you want to have consistently-random behavior per instance of something.&lt;br /&gt;
&lt;br /&gt;
: Ex: mpvaluerand 1 5 10&lt;br /&gt;
: This would set the value of slot 1 to 5, 6, 7, 8, 9, or 10, selected at random.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcopyvalues&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcopyvalues all|nums|strs char|obj|room &amp;lt;source&amp;gt; char|obj|room &amp;lt;destination&amp;gt;&lt;br /&gt;
: mpcopyvalues copies all prog values from the source char/obj/room to the destination char/obj/room&lt;br /&gt;
: Specify &#039;all&#039; to copy both numerical and string values, &#039;nums&#039; to copy numerical values only, and &#039;strs&#039; to copy string values only&lt;br /&gt;
: Room may be specified by vnum or &#039;here&#039;&lt;br /&gt;
: Example: mpcopyvalues all char $i room here&lt;br /&gt;
: This example copies all the numerical and string prog values from the $i char into the room&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpget &amp;lt;char|mob|obj|room&amp;gt; &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;slot&amp;gt;&lt;br /&gt;
: mpget is a command used to put numerical information about a player or mobile into a slot. &lt;br /&gt;
&lt;br /&gt;
: For PCs and mobs the field here refers to one of the following:&lt;br /&gt;
: recall, ep, maxage, age, deaths, adrenaline, str, int, wis, dex, con, chr, permstr, permint, permwis, permdex, permcon, permchr, sex, class, major, minor, chosenpath, ethos, level, platinum, gold, silver, copper, bank_platinum, bank_gold, bank_silver, bank_copper, hp, mana, move, practice, train, align, thirst, drunk, full, hunger, race, carrying, max_weight, group, id, vnum, pathsteps, nextstep, somaticartscount, somaticarts, karma, dataprogline, dataproglinecount, pkills_total, pkills_good, pkills_neutral, pkills_evil&lt;br /&gt;
&lt;br /&gt;
: Note that not all of these may be applicable to both pcâ€™s and mobiles. (Mobiles do not have a maxage, etc.)&lt;br /&gt;
: The slot refers to a mobile integer memory slot (from 0-9) in which the numerical data will be stored.&lt;br /&gt;
: Ex: mpget char $n str 3 This would get the strength of $n and place it in memory slot 3.&lt;br /&gt;
: &#039;&#039;&#039;somaticartscount&#039;&#039;&#039; returns the number of races learned via the somatic arts skill&lt;br /&gt;
: &#039;&#039;&#039;somaticarts&#039;&#039;&#039; is used a little differently: mpget char &amp;lt;target&amp;gt; somaticarts &amp;lt;race&amp;gt; &amp;lt;slot&amp;gt;&lt;br /&gt;
: Ex: mpget char $n somaticarts nefortu 2 This would get the learned status of the nefortu somatic art for $n&lt;br /&gt;
: -1 means not known or otherwise invalid input&lt;br /&gt;
&lt;br /&gt;
: PATH NOTES:&lt;br /&gt;
: &#039;&#039;&#039;pathsteps&#039;&#039;&#039; will return -1 if there is no path set for the character; use mpfindpath to set a path. If a&lt;br /&gt;
: path is present, it reports the number of steps until destination.&lt;br /&gt;
: &#039;&#039;&#039;nextstep&#039;&#039;&#039; will return -1 if there is no path set for the character, or if at the end of the path; use &lt;br /&gt;
: mpfindpath to set a path. If a path is present, it reports the next direction to walk in number form&lt;br /&gt;
:   North: 0&lt;br /&gt;
:   East:  1&lt;br /&gt;
:   South: 2&lt;br /&gt;
:   West:  3&lt;br /&gt;
:   Up:    4&lt;br /&gt;
:   Down:  5&lt;br /&gt;
&lt;br /&gt;
: For objects the field refers to one of the following:&lt;br /&gt;
: level, timer, val, type, material, dataprogline, dataproglinecount&lt;br /&gt;
&lt;br /&gt;
: For rooms the field refers to one of the following:&lt;br /&gt;
: itemcount, charcount, dataprogline, dataproglinecount, stone&lt;br /&gt;
&lt;br /&gt;
: NOTE: for itemcount and charcount, all items and chars directly in the room are counted. This might be problematic if your mob or whatever cannot see them all; be sure not to rely on filtering for sight. Also note that objects contained within objects are not counted.&lt;br /&gt;
&lt;br /&gt;
: NOTE: for mobs/objs/rooms with dataproglinecount -- this returns the number of lines in the currently-set dataprog for that target. If none is set there will be no change to the var.&lt;br /&gt;
&lt;br /&gt;
: NOTE: dataprogline returns the current line number, set by mpnextdata. As with dataproglinecount, there will be no change to the var is there is no set data prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgetroomvnum&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgetroomvnum &amp;lt;mob integer memory slot&amp;gt;&lt;br /&gt;
: mpgetroomvnum takes the vnum of the room the mobile is presently in, and places it in the integer memory slot specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmath&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmath &amp;lt;mob memory slot&amp;gt; &amp;lt;mathematical expression&amp;gt;&lt;br /&gt;
: mpmath is a command which causes the prog to evaluate a mathematical expression. The results of this expression are stored in a specified mobile integer memory slot.&lt;br /&gt;
: Here, &amp;quot;mathematical expression&amp;quot; refers to any combination of:&lt;br /&gt;
:   +   Addition&lt;br /&gt;
:   -   Subtraction&lt;br /&gt;
:   *   Multiplication&lt;br /&gt;
:   /   Division&lt;br /&gt;
:   (   Open parentheses&lt;br /&gt;
:   )   Close parentheses&lt;br /&gt;
:   ^   Exponentiation&lt;br /&gt;
: The mathematical expression can also use any prog variable that stores an integer value. (In particular, $0, $1, $2, ...$9, etc.) Mathematical expressions are evaluated in â€˜standardâ€™ order. (I.e., parentheses take precedence over the other operations, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdice&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdice &amp;lt;memory slot&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;bonus&amp;gt;&lt;br /&gt;
: mpdice calculates a diceroll and stores it in the memory slot.&lt;br /&gt;
: Example: mpdice 3 5 19 15&lt;br /&gt;
: This example calculates (5d19 + 15) [Average: 65] and stores it in memory slot 3&lt;br /&gt;
: You could achieve the same effect with loops, mpvaluerand, and mpmath, but this is provided as a shortcut method since dice calcs are common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW in 2015!&#039;&#039;&#039; In addition to numeric memory, there are also 10 string fields which can store strings of text. See &#039;&#039;mpstring&#039;&#039; and &#039;&#039;mploadstring&#039;&#039; for their usage.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
A mob can &amp;quot;focus&amp;quot; on a pc or another mob, causing them to be stored in the mob&#039;s &#039;focus&#039; memory and accessible via the $f/$F variables. This focus lasts until the mob is destroyed or the pc exits the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfocus&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfocus &amp;lt;target&amp;gt; &amp;lt;0|1&amp;gt;&lt;br /&gt;
: This focuses the mobile on a player, in the specified focus slot (0 or 1). [More focus fields may be added in the future, as needed.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunfocus&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunfocus &amp;lt;0|1&amp;gt;&lt;br /&gt;
: This command unfocuses the specified focus slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bits and Tasks ===&lt;br /&gt;
Each character has tens of thousands of permanent bit (&#039;yes&#039; or &#039;no&#039;) values associated with it. These are tyipcally used to represent things like completion of a given task or quest. These values are stored permanently (see mpaddaffect for a way to make them switched only for a given amount of time).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbitset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbitset &amp;lt;target&amp;gt; &amp;lt;bit number&amp;gt; &amp;lt;0/1&amp;gt;&lt;br /&gt;
: mpbitset sets a specific PC memory bit on the target to either 0 (the default) or 1 (&amp;quot;true&amp;quot; for bit checking purposes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tasks are dispensed through task hubs (see [[OLC_Section_7|OLC Section 7: Hub Data]]).  The following are prog commands associated with them.  This list will no doubt grow as we discover more necessary functionality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptasktarget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptasktarget &amp;lt;mob vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will add the (Targeted) flag to all mobs of the specified vnum, keyed to the target character.&lt;br /&gt;
&lt;br /&gt;
: Note: this can only be used by a mob with hub_data.  it will not function if used by a mob which doesn&#039;t give tasks, nor will it function if called by a room or object prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptaskobj&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptaskobj &amp;lt;obj vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will add the (Targeted) flag to an object with the specified vnum in the inventory of the user, or in the room of the user, keyed to the target character.&lt;br /&gt;
&lt;br /&gt;
: Note: this can only be used by a mob with hub_data.  it will not function if used by a mob which doesn&#039;t give tasks, nor will it function if called by a room or object prog.  It will also choose the first item it finds of that vnum, not all of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptaskfail&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptaskfail &amp;lt;origin vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will cause a task on the target character which was granted by the specified origin mob to fail and run its cleanup function.&lt;br /&gt;
&lt;br /&gt;
: Temporary items created by the task system itself (and those flagged via &amp;lt;i&amp;gt;mptaskobj&amp;lt;/i&amp;gt;) will be purged, all targeted mobs will have their flags stripped (including those assigned via &amp;lt;i&amp;gt;mptasktarget&amp;lt;/i&amp;gt;), and the failure cooldown for the task will be set on that character.  It should be noted that this will not attempt to determine &amp;lt;i&amp;gt;which&amp;lt;/i&amp;gt; task from the specified mob should be failed; it fails any of them, so be careful with how you use this on multi-task mobs.&lt;br /&gt;
&lt;br /&gt;
=== Remembering ===&lt;br /&gt;
A mob can &#039;remember&#039; pcs and other mobs and associate a value with them. This memory lasts until the mob is killed, the MUD is rebooted, or until the PC disconnects. This is useful for things such as having a mob offer a greeting to a player only once per play session.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremember&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremember &amp;lt;target&amp;gt;&lt;br /&gt;
: mpremember causes a given instance of a mobile to set themselves to â€˜rememberâ€™ a player, which can be verified via the appropriate if check.&lt;br /&gt;
&lt;br /&gt;
: Note: you may want an &amp;quot;if ispc()&amp;quot; check before using this, because we have had memory problems in the past due to mobs having to remember a huge number of other mobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpforget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpforget &amp;lt;target&amp;gt;&lt;br /&gt;
: mpforget causes a given instance of a mobile to forget the target player. (i.e., to undo the effects of mpremember.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvset &amp;lt;positive integer&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvset sets the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile. Note that the syntax is violently non-standard, so the value is set in the first term, and the target in the second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvup &amp;lt;target&amp;gt;&lt;br /&gt;
: mpmemvup increments the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvdown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvdown &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvdown decrements the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvrand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvrand &amp;lt;low&amp;gt; &amp;lt;high&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvrand sets the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile between (inclusive) the low and the high value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
&#039;&#039;&#039;mpfaction&#039;&#039;&#039;&lt;br /&gt;
: Syntax: &amp;lt;target&amp;gt; &amp;lt;faction number&amp;gt; &amp;lt;amount&amp;gt; [1/0] &lt;br /&gt;
: This command changes a pc&#039;s standing with a faction by the specified amount.&lt;br /&gt;
: The trailing 1/0 is to choose whether the standard faction improve/worsen&lt;br /&gt;
: message is displayed.&lt;br /&gt;
: See &#039;help fedit&#039; for all the juicy details about factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strings ===&lt;br /&gt;
&#039;&#039;&#039;mpconcat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpconcat &amp;lt;varname&amp;gt; [list of variables and/or strings to concatenate]&lt;br /&gt;
&lt;br /&gt;
: This command concatenates many local variables and strings into one.  Any strings must be enclosed in single or double quote marks, even if the string is a single word.  Note that this command allows you to exceed the normal allowed length of an input line (255).  &lt;br /&gt;
&lt;br /&gt;
: Example prog:&lt;br /&gt;
:   mpvalueset a This is how to u&lt;br /&gt;
:   mpvalueset b se mpconcat.&lt;br /&gt;
:   mpconcat c a b&lt;br /&gt;
:   mpecho %c&lt;br /&gt;
&lt;br /&gt;
: Output:&lt;br /&gt;
:   This is how to use mpconcat.&lt;br /&gt;
&lt;br /&gt;
: Another example:&lt;br /&gt;
:   mpvalueset name1 orphans&lt;br /&gt;
:   mpvalueset name2 puppies&lt;br /&gt;
:   mpconcat outstr name1 &amp;quot; and &amp;quot; name2 &amp;quot; must die!&amp;quot;&lt;br /&gt;
:   mpecho %outstr&lt;br /&gt;
&lt;br /&gt;
: Output: &lt;br /&gt;
:   Orphans and puppies must die!&lt;br /&gt;
&lt;br /&gt;
: Note that &amp;lt;varname&amp;gt; CAN be one of the list of variables.  In the first example, you could do &#039;mpconcat a a b&#039; to have the result in %a.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstrreplace&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstrreplace &amp;lt;destination&amp;gt; &amp;lt;&amp;quot;original&amp;quot;&amp;gt; changefrom changeto&lt;br /&gt;
: This command will do a substring search on &#039;&#039;&#039;original&#039;&#039;&#039;, looking for &#039;&#039;&#039;changefrom&#039;&#039;&#039;. If found, it will replace this with &#039;&#039;&#039;changeto&#039;&#039;&#039;. This will be stored in &#039;&#039;&#039;destination&#039;&#039;&#039;. Enclose any variables in double quotes, especially if this variable has spaces in it.&lt;br /&gt;
: Example: mpstrreplace newstr &amp;quot;$x&amp;quot; Shodevva Naelanu&lt;br /&gt;
: This will search $x for all instances of Shodevva, replace them with Naelanu, and store the result in %newstr.&lt;br /&gt;
: Input: say My name is Shodevva.&lt;br /&gt;
: Output: say My name is Naelanu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstrlen&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstrlen &amp;lt;value 0-9&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
: This command measures &amp;lt;string&amp;gt; and puts the value in &amp;lt;value 0-9&amp;gt;&lt;br /&gt;
: Example: mpstrlen 0 $N&lt;br /&gt;
: This will return the length of the the short desc of the prog&#039;s triggering character.&lt;br /&gt;
&lt;br /&gt;
==Misc General Utility==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgoto&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgoto &amp;lt;target pc|npc|obj|vnum&amp;gt;&lt;br /&gt;
: The mpgoto command causes a mob to go to the target pc, npc, object or vnum. There is no echo either when the mob leaves, or arrives at the target location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptransfer&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptransfer &amp;lt;target pc or npc|all&amp;gt; [&amp;lt;destination&amp;gt;]&lt;br /&gt;
: The mptransfer command is used to transfer a pc or npc to the destination, which is specified by a vnum. If no destination is specified, mptransfer will move the target to the mobileâ€™s current room. If &amp;quot;all&amp;quot; is used inside of a specific target, it will transfer all pcâ€™s currently in the room with the mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpat &amp;lt;dest&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
: Performs the command at the designated location. &amp;quot;Destination&amp;quot; here refers to either a vnum, or a target player (but not npc!), referenced by variable as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Status &amp;amp; Attribute Manipulations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppurge&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mppurge [+flags] [&amp;lt;name of target mobile|object|self&amp;gt;]&lt;br /&gt;
: The mppurge command acts as the immortal purge command. When executed without an argument, it will purge (delete)  every mobile and unowned object in the room other than the entity executing the program. Mppurge can also target specific mobiles or objects in the room to be purged. &lt;br /&gt;
: Mppurge can also allow a mobile or object to purge itself. However, if this functionality is used, this should be the last command executed in the body of the prog. (There are code concerns with a purged, non-existing entity trying to execute prog commands -- break, endif, and other things which don&#039;t reference the entity itself or any of its fields are ok.)  &lt;br /&gt;
: The flags field is indicated by adding the + symbol after &#039;mppurge&#039; but before any further arguments. It is optional, and currently the only flags which work only apply to purging objects&lt;br /&gt;
: The flags available are:&lt;br /&gt;
 [[o]] Used to override the nopurge bit, such as if you wanted to purge a pccorpse&lt;br /&gt;
 [[r]] Used to retain any contained objects, which are sent to the same room as the now-purged object. This will destroy meltdrop objects, of course.&lt;br /&gt;
: Example: mppurge +or pccorpse&lt;br /&gt;
: This example will purge the pccorpse and leave all the equipment in the room&lt;br /&gt;
: The flags can used in any order&lt;br /&gt;
&lt;br /&gt;
: Additional note for verb_progs- use mpverbstop/opverbstop in a verb_prog to kill the prog effectively, thereby avoiding the problem of serial purgers.  In fact, it is highly recommended to pair the use of any self-purgingness with a verbstop for safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddaffect &amp;lt;target pc or npc&amp;gt; &amp;lt;vnum of skill/spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;apply field&amp;gt; &amp;lt;apply modifier&amp;gt; &amp;lt;bitvector&amp;gt; [&amp;lt;O|: N&amp;gt;]&lt;br /&gt;
: mpaddaffect is a command which adds a spell or skill affect to the target pc or npc.&lt;br /&gt;
&lt;br /&gt;
: The duration is given in half-hours (ticks) of game time.&lt;br /&gt;
&lt;br /&gt;
: The apply_field determines which player stat is affected, with the exception of [[APPLY_HIDE]], which makes the affect invisible to the pc. &lt;br /&gt;
 [[APPLY_NONE]] 0&lt;br /&gt;
 [[APPLY_STR]] 1&lt;br /&gt;
 [[APPLY_DEX]] 2&lt;br /&gt;
 [[APPLY_INT]] 3&lt;br /&gt;
 [[APPLY_WIS]] 4&lt;br /&gt;
 [[APPLY_CON]] 5&lt;br /&gt;
 [[APPLY_SEX]] 6&lt;br /&gt;
 [[APPLY_CLASS]] 7&lt;br /&gt;
 [[APPLY_LEVEL]] 8&lt;br /&gt;
 [[APPLY_AGE]] 9 &lt;br /&gt;
 [[APPLY_HEIGHT]] 10&lt;br /&gt;
 [[APPLY_WEIGHT]] 11&lt;br /&gt;
 [[APPLY_MANA]] 12&lt;br /&gt;
 [[APPLY_HIT]] 13&lt;br /&gt;
 [[APPLY_MOVE]] 14&lt;br /&gt;
 [[APPLY_GOLD]] 15&lt;br /&gt;
 [[APPLY_EXP]] 16&lt;br /&gt;
 [[APPLY_AC]] 17&lt;br /&gt;
 [[APPLY_HITROLL]] 18&lt;br /&gt;
 [[APPLY_DAMROLL]] 19 &lt;br /&gt;
 [[APPLY_SAVES]] 20&lt;br /&gt;
 [[APPLY_SAVING_PARA]] 20&lt;br /&gt;
 [[APPLY_SAVING_ROD]] 21&lt;br /&gt;
 [[APPLY_SAVING_PETRI]] 22&lt;br /&gt;
 [[APPLY_SAVING_BREATH]] 23&lt;br /&gt;
 [[APPLY_SAVING_SPELL]] 24&lt;br /&gt;
 [[APPLY_SPELL_AFFECT]] 25&lt;br /&gt;
 [[APPLY_FORM]] 26&lt;br /&gt;
 [[APPLY_HIDE]] 27 &lt;br /&gt;
 [[APPLY_RANGE]]                  28&lt;br /&gt;
 [[APPLY_RESIST_SUMMON]]      29&lt;br /&gt;
 [[APPLY_RESIST_CHARM]]       30&lt;br /&gt;
 [[APPLY_RESIST_MAGIC]]           31&lt;br /&gt;
 [[APPLY_RESIST_WEAPON]]          32&lt;br /&gt;
 [[APPLY_RESIST_BASH]]            33&lt;br /&gt;
 [[APPLY_RESIST_PIERCE]]          34&lt;br /&gt;
 [[APPLY_RESIST_SLASH]]           35&lt;br /&gt;
 [[APPLY_RESIST_FIRE]]            36&lt;br /&gt;
 [[APPLY_RESIST_COLD]]            37&lt;br /&gt;
 [[APPLY_RESIST_LIGHTNING]]       38&lt;br /&gt;
 [[APPLY_RESIST_ACID]]            39&lt;br /&gt;
 [[APPLY_RESIST_POISON]]          40&lt;br /&gt;
 [[APPLY_RESIST_NEGATIVE]]        41&lt;br /&gt;
 [[APPLY_RESIST_HOLY]]            42&lt;br /&gt;
 [[APPLY_RESIST_ENERGY]]          43&lt;br /&gt;
 [[APPLY_RESIST_MENTAL]]          44&lt;br /&gt;
 [[APPLY_RESIST_DISEASE]]         45&lt;br /&gt;
 [[APPLY_RESIST_DROWNING]]        46&lt;br /&gt;
 [[APPLY_RESIST_LIGHT]]           47&lt;br /&gt;
 [[APPLY_RESIST_SOUND]]           48&lt;br /&gt;
 [[APPLY_RESIST_ILLUSION]]        49&lt;br /&gt;
 [[APPLY_RESIST_WOOD]]            50&lt;br /&gt;
 [[APPLY_RESIST_FEAR]]            51&lt;br /&gt;
 [[APPLY_RESIST_IRON]]            52&lt;br /&gt;
 [[APPLY_SIZE]]                   53&lt;br /&gt;
 [[APPLY_CHR]]                    54&lt;br /&gt;
 [[APPLY_SKILL]]                  55&lt;br /&gt;
 [[APPLY_MAXSTR]]                 56&lt;br /&gt;
 [[APPLY_MAXDEX]]                 57&lt;br /&gt;
 [[APPLY_MAXINT]]                 58&lt;br /&gt;
 [[APPLY_MAXWIS]]                 59&lt;br /&gt;
 [[APPLY_MAXCON]]                 60&lt;br /&gt;
 [[APPLY_MAXCHR]]                 61&lt;br /&gt;
 [[APPLY_SCANRANGE]]              62&lt;br /&gt;
 [[APPLY_LUCK]]                   63&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: The apply modifier determines the quantity by which the apply field is affected. (I.e., if itâ€™s [[APPLY_STR]], and modified by 3, it will grant +3 strength.) The bitvector is a power of 2 which is required for certain key affects. The following are bitvectors, and the spells which use them: &lt;br /&gt;
&lt;br /&gt;
        A				N			O		P&lt;br /&gt;
&lt;br /&gt;
 A   1 Blind			Avatar			Encamp		Airless&lt;br /&gt;
 B   2 Invisible			Flesh To Stone		Shadowmastery	Sharp Vision&lt;br /&gt;
 C   4 Detect Evil		Guarding		Encase		Sensory Vision&lt;br /&gt;
 D   8 Detect Invis		Cloudkill		Rite of Dawn	Voidwalk&lt;br /&gt;
 E   16 Fly Natural		Rally			Inspire		Crystallize Magic&lt;br /&gt;
 F   32 Detect Hidden		Forced March		Petrify		Obscure Evidence&lt;br /&gt;
 G   64 Detect Good		Scouting		Durability	Mute&lt;br /&gt;
 H   128 Sanctuary		Larva			Mantle of Fear	Aura of Corruption&lt;br /&gt;
 I   256 Faerie Fire		Armshatter		Eye focus	Shroud of Nyogthua&lt;br /&gt;
 J   512 Infrared 		Legshatter		Blink		Endure&lt;br /&gt;
 K   1024 Curse			Grapple			Disguise&lt;br /&gt;
 L   2048 Wizi			Rage			Paranoia&lt;br /&gt;
 M   4096 Poison			Fury			Symbiont (actor)&lt;br /&gt;
 N   8192 Protect Evil		Ashurmadness		Readthoughts&lt;br /&gt;
 O   16384 Protect Good		Garrote (victim)	Symbiont (vict.)&lt;br /&gt;
 P   32768 Sneak			Garrote (actor)		Coven&lt;br /&gt;
 Q   65536 Hide			Garrote (cooldown)	Bleeding&lt;br /&gt;
 R   131072 Sleep		Muffle			Burnout&lt;br /&gt;
 S   262144 Charm		Tremble			Nova Charge&lt;br /&gt;
 T   524288 Flying		Delusion (poison)	Consumption&lt;br /&gt;
 U   1048576 Pass Door		Lightsleep		Demon. Pos.&lt;br /&gt;
 V   2097152 Haste		Wariness		Pos. Channel&lt;br /&gt;
 W   4194304 Calm		Flashpowder		Radiance&lt;br /&gt;
 X   8388608 Plague		Bolo arm		Inscribe&lt;br /&gt;
 Y   16777216 Weaken		Bolo leg		Deafen&lt;br /&gt;
 Z   33554432 Dark Vision	Bolo (cooldown)		Ghost&lt;br /&gt;
 aa  67108864 Berserk		Pursue			Unclean Spirit&lt;br /&gt;
 bb  134217728 Swim		Agility			Dark Future&lt;br /&gt;
 cc  268435456 Regeneration	Submission (actor)	Onehanded&lt;br /&gt;
 dd  536870912 Slow		Submission (victim)	Nightfears&lt;br /&gt;
 ee  1073741824 Detect Wizi	Subdue			Doppel&lt;br /&gt;
 ff  2147483648UL&lt;br /&gt;
 &lt;br /&gt;
: By default, the affects from the &amp;quot;A&amp;quot; column are used. If the optional O, N, or P is selected, the result from that column is used.&lt;br /&gt;
&lt;br /&gt;
: Note: you can use 479 as the skill vnum, to toggle a bit value on a PC. For example, &amp;quot;mpaddaffect $n 479 60 48 27 25722 0&amp;quot; would toggle $n&#039;s bit 25722 after 1 game day (48 ticks).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpobjaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpobjaffect &amp;lt;item keyword&amp;gt; &amp;lt;vnum of skill/spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;apply field&amp;gt; &amp;lt;apply modifier&amp;gt; &amp;lt;bitvector&amp;gt; [&amp;lt;O|: N&amp;gt;]&lt;br /&gt;
: Mpobjaffect is identical in many ways to mpaddaffect, except that it targets objects specifically.  It should be noted that when called by a room prog, it will target only items on the floor in that room.  Additionally, if called by an obj prog, it will scan the floor only if the object-caller is not being held.  When held, or called by a mob prog, it will scan the inventory of the person carrying it (worn and not), as well as keywords in the room they would be able to see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mproomaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mproomaffect &amp;lt;vnum of skill or spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; 0 0 0&lt;br /&gt;
: Mproomaffect is identical to mpaddaffect, except that it targets the current room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremaffect [&amp;lt;target&amp;gt;] &amp;lt;vnum of skill or spell&amp;gt;&lt;br /&gt;
: Mpremaffect removes every instance of the specified skill or spell effect from a target. When used on a remove_prog, no target is needed (they will automatically target the owner.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstatdown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstatdown &amp;lt;target&amp;gt; &amp;lt;stat&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This command reduces the specified stat of the target by the given amount. Here, &amp;quot;stat&amp;quot; can be: str, int, wis, dex, con, chr. This command decreases the actual stat, and will not reduce a stat below 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstatup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstatup &amp;lt;target&amp;gt; &amp;lt;stat&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This command raises the specified stat of the target by the given amount.&lt;br /&gt;
: Here, &amp;quot;stat&amp;quot; can be: str, int, wis, dex, con, chr. This command increases the actual stat, and will not increase a stat above its racial maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpflag&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpflag mob &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         mpflag char &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         mpflag exit &amp;lt;direction&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         +: add flag&lt;br /&gt;
:         -: remove flag&lt;br /&gt;
:         =: set equal to, otherwise flag toggles the flags listed.&lt;br /&gt;
&lt;br /&gt;
: Mpflag is a command that duplicates the effect of the immortal â€˜flagâ€™ command. &lt;br /&gt;
&lt;br /&gt;
: By way of a refresh, the following are valid flags: For a MOB:&lt;br /&gt;
&lt;br /&gt;
 * act: ACT flag (aggressive, notrack, etc.)&lt;br /&gt;
 * aff: AFF flag (sanctuary, detect_invis, etc.)&lt;br /&gt;
 * off: OFF flag (bash, fast, area_attack, etc.)&lt;br /&gt;
 * imm: IMM flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * res: RES flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * vuln: VULN flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * form: Form of creature (edible, sentient, biped, mammal, etc.)&lt;br /&gt;
 * part: Which parts creature has (legs, arms, tail, etc.)&lt;br /&gt;
 * lang: What languages the creature speaks (caladaran, aelin, etc.)&lt;br /&gt;
&lt;br /&gt;
: For a CHAR:&lt;br /&gt;
 * plr: Toggles a player flag (npc, auto*, holylight, can_loot, nosummon, nofollow, colour, permit, slog, log, deny, freeze,  thief, reward, induct, sound, display, showdam)&lt;br /&gt;
 * comm: Toggles a comm flag (quiet, deaf, nowiz, noclangossip, nogossip, noquestion, nomusic, noclan, noquote, shoutsoff,  compact, brief, prompt, combine, telnet_ga,&lt;br /&gt;
         show_affects, nograts, noemote, noshout, notell, nochannels, snoop_proof, afk) &lt;br /&gt;
 * aff: Toggles an affect flag (detect_invis, regen, slow, etc.)&lt;br /&gt;
 * imm: Toggles immunity to damage (fire, negative, etc.)&lt;br /&gt;
 * res:: Toggles resistance to damage (fire, negative, etc.)&lt;br /&gt;
 * vuln: Toggles vulnerability to damage (fire, negative, etc.)&lt;br /&gt;
&lt;br /&gt;
: For an EXIT - The exit flags have no field, but the list of the toggles is as follows:&lt;br /&gt;
 * door: door is present&lt;br /&gt;
 * closed: closed door&lt;br /&gt;
 * locked: locked door&lt;br /&gt;
 * secret: Does not show up on exits&lt;br /&gt;
 * pickproof: Not pickable&lt;br /&gt;
 * nopass: Cannot go through door even with pass door.&lt;br /&gt;
 * easy: Lock difficulty rating&lt;br /&gt;
 * hard: Lock difficulty rating&lt;br /&gt;
 * infuriating: Lock difficulty rating&lt;br /&gt;
 * noclose: Cannot be closed&lt;br /&gt;
 * nolock: Cannot be locked&lt;br /&gt;
 * illusionary: Exit leads back to room&lt;br /&gt;
 * walled: Wall of stone effect&lt;br /&gt;
 * walloffire: Wall of fire effect&lt;br /&gt;
 * noram: Not rammable&lt;br /&gt;
 * fake: Exit appears normal, but no one can pass through&lt;br /&gt;
 * norefresh: Does not automatically reset door as closed on reset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syntax: mpset &amp;lt;mob|obj|room|skill&amp;gt; &amp;lt;name|room vnum&amp;gt; &amp;lt;field|skill or spell&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mpset is identical to the immortal command â€˜setâ€™. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For rooms&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;flags, sector&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For skills&#039;&#039;&#039;, any skill or spell is valid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For mobs and PCs&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;str, int, wis, dex, con, cha, sex, class, level, race, group, gold, silver, hp, mana, move, prac, align, train, thirst, hunger,  drunk, full, security, adrenaline, major, minor, chosenpath, ethos, deaths, familiar, ep, clore, age, maxage, recall, mobvalue,  damtype, somaticarts, karma, follower, familiargender&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;somaticarts&#039;&#039;&#039;, there is a slightly different syntax; instead of just a numerical value, you must supply a race and then the value:&lt;br /&gt;
* mpset char &amp;lt;pc_name&amp;gt; somaticarts &amp;lt;race&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
* The race may be a number representing the race, or a name -- be wary around quotes&lt;br /&gt;
* If the value is &amp;lt;= 0, the target will &#039;forget&#039; that race&lt;br /&gt;
* Value cannot be higher than 1000&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;karma&#039;&#039;&#039;, be aware of the karma aura ranges:&lt;br /&gt;
 -10000:          Silver Aura &lt;br /&gt;
 -5000 to -9999:  Bright Golden Aura &lt;br /&gt;
 -1000 to -4999:  Golden Aura &lt;br /&gt;
 -250 to -999:    Pale Golden Aura &lt;br /&gt;
 -249 to 249:     No Aura &lt;br /&gt;
 250 to 999:      Faint Red Aura &lt;br /&gt;
 1000 to 4999:    Red Aura &lt;br /&gt;
 5000 to 9999:    Dark Red Aura &lt;br /&gt;
 10000:           Black Aura &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For objects&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;value0 value1 value2 value3 value4 (v1-v4) extra wear level weight cost timer, objvalue&amp;lt;/i&amp;gt;. In the case of objvalue, &amp;lt;value&amp;gt; should be &amp;lt;slot&amp;gt; &amp;lt;value&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
When mpsetting the &#039;wear&#039; field, names such as &#039;finger&#039; are invalid. Use the following values:&lt;br /&gt;
 Take -- 1&lt;br /&gt;
 Finger -- 2&lt;br /&gt;
 Neck -- 4&lt;br /&gt;
 Torso -- 8&lt;br /&gt;
 Head -- 16&lt;br /&gt;
 Legs -- 32&lt;br /&gt;
 Feet -- 64&lt;br /&gt;
 Hands -- 128&lt;br /&gt;
 Arms -- 256&lt;br /&gt;
 Shield -- 512&lt;br /&gt;
 About -- 1024&lt;br /&gt;
 Belt -- 2048&lt;br /&gt;
 Wrist -- 4096&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;mpset obj boots wear 65&amp;quot; would set the wear field of object referenced by &#039;boots&#039; to &#039;take feet&#039; (64 for feet, 1 for take, 64 + 1 = 65)&lt;br /&gt;
&lt;br /&gt;
When using the &#039;extra&#039; fields:&lt;br /&gt;
 1 		glow&lt;br /&gt;
 2 		hum&lt;br /&gt;
 4 		dark&lt;br /&gt;
 8 		warm&lt;br /&gt;
 16 		evil&lt;br /&gt;
 32 		invis&lt;br /&gt;
 64 		magic&lt;br /&gt;
 128 		nodrop&lt;br /&gt;
 256 		bless&lt;br /&gt;
 512 		antigood&lt;br /&gt;
 1024		antievil&lt;br /&gt;
 2048 		antineutral&lt;br /&gt;
 4096 		noremove&lt;br /&gt;
 8192 		inventory&lt;br /&gt;
 16384	 	nopurge&lt;br /&gt;
 32768 		rotdeath&lt;br /&gt;
 65536 		visdeath&lt;br /&gt;
 131072		affinity&lt;br /&gt;
 262144 	nonmetal&lt;br /&gt;
 524288 	nolocate&lt;br /&gt;
 1048576 	meltdrop&lt;br /&gt;
 2097152 	hadtimer&lt;br /&gt;
 4194304 	sellextract&lt;br /&gt;
 8388608 	quest&lt;br /&gt;
 16777216 	burnproof&lt;br /&gt;
 33554432 	nouncurse&lt;br /&gt;
 67108864 	nodestroy&lt;br /&gt;
 134217728 	concealed&lt;br /&gt;
 268435456 	stashed&lt;br /&gt;
 536870912 	wizi&lt;br /&gt;
 1073741824 	nolong&lt;br /&gt;
 2147483648 	nodisarm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpxp&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpxp &amp;lt;target pc&amp;gt; &amp;lt;xp amount&amp;gt;&lt;br /&gt;
: Mpxp grants the target pc the specified amount of experience points. The player will automatically advance in level, provided sufficient exploration points are also available.  If the amount specified is &amp;lt; 100, then it rewards the player with an amount equal to &#039;&#039;&#039;amount*level&#039;&#039;&#039; of the player. (Note that this functionality is obsolete with commands like mpget.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstring&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstring char &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: name short long desc pretitle title surname extitle damverb spec familiarname s0-s9&lt;br /&gt;
:         mpstring obj &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: name short long extended s0-s9&lt;br /&gt;
:         mpstring room here|&amp;lt;vnum&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: s0-s9&lt;br /&gt;
: The mpstring command exactly duplicates the effects of the immortal â€˜stringâ€™ command. The only caveat to this command is that it can toggle mobs as well as pcâ€™s via the â€˜charâ€™ setting. In this case, however, the title, pretitle, surname, familiarname and extitle settings are not available. Use &#039;none&#039; for s0-s9 to clear a string.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploadstring&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploadstring char|obj|room here|&amp;lt;name&amp;gt;|&amp;lt;room_vnum&amp;gt; &amp;lt;string_number(0-9)&amp;gt; &amp;lt;local_var&amp;gt;&lt;br /&gt;
: Example: mploadstring char $n 3 local&lt;br /&gt;
:&lt;br /&gt;
: The mploadstring command loads a saved string from the char/obj/room into a local var. If a string is not set, it is returned as an empty string.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpresolve&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpresolve &amp;lt;output_string_var&amp;gt; obj char|room &amp;lt;char/room target&amp;gt; &amp;lt;input_string&amp;gt;&lt;br /&gt;
: Syntax: mpresolve &amp;lt;output_string_var&amp;gt; pc &amp;lt;input_string&amp;gt;&lt;br /&gt;
: Example: mpresolve str obj char $i staff made of ebony&lt;br /&gt;
:&lt;br /&gt;
: The mpresolve command attempts to resolve a general string (which might lots of extraneous words) into an object&#039;s name. It will store the resulting name in the output string var, or else it will store a blank string there if&lt;br /&gt;
: nothing resolved. Right now always specify &#039;obj&#039; as the second argument, but in the future this might be expanded to resolve other things. The third argument is either &#039;char&#039; or &#039;room&#039;, used to indicate whether you&lt;br /&gt;
: want to search a char&#039;s inventory (including worn objects) or a room&#039;s contents for the obj. The fourth argument is the actual char or room being targeted; use either a vnum or &#039;here&#039; for the room.&lt;br /&gt;
: The last argument is the input string to be resolved, which can be many words long.&lt;br /&gt;
:&lt;br /&gt;
: The other overload of the mpresolve command is for resolving PCs from strings. This is a global search, and takes fewer arguments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdesc&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdesc &amp;lt;here/self/mobname/objname/room vnum/helpfile&amp;gt; &amp;lt;data_prog/varname&amp;gt; [exdescname]&lt;br /&gt;
&lt;br /&gt;
: Changes the description of a room, object or mob. The first argument is the target, and may be either a room number, a mob, an  object, a helpfile, or &#039;here&#039;.  The &amp;quot;here&amp;quot; parameter, in mob and object progs, points to the room the mob or object is currently in.  Note that this will not work for items in inventory, containers, etc. If you target a helpfile, you should do so in quotes, with &#039;helpfile&#039; as the first word (e.g., mpdesc &#039;helpfile rumors&#039; ...)&lt;br /&gt;
&lt;br /&gt;
: The second argument is the name of a data_prog or local variable that contains the new description. Using an additional parameter will apply the new  description in the data_prog or local variable to an exdesc. Using an exdesc parameter with a helpfile target serves no purpose and may cause the command to fail.&lt;br /&gt;
&lt;br /&gt;
: Keep in mind that rooms don&#039;t have backup indexes, so modifying the description of a room using this command will edit the permanent room description.&lt;br /&gt;
&lt;br /&gt;
: *** NOTE: *** Mobs can also use the desc command the same way as PCs, with the exception of entering the editor.  Valid commands are as detailed in HELP DESCRIPTION. Desc format will apply the standard formatting to the description as normal. Desc clear, +, and - function as normal.  These changes affect only that particular instance of the mob, and will not change in the area file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploaddesc&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploaddesc &amp;lt;here/mobname/objname/room vnum/helpfile&amp;gt; &amp;lt;data_prog/varname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Loads a desc (or helpfile text) into the specified data_prog or var. See mpdesc for parallel usage, though exdescname is not supported with mploaddesc. As with mpdesc, targeting a helpfile should be done in quotes, with &#039;helpfile&#039; as the first word (e.g., mploaddesc &#039;helpfile rumors&#039; ...)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppermexdesc&#039;&#039;&#039;&lt;br /&gt;
: No one can be told what mppermexdesc is. They have to.. see it for themselves.&lt;br /&gt;
&lt;br /&gt;
==Misc Mob / PC Interaction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpforce&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
: Forces the victim to do the designated command. Mpforce operates just as the immortal command, so it will be as though the victim literally executed the command (so some additional echo may be necessary).  In addition, the victim can also be &amp;quot;all&amp;quot;. In this case, the prog will attempt to force every person and npc in the room. Unfortunately, this facility is level restricted, so that if the mobile or object with an mpforce has a lower level than the targets, it will fail. (Curiously, this behavior only applies if &amp;quot;all&amp;quot; is used as the victim.)&lt;br /&gt;
&lt;br /&gt;
: - Is this what&#039;s actually happening?  I&#039;ve been operating under the assumption that level doesn&#039;t matter for all, it&#039;s simply a question of whether you&#039;ve got &amp;quot;mproomcmd&amp;quot; as the opener of the line or not. -Arkh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mproomcmd&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mproomcmd &amp;lt;command&amp;gt; [&amp;lt;optional target of &amp;quot;all&amp;quot;&amp;gt;]&lt;br /&gt;
: Mproomcmd is a unique (some might say eccentric) command. Firstly, mproomcmd is followed by a normal command (mp or otherwise). If the command is given a normal argument, it will execute once for each mob or pc in the room (excepting the entity on which the command is located.), regardless of whether or not the mobile can see the mobs of pcâ€™s in the room. Secondly, mproomcmd allows the command following it to take a target argument of â€˜allâ€™. In this case, the mobile will execute the command on each and every mobile and npc in the room that the mobile can see. &lt;br /&gt;
&lt;br /&gt;
: So, letâ€™s consider a hypothetical example:&lt;br /&gt;
: Suppose Jolinn, Ramc, Aeolis, and Iandir are in a room. Iandir is wizinvis.&lt;br /&gt;
&lt;br /&gt;
: Now, suppose we have a hen, which has a prog which says:&lt;br /&gt;
: rand_prog 100&lt;br /&gt;
: mproomcmd bow&lt;br /&gt;
&lt;br /&gt;
: Every time this prog triggers, the hen will execute four bows in a row. (One for Jolinn, one for Ramc, one for Aeolis, and one for Iandir). &lt;br /&gt;
&lt;br /&gt;
: Now, suppose the prog is:&lt;br /&gt;
:  rand_prog 100&lt;br /&gt;
:  mproomcmd bow all&lt;br /&gt;
&lt;br /&gt;
: The hen will then execute three bows, and the people in the room will see:&lt;br /&gt;
:  The hen bows to Jolinn.&lt;br /&gt;
:  The hen bows to Ramc.&lt;br /&gt;
:  The hen bows to Aeolis.&lt;br /&gt;
:  The hen will not bow to Iandir, as it cannot see him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mplag&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mplag &amp;lt;target pc&amp;gt; &amp;lt;number of rounds&amp;gt;&lt;br /&gt;
: mplag lags the target pc by a number of combat rounds specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcast&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcast &amp;lt;vnum of spell&amp;gt; &amp;lt;level&amp;gt; [&amp;lt;target&amp;gt;]&lt;br /&gt;
: mpcast causes a mobile to cast the spell of the given vnum at the specified level. If the mobile is in combat, and the spell is offensive, no target is needed, and it will default to being cast on the person the mobile is fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgrant&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgrant &amp;lt;target&amp;gt; &amp;lt;hp value&amp;gt; &amp;lt;mana value&amp;gt; &amp;lt;move value&amp;gt;&lt;br /&gt;
: Mpgrant grants a specified amount (either negative or positive) to a target pc or npc. This will not take the character above their current maximum values in these categories. For negative values, mpgrant is not recommended, as there is no checking for death at negative values. (Use mpdamage or mpdamtype instead.)&lt;br /&gt;
: Ex: mpgrant $f 10 -20 0 This would give +10 hp, -20 mana, and +0 movement points to $f.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpkill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpkill &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: This command causes a mobile to attack the target pc or npc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprangekill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: Mprangekill &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This spell causes a mobile to attack a pc, provided they are no more than 8 levels below the mobileâ€™s level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslay&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslay &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: The mpslay command instantly slays the target pc or npc. Use this command with caution, as it exactly duplicates the immortal â€˜slayâ€™ command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpknockout&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpknockout &amp;lt;target pc&amp;gt;&lt;br /&gt;
: Mpknockout renders a target pc or npc unconscious. Note that this, in itself, will not prevent the player from awakening, so an mpaddaffect will be needed to keep the player asleep. There is also no echo associated with mpknockout, so one will have to be provided if need be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdisarm&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdisarm &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: mpdisarm attempts to disarm the target pc or npc. Note that the chance of this is reflected in the skill of the mobile in disarming, as well as level, type of weapon, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploot&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploot &amp;lt;target pc or npc&amp;gt; &amp;lt;name of item|all&amp;gt;&lt;br /&gt;
: mploot loots an item from the target pc or npcâ€™s inventory. If &amp;quot;all&amp;quot; is specified as the object name, all items will be looted  from the victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstealrandom&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstealrandom &amp;lt;target pc&amp;gt;&lt;br /&gt;
: mpstealrandom causes a mobile to steal a random item from the inventory of the target pc. The chance of success is not perfect. (But what is it?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptakecoins&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptakecoins &amp;lt;target pc or npc&amp;gt; &amp;lt;amount in copper&amp;gt;&lt;br /&gt;
: Mptakecoins removes an amount of coins from the target, doing any necessary conversions.  For example, &amp;quot;mptakecoins self 5000&amp;quot; would remove 5 platinum from the mob&#039;s inventory. This is useful for pseudo-merchant situations. If you want to set up a thief NPC, you&#039;re probably better off adding thief skills and making the mob work for it like a real thief.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfindpath&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfindpath &amp;lt;target pc/npc/room#&amp;gt; &amp;lt;radius&amp;gt; [true|false]&lt;br /&gt;
: mpfindpath allows a mobile to generate a path between it and the target, which is either the name of a character or a room vnum. &lt;br /&gt;
: The radius check can be used to limit the length of the search -- any path greater than this radius will be rejected. Use -1 to indicate no limit to the radius. &lt;br /&gt;
: The last argument is optional and defaults to false if left blank; it specifies whether to ignore closed doors (true) or not (false) when mapping paths. So if true, the path will route as though the door were open.&lt;br /&gt;
: This command will prepare a path for the mobile, but will take no other action; use mppathstep and mpget (with parameter pathsteps) to further interact with the path.&lt;br /&gt;
: A given mobile can have only one path stored at a time.&lt;br /&gt;
: NOTE: As of September 2013 this uses a linear-time algorithm rather than exponential, so performance is not really a concern anymore -- still, be nice and don&#039;t run it in a loop or anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppathstep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mppathstep&lt;br /&gt;
: mppathstep takes a single step along the path found by mpfindpath. If a path has not been found, it will have no effect. &lt;br /&gt;
: If the step fails for some reason (such as a closed door), the path will be cleared (and mpget will report -1, if you want to check this condition).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrack&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrack &amp;lt;target pc&amp;gt;&lt;br /&gt;
: Mptrack tells a mobile to begin tracking the target pc. The mobile will then behave as a normally tracking mobile would.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrackstep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrackstep&lt;br /&gt;
: When executed on a mobile which is already tracking, mptrackstep takes the mobile one step along the â€˜tracksâ€™ of their victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstopfollow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstopfollow&lt;br /&gt;
: This command causes a mobile to stop following their victim.&lt;br /&gt;
&lt;br /&gt;
==Damage-Related==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdealdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdealdamage &amp;lt;target&amp;gt; &amp;lt;source&amp;gt; &amp;lt;noun|&#039;default&#039;&amp;gt; &amp;lt;damtype_0&amp;gt; &amp;lt;amount_0&amp;gt; [damtype_1] [amount_1] ... [damtype_n] [amount_n]&lt;br /&gt;
: mpdealdamage does typed, potentially-hybrid damage with an associated source. &#039;&#039;&#039;It is recommend to use it for most cases&#039;&#039;&#039;, since it will handle reductions and resistances appropriately rather than using fixed amounts. It also uses true sources (if supplied), so source-based reductions (such as avatar&#039;s reduction against evil) should work.&lt;br /&gt;
: &amp;lt;target&amp;gt; refers to a normal target, such as $n&lt;br /&gt;
: &amp;lt;source&amp;gt; may refer to a var, such as $i. However, it may also be a string, such as &#039;The sweet young girl&#039;. Use a var if appropriate; don&#039;t shortcut it with the var&#039;s short desc, as then the source won&#039;t be real, so certain reductions will be skipped.&lt;br /&gt;
: &amp;lt;noun|&#039;default&#039;&amp;gt; refers to either a supplied damage noun, such as &#039;tickle&#039;, or the string &#039;default&#039;. Default only makes sense when a true source is supplied and the source has a damverb (ie, a mob); in this case, said damverb is used (called a damverb even though it is actually a noun. Cheers.)&lt;br /&gt;
: &amp;lt;damtype_0&amp;gt; refers to the type of damage done. It may be an integer OR a word, such as &#039;cold&#039;. Recommended to use words for prog clarity, but should not affect correctness.&lt;br /&gt;
: &amp;lt;amount_0&amp;gt; refers to the amount of damage done, of type &amp;lt;damtype_0&amp;gt;. This can be a fixed number or a var (perhaps calculated with mpdice or mpmath, or anything else).&lt;br /&gt;
: [damtype_i] refers to additional optional damtypes; if supplied, the corresponding amount should also be supplied.&lt;br /&gt;
: [amount_i] refers to additional amount of damage done&lt;br /&gt;
: Example: &amp;quot;mpdealdamage $n &#039;The sweet young girl&#039; &#039;tickle&#039; cold 100 fire 200&amp;quot; results in &amp;quot;The sweet young girl&#039;s ))) HEROIC ((( tickle grazes you!  (100, cold) (200, fire) [300 total]&amp;quot;&lt;br /&gt;
: Example: &amp;quot;mpdealdamage $n $i default 7 1&amp;quot; on a mob called &amp;quot;Joe&amp;quot; with a damverb of &amp;quot;slice&amp;quot; results in &amp;quot;Joe&#039;s pathetic slice barely scratches you.  (1, acid)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Damage integers are as follows: &lt;br /&gt;
 [[DAM_NONE]] 0&lt;br /&gt;
 [[DAM_BASH]] 1&lt;br /&gt;
 [[DAM_PIERCE]] 2&lt;br /&gt;
 [[DAM_SLASH]] 3&lt;br /&gt;
 [[DAM_FIRE]] 4&lt;br /&gt;
 [[DAM_COLD]] 5&lt;br /&gt;
 [[DAM_LIGHTNING]] 6&lt;br /&gt;
 [[DAM_ACID]] 7&lt;br /&gt;
 [[DAM_POISON]] 8&lt;br /&gt;
 [[DAM_NEGATIVE]] 9&lt;br /&gt;
 [[DAM_HOLY]] 10&lt;br /&gt;
 [[DAM_ENERGY]] 11&lt;br /&gt;
 [[DAM_MENTAL]] 12&lt;br /&gt;
 [[DAM_DISEASE]] 13&lt;br /&gt;
 [[DAM_DROWNING]] 14&lt;br /&gt;
 [[DAM_LIGHT]] 15&lt;br /&gt;
 [[DAM_OTHER]] 16&lt;br /&gt;
 [[DAM_FEAR]] 17&lt;br /&gt;
 [[DAM_CHARM]] 18&lt;br /&gt;
 [[DAM_SOUND]] 19&lt;br /&gt;
 [[DAM_ILLUSION]] 20&lt;br /&gt;
 [[DAM_DEFILEMENT]] 21 &lt;br /&gt;
: Help DAMTYPE on the mud generates this list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; If you want to do damage without the chance of killing the target, use mpgrant.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamtype&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamtype &amp;lt;target&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;additive term&amp;gt; &amp;lt;damage type number&amp;gt;&lt;br /&gt;
: Mpdamtype does damage to a given pc or npc. The damage done is: # of dice of size specified rolled, plus the additive term. The damage type number is an integer which specifies the type of damage ([[DAM_NEGATIVE]], etc.) done by the damtype. There is no echo displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdammess&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdammess &amp;lt;target pc or npc&amp;gt; &amp;lt;amount&amp;gt; &amp;lt;damage noun&amp;gt;&lt;br /&gt;
: mpdammess is a command that generates a damage message based on the amount specified to the target, with the specified damage noun. The noun should appear in single quotes.&lt;br /&gt;
: Ex: mpdammess $n 200 â€˜withering sarcasmâ€™ would display:&lt;br /&gt;
: &amp;quot;&amp;lt;The mob&amp;gt;â€™s withering sarcasm === OBLITERATES === &amp;lt;$n&amp;gt;!&amp;quot;&lt;br /&gt;
: Again, note that mpdammess does not actually do the damage, so mpdamage or mpdamtype must be used in conjunction with this command.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A combination of mpdamtype with mpdammess has been in used in a variety of damage progs, but since the arrival of &#039;mpdealdamage&#039; this prog technique is generally no longer needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamage &amp;lt;target pc or npc&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;additive term&amp;gt;&lt;br /&gt;
: Mpdamage does damage to a given pc or npc. The damage done is: # of dice of size specified rolled, plus the additive term.&lt;br /&gt;
&lt;br /&gt;
: So, if we had:&lt;br /&gt;
:   mpdamage $n 10 5 100 &lt;br /&gt;
: This would damage $n with 10d5+100 of damage.&lt;br /&gt;
&lt;br /&gt;
: The damage from this command is â€˜colorlessâ€™ -- it has no type, such as fire, cold, negative, etc. As such, absolutely no damage reduction (including sanctuary) is taken into account. There is also no damage echo, so unless the damage is meant to be â€˜silentâ€™, players should receive an echo about the damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamfrom&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamfrom &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt; &amp;lt;noun&amp;gt; &amp;lt;name&amp;gt;&lt;br /&gt;
: mpdamfrom does damage that appears to be from a given name, with specified damage noun to the given target. Mpdamfrom also generates a matching damage message. The damage done from mpdamfrom is â€˜colorlessâ€™ -- i.e., it is of no particular damage type (and is therefore not effected by vulns, resists, sanctuary, etc.) Both the noun and the name should appear in single quotes.&lt;br /&gt;
: Ex: mpdamfrom $n 100 â€˜tickleâ€™ â€˜The sweet young girlâ€™&lt;br /&gt;
: would display:&lt;br /&gt;
:  &amp;quot;The sweet young girlâ€™s tickle *** DEMOLISHES *** &amp;lt;$n&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mob Specific==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfollow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfollow &amp;lt;follower&amp;gt; &amp;lt;leader&amp;gt;&lt;br /&gt;
: Example: mpfollow $i $n&lt;br /&gt;
: The mpfollow command causes the targeted follower to follow the target leader, regardless of conditions such as &#039;&#039;nofollow&#039;&#039; or charmed states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmload&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmload &amp;lt;mobile vnum&amp;gt; &amp;lt;optional argument&amp;gt;&lt;br /&gt;
: mpmload loads a mobile with specified vnum in the current room.  The only allowed optional argument is &#039;&#039;reset&#039;&#039;, which will trigger the loaded mob&#039;s &#039;&#039;load_prog&#039;&#039; (if present).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpwander&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpwander&lt;br /&gt;
: The mpwander command causes the mobile to randomly wander in an available direction.  Note that this wandering may circumvent the no_mob room flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddskill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddskill &amp;lt;target npc&amp;gt; &amp;lt;vnum of skill or spell&amp;gt; &amp;lt;percentage&amp;gt;&lt;br /&gt;
: The mpaddskill grants the target mobile the specified skill at the supplied percentage.  Effectively, the mobile gains only this skill or spell.  (This actually shows up as a special affect in the mobile&#039;s affect list.) &lt;br /&gt;
: These skills and spells operate exactly as normal PC versions do.  This means that unlike, for example, &#039;&#039;mpcast&#039;&#039;, the mobile must have adequate mana to execute these abilities.  In addition, because those skills are activated in the same manner as a PC would, counters, spell enhancements, or command failure may apply normally rather than being ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremoveskill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremoveskill &amp;lt;target npc&amp;gt; &amp;lt;skill or spell vnum&amp;gt;&lt;br /&gt;
: This command removes a mobile&#039;s ability in the target skill or spell vnum, as granted by the &#039;&#039;mpaddskill&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpwizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpwizi&lt;br /&gt;
: This command makes a mobile &#039;&#039;wizinvis&#039;&#039; itself.  This is identical to the immortal &#039;&#039;wizinvis&#039;&#039; at level 52.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunwizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunwizi&lt;br /&gt;
: This command makes a mobile undo the &#039;&#039;wizinvis&#039;&#039; status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpseewizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpseewizi&lt;br /&gt;
: This command allows a mobile to see &#039;&#039;wizinvis&#039;&#039; immortals, NPCs, and objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunseewizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunseewizi&lt;br /&gt;
: This command removes the ability of a mobile to see &#039;&#039;wizinvis&#039;&#039; immortals, NPCs, and objects.&lt;br /&gt;
&lt;br /&gt;
==Object Specific==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpoload&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpoload &amp;lt;object vnum&amp;gt;&lt;br /&gt;
:         mpoload &amp;lt;object vnum&amp;gt; in &amp;lt;room/name of container&amp;gt;&lt;br /&gt;
:         mpoload &amp;lt;object vnum&amp;gt; on &amp;lt;target pc or npc&amp;gt; [&amp;lt;wear slot&amp;gt;]&lt;br /&gt;
: The mpoload command is used for loading an instance of a particular objectâ€™s vnum. If used with just the vnum as an argument, the object will be loaded into the mobileâ€™s inventory. If used with the preposition &amp;quot;in&amp;quot;, mpoload can load the object either in the room, or in a container. If used with the preposition &amp;quot;on&amp;quot;, mpoload can be used to load the object either on a target, or onto a given targetâ€™s wear slot. Note: If the subjectâ€™s wear slot is full, mpoload will do nothing. &amp;quot;mpoload &amp;lt;vnum&amp;gt; in self&amp;quot; will load an object inside the object being progged if it is a container.&lt;br /&gt;
&lt;br /&gt;
: The slot numbers are as follows: &lt;br /&gt;
 0: Light&lt;br /&gt;
 1: Left finger&lt;br /&gt;
 2: Right finger&lt;br /&gt;
 3: Neck1&lt;br /&gt;
 4: Neck2&lt;br /&gt;
 5: Torso&lt;br /&gt;
 6: Head&lt;br /&gt;
 7: Legs&lt;br /&gt;
 8: Feet &lt;br /&gt;
 9: Hands&lt;br /&gt;
 10: Arms&lt;br /&gt;
 11: Shield&lt;br /&gt;
 12: Body&lt;br /&gt;
 13: Waist&lt;br /&gt;
 14: Wrist&lt;br /&gt;
 15: Wrist&lt;br /&gt;
 16: Wielded&lt;br /&gt;
 17: Held &lt;br /&gt;
 18: Floating&lt;br /&gt;
 19: Dual wielded&lt;br /&gt;
 20: Branded&lt;br /&gt;
 21: Concealed&lt;br /&gt;
 22: Concealed&lt;br /&gt;
 23: Prog&lt;br /&gt;
 24: Familiar&lt;br /&gt;
&lt;br /&gt;
: Ex:&lt;br /&gt;
: mpoload 6900 [Loads object of vnum 6900 into inventory of mobile]&lt;br /&gt;
: mpoload 6900 in room [Loads object 6900 into the room]&lt;br /&gt;
: mpoload 6900 in chest [Loads object 6900 into a chest in the room]&lt;br /&gt;
: mpoload 6900 on $f [Loads object 6900 and puts it in $fâ€™s inventory]&lt;br /&gt;
: mpoload 6900 on $f 18 [Loads object 6900 into $fâ€™s float slot]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbrand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbrand &amp;lt;target pc&amp;gt; &amp;lt;vnum of sigil&amp;gt;&lt;br /&gt;
: Mpbrand brands a pc with a specified sigil object. If the pc is already wearing a sigil, mpbrand will have no effect. There is no echo associated with mpbrand, so one must be provided if necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslotremove&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslotremove &amp;lt;target pc&amp;gt; &amp;lt;wear slot number&amp;gt;&lt;br /&gt;
: mpslotremove removes the item in the wear slot specified by the given number and places it in the playerâ€™s inventory, effectively making the player &amp;quot;remove&amp;quot; the item. There is no echo to the player that this occurs, nor is any remove_prog triggered. [whether or not this is a feature or a bug remains to be seen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslotpurge&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslotpurge &amp;lt;target pc&amp;gt; &amp;lt;wear slot number&amp;gt;&lt;br /&gt;
: The mpslotpurge removes an item in a particular wear slot from a pc. Like mpslotremove, this command has no echo by default, nor does it trigger a remove_prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpjunk&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpjunk &amp;lt;object&amp;gt;&lt;br /&gt;
: Destroys the object referred to from a mobileâ€™s inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpzap&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpzap&lt;br /&gt;
: This command is used by objects to cause their owner to drop them. It is primarily used in wear_progs, where it used to prevent owners from wearing an item. Mpzap does not have an echo, so one must be supplied as necessary.&lt;br /&gt;
&lt;br /&gt;
==Exit-Related==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpsetexit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetexit &amp;lt;direction&amp;gt; &amp;lt;room vnum/none&amp;gt;&lt;br /&gt;
: This command can change or remove an exit in a given direction. Note that this is only a one-way link, so in most cases, you will want to adjust the room on the other side of the exit as well. Use mpflag after this to add doors and the like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mplock&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mplock &amp;lt;direction&amp;gt;&lt;br /&gt;
: This mpcommand locks a door in the specified direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunlock&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunlock &amp;lt;direction&amp;gt;&lt;br /&gt;
: This mpcommand unlocks a door in the specified direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpexit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpexit &amp;lt;target&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
: This command makes a target pc or npc exit to the specified vnum, &amp;quot;by way of&amp;quot; the direction. This command is in a state of flux, as Jolinn, Synrael, and Aeolis attempt to read its true form from the mind of god.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prog-type Specific==&lt;br /&gt;
&lt;br /&gt;
===Sub Prog===&lt;br /&gt;
&#039;&#039;&#039;mpcallsub&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcallsub &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub obj &amp;lt;obj&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub mob &amp;lt;mob&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub room &amp;lt;room&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: mpcallsub calls the specified sub_prog. If an actor is supplied, it will become the $n var of the sub_prog; otherwise, the $n var will not be defined in the subroutine. Note that sub_progs carry over the $r var, so it will be consistent with the calling prog. You may call a sub_prog from a sub_prog; be careful of infinite recursion! Some safeguards have been put into place for this to avoid completely hanging the MUD, but even hitting them makes the CPU cry. &lt;br /&gt;
: For room targets, either a vnum or &#039;here&#039; is acceptable&lt;br /&gt;
: Note that PC targets will not work&lt;br /&gt;
: Tip: variables can be passed over the num and str prog fields (0-9, s0-s9). This can work for both input and output.&lt;br /&gt;
: Tip: you can use the fact that mpcallsub can be used to call sub_progs on other entities to create common libraries of progs, perhaps keeping them in well-known rooms.&lt;br /&gt;
&lt;br /&gt;
===Hit Prog===&lt;br /&gt;
&#039;&#039;&#039;mphitdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mphitdamage &amp;lt;amount&amp;gt;&lt;br /&gt;
: Mphitdamage is used in conjunction with hit_prog. Essentially, mphitdamage is the function that does the â€˜actualâ€™ damage in the case of a hit_prog triggering. Mphitdamage will deal the specified amount of damage, as if the mobile had actually inflicted it with a hit of their normal weapon, with the appropriate damage amount.&lt;br /&gt;
&lt;br /&gt;
===Data Prog===&lt;br /&gt;
&#039;&#039;&#039;mpsetdata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetdata &amp;lt;data_prog name&amp;gt; [noreset]&lt;br /&gt;
: Example: mpsetdata hello_world&lt;br /&gt;
: Example: mpsetdata hello_world noreset&lt;br /&gt;
: Mpsetdata is an mpcommand used with data_prog. It sets the data reader to the first line of the data_prog with the specified name. If noreset is specified AND the data reader is already pointing the specified data prog, there will be no action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpnextdata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpnextdata [#]&lt;br /&gt;
: Syntax: mpnextdata [+|-#]&lt;br /&gt;
: Syntax: mpnextdata *&lt;br /&gt;
: Example: mpnextdata&lt;br /&gt;
: Example: mpnextdata 4&lt;br /&gt;
: Example: mpnextdata +2&lt;br /&gt;
: Example: mpnextdata -1&lt;br /&gt;
: Example: mpnextdata *&lt;br /&gt;
: mpnextdata is an mpcommand used with data_prog, to move the data pointer around. If used with a +# or -# argument, the reader moves by the specified number of lines, stopping at the beginning or end. Using mpnextdata with no argument is equivalent to mpnextdata +1; that is, it moves to the next line of the data_prog it is currently reading from. If used with a # without + or -, the data reader jumps to the specified line, or to the end if the number is larger than the line count.&lt;br /&gt;
: mpnextdata with &#039;*&#039; as the argument will just jump to the end of the data prog&lt;br /&gt;
: Use mpnextdata with $d, mpadddata, and mpdeletedata.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpadddata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpadddata &amp;lt;line_of_text&amp;gt;&lt;br /&gt;
: Example: mpadddata mpecho hello&lt;br /&gt;
: mpadddata inserts the specified line into the current data_prog, placing it before the current line pointed at by the data pointer. If the area is saved, this change will persist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdeletedata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdeletedata [all|#]&lt;br /&gt;
: mpdeletedata deletes the specified number of lines (or all) from the data_prog, starting at the current line (set by mpnextdata). If the area is saved, this change will persist. If no argument is supplied, one line is deleted.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
NOTE: &amp;quot;mpdesc&amp;quot; can be used to save data into helpfiles, and &amp;quot;mpget&amp;quot; can get also get information about the data line counter. See those commands for details.&lt;br /&gt;
&lt;br /&gt;
===Trigger Prog===&lt;br /&gt;
&#039;&#039;&#039;mptrigger&#039;&#039;&#039;&lt;br /&gt;
:  Syntax: mptrigger &amp;lt;target&amp;gt;&lt;br /&gt;
: Mptrigger is a command which is used in conjunction with a trigger_prog on a mobile. Mptrigger executes the trigger_prog, setting $n for the trigger_prog to be equal to the target.&lt;br /&gt;
&lt;br /&gt;
: Mptrigger is commonly used in conjunction with mproomcmd, to allow the trigger_prog to be executed for each target in the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbittrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbittrigger &amp;lt;pc bit number&amp;gt;&lt;br /&gt;
: mpbittrigger is another mpcommand which can be used in conjunction with a trigger_prog. Essentially, mpbittrigger executes the trigger_prog for every pc in the world who has the bit number specified set to 1. (I.e., &amp;quot;on&amp;quot;.)&lt;br /&gt;
: Needless to say, this should not be executed wastefully, as it is processor intensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunbittrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunbittrigger &amp;lt;pc memory value&amp;gt;&lt;br /&gt;
: mpunbittrigger is another command which operates in conjunction with trigger_prog. Essentially, this command will execute the trigger_prog on every pc in the world who does not have the given pc memory value set (i.e., the value of the bit is 0). Since this command checks every pc in the world, it should be used sparingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmasstrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmasstrigger&lt;br /&gt;
: Mpmasstrigger is another mpcommand which can be used in conjunction with a trigger_prog. Mpmasstrigger executes the trigger_prog for every pc in the world. Use this sparingly, owing to the processor intensiveness.&lt;br /&gt;
&lt;br /&gt;
=== Verb Prog ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpinterpret&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpinterpret &amp;lt;Target pc&amp;gt; &amp;lt;Target command&amp;gt;&lt;br /&gt;
: Ex: mpinterpret $n $x&lt;br /&gt;
: The mpinterpret command is designed for use with verb_progs. mpinterpret executes the target command as if it had been performed by the target pc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpnextinterp&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpnextinterp&lt;br /&gt;
: For use with verb_progs. This passes the interpretation of the command to the next verb_prog (ie, if there happened to be any other verb_progs in the same room, the next one in line would begin handling the command.)  (Dov added this in 9/13 as it was missing; a coder may want to expand/clarify)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpverbstop&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpverbstop&lt;br /&gt;
: For use with verb_progs. Stops any subsequent interpretations / executions of the player&#039;s command.  (Dov added this in 9/13 as it was missing; a coder may want to expand/clarify)&lt;br /&gt;
&lt;br /&gt;
==Reserved==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrap&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrap &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: The mptrap command is used to damage (depending on the level of the mobile executing the command). This damage appears as â€˜tendrils of flameâ€™, and is used exclusively for the Raidersâ€™ &amp;quot;Pillage&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpsilverset&#039;&#039;&#039;&lt;br /&gt;
: This mpcommand is used in the &amp;quot;Consumption of the Silver Veil&amp;quot; spell, and is not for general use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddsymbol&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddsymbol &amp;lt;target pc&amp;gt; &amp;lt;symbol number&amp;gt;&lt;br /&gt;
: This command adds knowledge of a demonic symbol to the target player. The symbol number is the last two digits of the symbolâ€™s vnum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremsymbol&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremsymbol &amp;lt;target pc&amp;gt; &amp;lt;symbol number&amp;gt;&lt;br /&gt;
: This command removes knowledge of a demonic symbol from the target player. The symbol number is the last two digits of the symbolâ€™s vnum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultprep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultprep &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only. This preps a player who has requested something from the vault. Mpvaultgive checks to see if this affect is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultdrop&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultdrop &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only to drop an item in the vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultshow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultshow &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only.  If a pc is in a given house, this command will do a &amp;quot;look&amp;quot; for them in the houseâ€™s vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultgive&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultgive &amp;lt;target&amp;gt; $x&lt;br /&gt;
: For use on a House vault guard only to give the requested item to a player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdoppel&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdoppel &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This command, coded for the Chaigian doppleganger, allows a mobile to exactly duplicate a pc, down to the appearance of carrying their items. In theory, the dopplegangered mobile will also act as the same class as the pc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdemonid, mpdemonpcid, mppoisonroom, mpdemonbind, mpaddtree, mptreefruit, mpcursebarkja, mprevolt&#039;&#039;&#039;&lt;br /&gt;
: These commands are all used for demons, and should not be used in production elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Obsolete==&lt;br /&gt;
&#039;&#039;&#039;mpsetskilled&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetskilled&lt;br /&gt;
: The mpsetskilled command gives a mobile an effective of skill rating of 100% in every skill. Formerly used to create mobs which fight with player skills, it has been largely deprecated in favor of &#039;mpset mob skill&#039;. Avoid use in general as the mobs will essentially execute every passive skill and every automatic defensive skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunsetskilled&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunsetskilled&lt;br /&gt;
: This removes the effects of mpsetskilled from a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptentacle&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptentacle&lt;br /&gt;
: This is an obsolete mpcommand used by the old school void scholar tentacles spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mpabishai, Mpgharku, Mpisetaton, Mpagduk, Mppricina, Mpkhamurn, Mporzub, Mpchagrob, Mpbarkjaset, Mpbarkjayes, Mpescape&#039;&#039;&#039;&lt;br /&gt;
: All of these mpcommands were used in the old void scholar demon progs, and should now be considered obsolete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpecho_fight&#039;&#039;&#039;&lt;br /&gt;
: This mpcommand was originally designed for use with object progs, but is no longer supported.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcastoff&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcastoff &amp;lt;vnum of spell&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
: mpcastoff was original designed to allow for spells like poison, which are offensive but have multiple targets, to automatically cast during combat. (This was before mpcast took variable targets.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremovehand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremovehand &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This command forces a mobile to actually remove a playerâ€™s hand. Said player cannot dual wield, etc. etc. (This mpcommand was originally the penalty for a demon.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Leviticus]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Avendar:Prog_Section_7&amp;diff=2666</id>
		<title>Avendar:Prog Section 7</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Avendar:Prog_Section_7&amp;diff=2666"/>
		<updated>2025-01-19T03:06:21Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Created page with &amp;quot;=If Checks= &amp;lt;i&amp;gt;Imagine all the things that had to occur, not only in his life, but in&amp;lt;/i&amp;gt; &amp;lt;i&amp;gt;everybody else&amp;#039;s, to arrange it so on that particular night, the Big Bopper&amp;lt;/i&amp;gt; &amp;lt;i&amp;gt;would be in a  position to live or die depending on a flipping coin. I&amp;lt;/i&amp;gt; &amp;lt;i&amp;gt;became so obsessed with that idea that I gradually became capable of seeing&amp;lt;/i&amp;gt; &amp;lt;i&amp;gt;the specifics of everybody&amp;#039;s death.&amp;quot;&amp;lt;/i&amp;gt; -- Clyde Bruckman, The X-files: Clyde Bruckman&amp;#039;s Final Repose   &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; : All if checks may tak...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=If Checks=&lt;br /&gt;
&amp;lt;i&amp;gt;Imagine all the things that had to occur, not only in his life, but in&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;everybody else&#039;s, to arrange it so on that particular night, the Big Bopper&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;would be in a  position to live or die depending on a flipping coin. I&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;became so obsessed with that idea that I gradually became capable of seeing&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;the specifics of everybody&#039;s death.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
-- Clyde Bruckman, The X-files: Clyde Bruckman&#039;s Final Repose &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;not&#039;&#039;&#039;&lt;br /&gt;
: All if checks may take an optional &#039;not&#039; operator to invert their logic&lt;br /&gt;
: Example: if not ispc(var)&lt;br /&gt;
&lt;br /&gt;
==CHARACTER ATTRIBUTE CHECKS==&lt;br /&gt;
: If you&#039;re trying to find out something about an actor in your prog, from their &lt;br /&gt;
: sex to the size of their wallet, this is the place to look. Pretty much every &lt;br /&gt;
: check that looks at an actor should be in here. &lt;br /&gt;
&lt;br /&gt;
===Basic PC Attributes (i.e. stats)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if ispc(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the target is a PC, false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isnpc(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the target is a NPC, false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if name(var) == Name&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Does a straight comparison check between the name field value of the var and&lt;br /&gt;
:  the provided name. Returns true if they&#039;re equal, and false if not. Other &lt;br /&gt;
:  string operators can be used, such a /, which will cause the check to return true&lt;br /&gt;
:  if the &amp;quot;Name&amp;quot; specified is a substring of the name field.&lt;br /&gt;
:  &amp;lt;b&amp;gt;NOTE:&amp;lt;/b&amp;gt; As of March 2014 you can now use this with vars on the right-hand-side, just like valname.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if valname(var) == var2&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the name field value of the var is the same as the name value &lt;br /&gt;
:  of var2. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if ismale(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isfemale(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isneuter(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is of the specified gender, and false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if sex(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is of the sex associated with the #, and false if not. &lt;br /&gt;
:  Different numeric operators may also be used.&lt;br /&gt;
:  Numbers corresponding to sexes:&lt;br /&gt;
:    Sexless: 0&lt;br /&gt;
:    Male: 1&lt;br /&gt;
:    Female: 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if strength(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if dexterity(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if intelligence(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if constitution(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if wisdom(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if charisma(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var&#039;s stat is equal to the #, false otherwise. Other numeric&lt;br /&gt;
:  operators can be substituted in at will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if majorsphere(var) == [#][name]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if minorsphere(var) == [#][name]&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Can supply either a sphere number or a sphere name, such as &#039;spirit&#039;&lt;br /&gt;
:  Returns true if the var&#039;s major or minor sphere matches the argument.&lt;br /&gt;
:  Other numeric operators will also technically work, even if a name is supplied,&lt;br /&gt;
:  but this is probably indicative of a hacky prog.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;if chosenpath(var) == [#][name]&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Can supply either a path number or a path name, such as &#039;raging inferno&#039; or &#039;none&#039;&lt;br /&gt;
:  Returns true if the var&#039;s chosen path matches the argument&lt;br /&gt;
:  Other numeric operators will also technically work, even if a name is supplied,&lt;br /&gt;
:  but this is probably indicative of a hacky prog.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;if auragrade(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var&#039;s aura grade matches the given criteria.&lt;br /&gt;
:  Silver aura                -4&lt;br /&gt;
:  Bright gold aura           -3&lt;br /&gt;
:  Gold aura                  -2&lt;br /&gt;
:  Pale gold aura             -1&lt;br /&gt;
:  No aura                     0&lt;br /&gt;
:  Faint red aura              1&lt;br /&gt;
:  Red aura                    2&lt;br /&gt;
:  Dark red aura               3&lt;br /&gt;
:  Black aura                  4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if luck(var) == {lucky|normal|unlucky} [vs var]&amp;lt;/b&amp;gt;&lt;br /&gt;
: Performs an in-game luck check for the specified var, and tests whether the result came back lucky, normal, or unlucky. You may also use other operators, but in practice only == or != make sense.&lt;br /&gt;
: The result type (e.g., &#039;lucky&#039;) is just spelled out normally.&lt;br /&gt;
: May optionally make an opposed luck check by adding &#039;vs&#039; plus a var after the normal check. This follows the normal opposed luck check rules.&lt;br /&gt;
: Example 1: if luck($n) == unlucky&lt;br /&gt;
: Example 2: if luck($i) == lucky vs $n&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; if savesX(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Performs an in-game saves check, just like any spell. &amp;quot;X&amp;quot; is the type of effect, from the list below. # is :  the level of the effect being saved against.&lt;br /&gt;
:  Returns true if var makes their save, false if they don&#039;t&lt;br /&gt;
:  [[DAM_NONE]]                0&lt;br /&gt;
:  [[DAM_BASH]]                1&lt;br /&gt;
:  [[DAM_PIERCE]]              2&lt;br /&gt;
:  [[DAM_SLASH]]               3&lt;br /&gt;
:  [[DAM_FIRE]]                4&lt;br /&gt;
:  [[DAM_COLD]]                5&lt;br /&gt;
:  [[DAM_LIGHTNING]]           6&lt;br /&gt;
:  [[DAM_ACID]]                7&lt;br /&gt;
:  [[DAM_POISON]]              8&lt;br /&gt;
:  [[DAM_NEGATIVE]]            9&lt;br /&gt;
:  [[DAM_HOLY]]                10&lt;br /&gt;
:  [[DAM_ENERGY]]              11&lt;br /&gt;
:  [[DAM_MENTAL]]              12&lt;br /&gt;
:  [[DAM_DISEASE]]             13&lt;br /&gt;
:  [[DAM_DROWNING]]            14&lt;br /&gt;
:  [[DAM_LIGHT]]               15&lt;br /&gt;
:  [[DAM_OTHER]]               16&lt;br /&gt;
:  [[DAM_FEAR]]                17&lt;br /&gt;
:  [[DAM_CHARM]]               18&lt;br /&gt;
:  [[DAM_SOUND]]               19&lt;br /&gt;
:  [[DAM_ILLUSION]]            20&lt;br /&gt;
:  [[DAM_DEFILEMENT]]          21&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isgood(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isneutral(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isevil(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var&#039;s alignment is of the specified type, and false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if islawful(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isbalanced(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if ischaotic(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var&#039;s ethos is of the specified type, and false if not. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if size(var) == # or size&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var&#039;s is the specified size. The right hand argument can&lt;br /&gt;
:  be either a word or a number. The word (tiny, small, medium, large, huge, giant)&lt;br /&gt;
:  will be translated into a number, so all numeric operators can be substituted at &lt;br /&gt;
:  will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if israce(var) == Race&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is of the specified race, and false if not. Race names &lt;br /&gt;
:  should not be abbrieviated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if class(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is of the class which is associated with the number. Other &lt;br /&gt;
:  numeric operators can also be used. Class Numbers: &lt;br /&gt;
:    Water scholar: 0&lt;br /&gt;
:    Earth scholar: 1&lt;br /&gt;
:    Void scholar: 2&lt;br /&gt;
:    Spirit scholar: 3&lt;br /&gt;
:    Air scholar: 4&lt;br /&gt;
:    Fire scholar: 5&lt;br /&gt;
:    Water templar: 6&lt;br /&gt;
:    Earth templar: 7&lt;br /&gt;
:    Void Templar: 8&lt;br /&gt;
:    Spirit templar: 9 &lt;br /&gt;
:    Air templar: 10&lt;br /&gt;
:    Fire templar: 11&lt;br /&gt;
:    Thief: 12&lt;br /&gt;
:    Watcher: 13&lt;br /&gt;
:    Assassin: 14&lt;br /&gt;
:    Bandit: 15&lt;br /&gt;
:    Fighter: 18&lt;br /&gt;
:    Swordmaster: 19&lt;br /&gt;
:    Barbarian: 20&lt;br /&gt;
:    Gladiator: 21 &lt;br /&gt;
:    Ranger: 23&lt;br /&gt;
:    Gleeman: 24&lt;br /&gt;
:    Bard: 25&lt;br /&gt;
:    Alchemist: 27&lt;br /&gt;
:    Psionicist: 28&lt;br /&gt;
:    Druid: 29 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if level(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var&#039;s trust level is equal to the provided number, and &lt;br /&gt;
:  false if not. The difference between level and trust is only significant if &lt;br /&gt;
:  you have plans to prog in ways to murder other immortals, though. Other &lt;br /&gt;
:  numeric operators can also be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isimmort(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var has their trust level set beyond 51, and false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if hitprcnt(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var&#039;s hit percentage (Current hit points[[/Max]] hit points, &lt;br /&gt;
:  all * 100) is equal to the specified #. Other numeric operators can be substituted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if adrenaline(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if a character&#039;s adrenaline is equal to the specifed #, and false &lt;br /&gt;
:  if not. Other numeric operators can be substituted in. Automatically returns false&lt;br /&gt;
:  if the var is an NPC. Just for reference, a character&#039;s adrenaline is set to 20 &lt;br /&gt;
:  after attacking a PC, and 2 after attacking a mob.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if position(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is in the position associated with the provided #, and &lt;br /&gt;
:  false if not. Different numeric operators may also be used.  Position numbers: &lt;br /&gt;
:    Dead: 0&lt;br /&gt;
:    Mortal: 1&lt;br /&gt;
:    Incapacitated: 2&lt;br /&gt;
:    Stunned: 3&lt;br /&gt;
:    Sleeping: 4&lt;br /&gt;
:    Resting: 5&lt;br /&gt;
:    Sitting: 6&lt;br /&gt;
:    Fighting: 7&lt;br /&gt;
:    Standing: 8 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if goldamt(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var has the specified amount of gold. Other numeric operators&lt;br /&gt;
:  can also be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if skill[vnum of skill](var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This check returns true if the var&#039;s skill level is equal to the specified number,&lt;br /&gt;
:  and false otherwise. For example, if skill192($n) == 100 would return true if $n &lt;br /&gt;
:  had 100% in hide (which has a vnum of 192).  See [[Skill/Spell vnums]] for the vnums available, or &lt;br /&gt;
:  use the &amp;lt;i&amp;gt;vnum&amp;lt;/i&amp;gt; command to look up the desired skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isundead(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is considered undead.&lt;br /&gt;
:    Sample Usage:&lt;br /&gt;
::    if not isundead($n)&lt;br /&gt;
:::        mprangekill $n&lt;br /&gt;
::    endif&lt;br /&gt;
:  This would cause the thing containing the prog to attack something that is not undead, paying respect to PK range.&lt;br /&gt;
&lt;br /&gt;
== Task Checks ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if hastask(var) == value&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the mob who has this prog has a task hub, var has a task from that mob, and value is the index of the specified prog.  For example, if you wanted to check $n for if they have task slot 1 active, you would use the syntax &amp;quot;if hastask($n) == 1&amp;quot;.  this check will fail if it is originating from anything other than the origin mob.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if hascooldown(var) == value&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if &amp;lt;i&amp;gt;var&amp;lt;/i&amp;gt; has an active cooldown for task &amp;lt;i&amp;gt;value&amp;lt;/i&amp;gt; from the originating mob.  The syntax and functionality works the same as hastask() above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if hascompleted(var) == value&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if &amp;lt;i&amp;gt;var&amp;lt;/i&amp;gt; has an entry for task &amp;lt;i&amp;gt;value&amp;lt;/i&amp;gt; from the originating mob.  The syntax and functionality works the same as hastask() above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if task&amp;lt;mob&amp;gt;(var) == value&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if &amp;lt;i&amp;gt;var&amp;lt;/i&amp;gt; has an active task for origin &amp;lt;i&amp;gt;mob&amp;lt;/i&amp;gt; of slot &amp;lt;i&amp;gt;value&amp;lt;/i&amp;gt;.  Unlike the other checks, this can be used in any type of prog.  See &amp;lt;i&amp;gt;if skill&amp;lt;/i&amp;gt; for more details.&lt;br /&gt;
&lt;br /&gt;
==Affect/Status Checks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if shopopen() == 1&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the shop is open, false if not. Note that this can have some strange results if a shop is open past midnight; in those cases you should be using if istime() and check it that way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isbitset(var) == Bit #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var&#039;s bit # is true, and false if not. Should be confined to&lt;br /&gt;
:  PC&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if iscriminal(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is a criminal, and false if not. Should be confined to &lt;br /&gt;
:  PC&#039;s, for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if inhouse(var) == House&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is in the specified house. House names should be singular,&lt;br /&gt;
:  and unabbrieviated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isinhouse(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is marked as being of the same house as the room he is in&lt;br /&gt;
: (i.e. a Raider standing in the Raider Canyon).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if snaffected(var) == vnum of spell affect&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is affected by the affect, specified by the given vnum. The&lt;br /&gt;
:  vnum should be greater than 0. To use this check with an object, simply leave the &lt;br /&gt;
:  var field blank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if roomaffected(var) == skill_vnum&amp;lt;/b&amp;gt;&lt;br /&gt;
: Returns true if the room the variable is in is affected by a given vnum. Long thought not to exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isaffected(var) == Bit number of the affect&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is affected by the affect, specified by the bit number. &lt;br /&gt;
:  Genuinely scorned since the advent of the much simpler snaffected, this could still&lt;br /&gt;
:  be useful if you want to target multiple affects that all use the same bit, like &lt;br /&gt;
:  flight and its variants.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isghost(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is a ghost, and false if not. Should probably be used on any&lt;br /&gt;
:  progs which would ordinarily do brutal things to a person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isastral(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is affected by astral projection, and false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isflying(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is flying. This includes all forms of flight, including &lt;br /&gt;
:  levitation, mass flight, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if hasboat(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if var has an item of type boat in their inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if iswizi(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is wizi, false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isindoors(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the room the var is in is flagged with the &amp;quot;indoors&amp;quot; flag, and false&lt;br /&gt;
:  if not. Keep in mind that as of this moment, this check only works for the room flag&lt;br /&gt;
:  &amp;quot;indoors.&amp;quot; It does not check for the room&#039;s sector, so it will still return false even&lt;br /&gt;
:  if the sector is &amp;quot;inside.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isfight(var) == name&amp;lt;/b&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;if isfighting(var) == name&amp;lt;/b&amp;gt;&lt;br /&gt;
:  The same code with two different names, these return true if the var is fighting the &lt;br /&gt;
:  mob or PC with the specified name, and false if not. The != operator can also be used &lt;br /&gt;
:  with this check. If used without a name and operator, then the check will simply check&lt;br /&gt;
:  whether or not the var is fighting at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if tanking(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is tanking something, and false if not. Common sense dictates&lt;br /&gt;
:  that this should be restricted to situations where the var is fighting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if istracking(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Only to be called from a mob, this returns true if the mob is tracking the var, and &lt;br /&gt;
:  false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if istrack(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var (which should probably be referencing a mob) is tracking, and&lt;br /&gt;
:  false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if ischarmed(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is affected by any form of charm, and false if not. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if ismaster(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  To be called only from a mob, this returns true if the var is the mob&#039;s master, and &lt;br /&gt;
:  false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isfollow(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if both a) var is following a person A, and b) var is in the same room&lt;br /&gt;
:  as person A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isgroup(var) &amp;amp; var2&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if var and var2 are grouped, false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isrange(var) == var2&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if var is in var2&#039;s PK range, and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if cansee(var) == var2&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if var can see var2, and false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if hastrait([var]) == &amp;lt;traitname&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check returns true if the is a PC and has the trait specified by traitname.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if lagged(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  If lagged returns true if a pc currently has a wait state of greater than zero. In &lt;br /&gt;
:  general, this is true if the pc is currently bashed, busy casting a spell, or mplagged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if hassymbol(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check is used to see if the target has a particular void scholar symbol. Here,&lt;br /&gt;
:  the argument is the last two digits of the symbolâ€™s vnum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if language(var) == &amp;lt;language&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check returns true if the target variable is speaking the given language. Here &lt;br /&gt;
:  language is just one of the selected race names, with the exception of the châ€™taren, &lt;br /&gt;
:  who are denoted by &amp;quot;chtaren&amp;quot; (to spare the difficulty of parsing single quotes).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isanimal(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check returns true if the target is [[ACT_ANIMAL]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if haspath(npc)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  If haspath returns true if the target npc has a recorded path, as generated by the&lt;br /&gt;
:  mppath command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isfriend(&amp;lt;target&amp;gt;) [== faction number]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;if isenemy(&amp;lt;target&amp;gt;) [== faction number]&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the target is a friend (for isfriend) or enemy (for isenemy)&lt;br /&gt;
:  of the given faction.  If the faction number is ommited, it uses the faction&lt;br /&gt;
:  of the mob performing the check.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if acctpoints(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the target has that many account points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;if isplaying(var) == song_skill_vnum &amp;lt;br&amp;gt;&lt;br /&gt;
if isharmonizing(var) == song_skill_vnum&amp;lt;/B&amp;gt;&lt;br /&gt;
: Returns true if the target is playing (for isplaying) or is harmonizing (for isharmonizing) the given song.&lt;br /&gt;
: Note for older area builders: mobs &amp;lt;i&amp;gt;are&amp;lt;/i&amp;gt; now able to play songs.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: Working example: [ 7085] Ilasa Eideo&lt;br /&gt;
&lt;br /&gt;
==Memory Checks==&lt;br /&gt;
: This section is fairly self-explanatory. If you&#039;ve got to check up the slots on anything,&lt;br /&gt;
: be it bits, focuses, or mpvalues, this is the if-check section for you. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isbitset(var) == Bit #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var&#039;s bit # is true, and false if not. Should be confined to PC&#039;s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if mobvcheck(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Used in conjunction with mob memory, this check returns true if the value the mob &lt;br /&gt;
:  associates with the var is equal to the #. Of course, other numeric operators may be&lt;br /&gt;
:  used. Keep in mind that unlike bits, mob memory is stored on the mob itself, so if it&lt;br /&gt;
:  dies, all such memory will be cleared.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if value(value slot) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if mobvalue(mob slot) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if objvalue(obj slot) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if roomvalue(room slot) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:  Returns true if the # is equal to the value held by the slot. Slots number from&lt;br /&gt;
:  0 to 9, and can be set with the mpvalue commands. Other numeric operators can be &lt;br /&gt;
:  substituted.  NOTE: the newer &amp;quot;if value&amp;quot; works on rooms, mobs, or objects, and is &lt;br /&gt;
:  generally preferred over the older checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if value(local variable) == string&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Value also works to check local variables. Example:&lt;br /&gt;
 mpvalueset feeling happy&lt;br /&gt;
 if value(feeling) == happy&lt;br /&gt;
   smile&lt;br /&gt;
 else&lt;br /&gt;
   frown&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;b&amp;gt;if remembers(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This checks whether or not a player has been stored within a mob&#039;s memory, via &lt;br /&gt;
:  the mpremember command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isfocused(var) [== &amp;lt;0|1&amp;gt;]&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is focused on something, and false if not. In the case of&lt;br /&gt;
:  objects and rooms, just leave the var field blank. &lt;br /&gt;
:  The optional numerical argument indicates which slot to check; if left blank, slot 0 is checked&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if newbie(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is flagged newbie and is a PC. Returns false otherwise.&lt;br /&gt;
:  Var must have answered yes to &amp;quot;Are you new to Avendar?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Environmental Checks==&lt;br /&gt;
: This section deals primarily with if checks that describe the area surrounding the &lt;br /&gt;
: actor, otherwise known as the environment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isanypcarea()&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if there are any PC&#039;s in the area, and false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isanypchere(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if there are any PC&#039;s in the room that the prog is called from, and&lt;br /&gt;
:  false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isanynpchere(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if there are any NPC&#039;s in the room that the prog is called from, and&lt;br /&gt;
:  false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isanyobjere(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if there are any objects in the room that the prog is called from, and&lt;br /&gt;
:  false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if objhere(vnum of object)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Checks whether or not the object of the specified vnum is in the same room as the &lt;br /&gt;
:  calling mob/object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if mobhere(vnum of mob)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the calling mob/object is in the same room as the specified mob, and &lt;br /&gt;
:  false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if ishere(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This check returns true if the calling mob/object is in the same room as the var, and&lt;br /&gt;
:  false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if inroom(var) == vnum of room&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var or calling object is in the room specified by the vnum. Other &lt;br /&gt;
:  numeric operators can be substituted in. If called from an object, leave the var field&lt;br /&gt;
:  blank. The if check will return whether or not the calling object is in the specified room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if inarea(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is in the same area as the calling mob/object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isopen(var) == # or Direction&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if there are no closed doors to the var&#039;s specified direction, and false &lt;br /&gt;
:  if not. &lt;br /&gt;
: &lt;br /&gt;
:  NEW AS OF SPRING 2014: Will also return false if there is no exit in the direction.&lt;br /&gt;
: &lt;br /&gt;
:  If this check is called by an object, then leave the var field blank. Note that&lt;br /&gt;
:  the way this is phrased means that the path just has to be open, there does not have to&lt;br /&gt;
:  be an actual door in the way. var can also be an object. List of numbers that correspond&lt;br /&gt;
:  to directions:&lt;br /&gt;
:    North 0&lt;br /&gt;
:    East 1&lt;br /&gt;
:    South 2&lt;br /&gt;
:    West 3&lt;br /&gt;
:    Up 4&lt;br /&gt;
:    Down 5 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isseason() == # or season&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the current season is the same as the one specified. Names will be &lt;br /&gt;
:  converted automatically into their numeric equivalents, so you can feel free to use an &lt;br /&gt;
:  operator other than ==. List of numbers that correspond to the seasons: &lt;br /&gt;
:    spring 0&lt;br /&gt;
:    summer 1&lt;br /&gt;
:    autumn 2&lt;br /&gt;
:    winter 3 &lt;br /&gt;
&lt;br /&gt;
:  NOTE: # doesn&#039;t seem to work, but the season name does. -Dov 8/28/13&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isphase() == #&amp;lt;/b&amp;gt;      &amp;lt;b&amp;gt;if rhosphase() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  isphase for lunus due to poor planning, rhosphase for rhos. Returns true if that moon&#039;s&lt;br /&gt;
:  current phase is equivalent to the specified number. Note that there is no text &lt;br /&gt;
:  conversion, so you&#039;ll have to plot this out yourself. Since it&#039;s working with numbers,&lt;br /&gt;
:  other numerical operators should be accepted without difficulty. List of numbers&lt;br /&gt;
:  corresponding to the phases of the moon: &lt;br /&gt;
:    Waning gibbous in the sky 0&lt;br /&gt;
:    Waning in the sky 1&lt;br /&gt;
:    Waning crescent in the sky 2&lt;br /&gt;
:    Currently new 3 &lt;br /&gt;
:    Waxing crescent in the sky 4&lt;br /&gt;
:    Waxing in the sky 5&lt;br /&gt;
:    Waxing gibbous in the sky 6&lt;br /&gt;
:    Currently full 7 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if rhossize() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:    Tiny 0&lt;br /&gt;
:    Small 1&lt;br /&gt;
:    Medium 2&lt;br /&gt;
:    Large 3&lt;br /&gt;
:    Huge 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if islight()&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the sun is currently up. The actual hours vary from season to season.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isday() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if # is equal to the day of the month. Other numeric operators can be&lt;br /&gt;
:  substituted in. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isdayofweek() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  0 - Lyrensday&lt;br /&gt;
:  1 - Iolenday&lt;br /&gt;
:  2 - Thelansday&lt;br /&gt;
:  3 - Endenday&lt;br /&gt;
:  4 - Nimensday&lt;br /&gt;
:  5 - Thethelsday&lt;br /&gt;
:  6 - Evenday&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if istime() == # &amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if # is equal to the current hour, numbering from 0 to 23. Other numeric&lt;br /&gt;
:  operators can be substituted in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if roomflag(var) == &amp;lt;room flag name&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check returns true if the room has the flag specified. Valid room flags include:&lt;br /&gt;
:  dark, nogate, no_mob, indoors, nosum_to, nosum_from, noneforyou, vault, noyell, private,&lt;br /&gt;
:  safe, solitary, pet_shop, no_recall, imp_only, gods_only, heroes_only, newbies_only, law,&lt;br /&gt;
:  nowhere, nomagic, guild, noweather, uberdark, power_nexus, rough, has_water&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;if sector(var) == &amp;lt;sector name&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check returns true if the target is located in the sector with the specified name.&lt;br /&gt;
:  Valid sectors include: &lt;br /&gt;
:  inside, city, field, forest, hills, mountain, swim, noswim, air, desert, underwater, &lt;br /&gt;
:  underground, road, swamp.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if precip(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  -1 : Invalid; underground, or in a NOWEATHER room&lt;br /&gt;
:   0 : No precipitation&lt;br /&gt;
:   1 : Light rain/snow&lt;br /&gt;
:   2 : Rain/snow&lt;br /&gt;
:   3 : Heavy rain/snow, or the magical affect icestorm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if cloudcover(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  # = % of the sky that is covered with clouds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if month() == &amp;lt;month number&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
: Checks the month. Hopefully it takes other operators!&lt;br /&gt;
&lt;br /&gt;
==Item related==&lt;br /&gt;
: The following if-checks are used to describe items, or their relation to the actor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if objtargetcarry()&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This check returns true when the object with the verb_prog is both in the character&#039;s&lt;br /&gt;
:  inventory and is also the object (or target) of the command. This is&lt;br /&gt;
:  helpful (or essential!) in situations with multiple objects having the same verb_progs.&lt;br /&gt;
:  Example:&lt;br /&gt;
:  This check returns true for &amp;quot;eat apple&amp;quot; from a &amp;lt;b&amp;gt;verb_prog eat&amp;lt;/b&amp;gt;, only if the obj&lt;br /&gt;
:  with the verb_prog is carried and also has &amp;quot;apple&amp;quot; in its name (ie, is the target).&lt;br /&gt;
:  This distinguishes the item from other, non-progged apples that might be in the &lt;br /&gt;
:  inventory, and also from other &amp;lt;b&amp;gt;verb_prog eat&amp;lt;/b&amp;gt;-bearing items that are not &lt;br /&gt;
:  apples (such as pears).&lt;br /&gt;
:  See obj 22458 for the canonical example. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if objtargetwear()&amp;lt;/b&amp;gt;&lt;br /&gt;
:  As with objtargetcarry(), but the object targetted must be worn/wielded/held and &lt;br /&gt;
:  not just in the inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isharvested()&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Much like objtargetwear(), this has no target and is used on an object prog.  If the&lt;br /&gt;
:  object in question is a node, this check will determine if that node has been harvested&lt;br /&gt;
:  recently by the character who triggered the prog.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if incontainer(vnum)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if object is inside the container with prog. If vnum is omitted, returns &lt;br /&gt;
:  true if container contains anything if vnum is omitted. Obviously, to be used with &lt;br /&gt;
:  progs on containers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isoverlimit(vnum of object)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Used to check an item&#039;s limits for various item loading progs. Returns true if the &lt;br /&gt;
:  current number of the item is greater than the item limit.&lt;br /&gt;
&lt;br /&gt;
  [ 34] Transmitt: Limit bugs on your progs.&lt;br /&gt;
  Fri Nov 11 08:02:42 2005&lt;br /&gt;
  To: immortal&lt;br /&gt;
  The overlimit bugs on your progs:&lt;br /&gt;
&lt;br /&gt;
  If isoverlimit(obj_vnum) returns false if there is no limit on the object or&lt;br /&gt;
  the current number of objects in circulation is less than or equal to the&lt;br /&gt;
  limit of the object.  What this means: if the limit of the object is 5, it&lt;br /&gt;
  will return false if there are 5 of the object in circulation.  If you&#039;re&lt;br /&gt;
  using this to do nothing if it returns true, and otherwise load the object,&lt;br /&gt;
  you will end up with one more item than the limit in circulation.  &lt;br /&gt;
&lt;br /&gt;
  The solution is to use if isunderlimit(obj_vnum).  This returns true if the&lt;br /&gt;
  number of items currently in circulation is less than the limit of the item.&lt;br /&gt;
  Otherwise it return false.  So replace your overlimit checks with underlimit&lt;br /&gt;
  checks on mobs like Mindilast and the peddler.  &lt;br /&gt;
&lt;br /&gt;
  For example:&lt;br /&gt;
  Instead of:&lt;br /&gt;
  if isoverlimit(obj_vnum)&lt;br /&gt;
  else&lt;br /&gt;
  mpoload obj_vnum&lt;br /&gt;
  endif&lt;br /&gt;
&lt;br /&gt;
  use:&lt;br /&gt;
  if isunderlimit(obj_vnum)&lt;br /&gt;
  mpoload obj_vnum&lt;br /&gt;
  endif&lt;br /&gt;
&lt;br /&gt;
  - tm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if iswielding(var) == vnum of the object&amp;lt;/b&amp;gt;&lt;br /&gt;
:  A bit of a misnomer, this returns true if the var is wearing the specified object,&lt;br /&gt;
:  and false if not. As such, the vnum does not have to be restricted merely to weapons,&lt;br /&gt;
:  but can be applied to any item that can be worn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if allcarrycount(var) == num&amp;lt;/b&amp;gt;&lt;br /&gt;
: Returns true if the var is carrying the number of objects specified, regardless of&lt;br /&gt;
: whether the var can see the objects. Other numeric operators are acceptable. This applies&lt;br /&gt;
: to inventory and worn items both.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if carrycount(var) == num&amp;lt;/b&amp;gt;&lt;br /&gt;
: Returns true if the var is carrying the number of objects specified, not counting&lt;br /&gt;
: objects the var cannot see. Other numeric operators are acceptable. This applies&lt;br /&gt;
: to inventory and worn items both.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if iscarrying(var) == vnum of the object&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;if iscarrying(var) == full name of the object&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the var is carrying the specified object, and false if not. This&lt;br /&gt;
:  includes everything in the iswielding check, and further goes through the var&#039;s &lt;br /&gt;
:  inventory. Keep in mind that the full name of the object must be used for the string version,&lt;br /&gt;
:  which is often hard to come by. See mpresolve for one way to get it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isowner(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;if isheld(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Restricted to obj progs, this is predominantly used in verb progs to make sure &lt;br /&gt;
:  that only the person who actually has the object is activating the verb. These &lt;br /&gt;
:  checks will return true if the var is the owner of the object, and false if not.&lt;br /&gt;
:  Keep in mind that they are identical, meaning that isheld is a bit of a misnomer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isworn(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Isworn returns true if the calling object is being worn by the specified var, &lt;br /&gt;
:  and false if not. Isworn should only be called from an object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if iswearslotfull(var) == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the wear slot, specified by the #, is full. Here are the slot &lt;br /&gt;
:  numbers. Slot number is from 1-22. &lt;br /&gt;
:    0: Light&lt;br /&gt;
:    1: Left finger&lt;br /&gt;
:    2: Right finger&lt;br /&gt;
:    3: Neck1&lt;br /&gt;
:    4: Neck2 &lt;br /&gt;
:    5: Torso&lt;br /&gt;
:    6: Head&lt;br /&gt;
:    7: Legs&lt;br /&gt;
:    8: Feet&lt;br /&gt;
:    9: Hands&lt;br /&gt;
:    10: Arms&lt;br /&gt;
:    11: Shield&lt;br /&gt;
:    12: Body&lt;br /&gt;
:    13: Waist&lt;br /&gt;
:    14: Wrist&lt;br /&gt;
:    15: Wrist&lt;br /&gt;
:    16: Wielded&lt;br /&gt;
:    17: Held&lt;br /&gt;
:    18: Floating&lt;br /&gt;
:    19: Dual wielded&lt;br /&gt;
:    20: Branded&lt;br /&gt;
:    21: Concealed&lt;br /&gt;
:    22: Concealed &lt;br /&gt;
  &lt;br /&gt;
&amp;lt;b&amp;gt;if objtype() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the calling object is of the type specified by the number. &lt;br /&gt;
:  Objtype numbers:&lt;br /&gt;
:    Light: 1&lt;br /&gt;
:    Scroll: 2&lt;br /&gt;
:    Wand: 3&lt;br /&gt;
:    Staff: 4&lt;br /&gt;
:    Weapon: 5&lt;br /&gt;
:    Treasure: 8&lt;br /&gt;
:    Armor: 9&lt;br /&gt;
:    Potion: 10&lt;br /&gt;
:    Clothing: 11&lt;br /&gt;
:    Furniture: 12&lt;br /&gt;
:    Trash: 13&lt;br /&gt;
:    Container: 15&lt;br /&gt;
:    Drink Container: 17&lt;br /&gt;
:    Key: 18&lt;br /&gt;
:    Food: 19&lt;br /&gt;
:    Money: 20&lt;br /&gt;
:    Boat: 22&lt;br /&gt;
:    NPC Corpse: 23&lt;br /&gt;
:    PC Corpse: 24&lt;br /&gt;
:    Fountain: 25&lt;br /&gt;
:    Pill: 26&lt;br /&gt;
:    Protect: 27&lt;br /&gt;
:    Map: 28&lt;br /&gt;
:    Potal: 29&lt;br /&gt;
:    Warp Stone: 30&lt;br /&gt;
:    Room Key: 31&lt;br /&gt;
:    Gem: 32&lt;br /&gt;
:    Jewelry: 33&lt;br /&gt;
:    Jukebox: 34&lt;br /&gt;
:    Instrument: 35&lt;br /&gt;
:    Net: 36&lt;br /&gt;
:    Arrow: 37&lt;br /&gt;
:    Bow: 38&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;if objval0() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;if objval1() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;if objval2() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;if objval3() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the object&#039;s v(0-3) slot is equal to the specified number. Other &lt;br /&gt;
:  numeric operators can also be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if material() == Material type&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Primarily for use in a give_prog, which will automatically reference the given object.&lt;br /&gt;
:  Returns true if the given object is of the specified material, and false if not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if perminvis([var])&amp;lt;/b&amp;gt;&lt;br /&gt;
:  If perminvis returns true if the target object is permanently invisible. If used in&lt;br /&gt;
:  a give_prog, a blank argument can be specified, and it will default to targeting the&lt;br /&gt;
:  object which triggers the give_prog.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if recentowner([var]) == &amp;lt;name&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check returns true if the name specified was a recent owner of a target. If &lt;br /&gt;
:  used with a give_prog, no argument is needed, as it will default to targetting the&lt;br /&gt;
:  triggering object of the prog.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isunderlimit(&amp;lt;vnum&amp;gt;)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This ifcheck determines, well, if the eq is under limit.  Useful for alternative ways of &lt;br /&gt;
:  loading limited equipment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if objfrom(var) == &amp;lt;animal|celestial&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check determines whether the target object is a part from an animal or a &lt;br /&gt;
:  celestial being. Originally designed for use with demon payments, it may find other&lt;br /&gt;
:  application. When used in a give_prog, a blank target can be substituted, and it will&lt;br /&gt;
:  default to using the trigger object for the give_prog.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if fountainhere()&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Checks if there&#039;s a fountain here.  Please use with with a var, as I think it crashes&lt;br /&gt;
:  us without one.  This does not currently work with objects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if level41corpsehere()&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check returns true if a pc corpse of level 41 or higher is here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if number([var]) == &amp;lt;vnum&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This if check returns true if the target is of the given vnum. It can also be used &lt;br /&gt;
:  without an argument in conjunction with a give_prog, in which case it will default &lt;br /&gt;
:  to targetting on the give_progâ€™s trigger.&lt;br /&gt;
:  NOTE from Dov Jan 2014: this could be clearer -- the check works for mobs too, it seems (such as a mob who activates&lt;br /&gt;
:  its own verb_prog -- see Tyvor&#039;s verb_prog)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;If weight() == &amp;lt;value&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:For mobs/characters, returns the weight of  their carried gear.  For objects, returns the object&#039;s weight.  Keep in mind that weights are reported in 10ths of units. &lt;br /&gt;
: Presumably this works with &amp;lt;, &amp;gt;, &amp;lt;=, and &amp;gt;=. Found this in an old note from Aeolis with only the above line for documentation, so user beware!&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if rand(#)&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Generates a random number between 1 and 100, returning true if it is less than the #,&lt;br /&gt;
:  and false if it is not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if port() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Tests the current port the MUD is running on; mostly used to distinguish production &lt;br /&gt;
:  from development in progs. Can use other operators as well (&amp;lt;, &amp;lt;=, &amp;gt;, &amp;gt;=, !=).&lt;br /&gt;
&lt;br /&gt;
===String checking===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if compstr(#) == arg&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This takes in the character&#039;s input, and checks to see if the #th word is equivalent&lt;br /&gt;
:  to the arg. Used primarily for verb_progs, it&#039;s advised that the operator be &lt;br /&gt;
:  restricted to == and !=. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if compx() == arg&amp;lt;/b&amp;gt;&lt;br /&gt;
:  This checks to see if the arg is anywhere within the string. Again, restrict yourself&lt;br /&gt;
:  to == and !=. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if regex() == &amp;lt;regular expression&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
:  Returns true if the text ($x) variable is matched by the regular expression.  Those of&lt;br /&gt;
:  you who don&#039;t know what a &#039;regular expression&#039; is probably won&#039;t find too much use for&lt;br /&gt;
:  it, but it should be very useful for those who do. &lt;br /&gt;
&lt;br /&gt;
===Junk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if demonstate() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
: Ashurian madness. Used for greater demon crap, somehow. Don&#039;t ask me.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if hasrelief(var)&amp;lt;/b&amp;gt;&lt;br /&gt;
: An antiquated check for the Raider vault items. It checks to see if the var is holding&lt;br /&gt;
: on to the four items. There&#039;s  pretty much no reason to learn this check.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isweather() == #&amp;lt;/b&amp;gt;&lt;br /&gt;
: Currently broken. Will automatically return false until further notice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;if isexists()&amp;lt;/b&amp;gt;&lt;br /&gt;
: Broken, do not use.&lt;br /&gt;
&lt;br /&gt;
[[category: Leviticus]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Credits&amp;diff=1559</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Credits&amp;diff=1559"/>
		<updated>2024-02-27T02:29:07Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Redirected page to Avendar:Staff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Avendar:Staff]]&lt;br /&gt;
== Current Staff ==&lt;br /&gt;
=== Implementer Staff ===&lt;br /&gt;
&lt;br /&gt;
The few, the proud, the ones in charge:&lt;br /&gt;
&lt;br /&gt;
    neongrey&lt;br /&gt;
    ninjadyne&lt;br /&gt;
&lt;br /&gt;
=== Current Staff ===&lt;br /&gt;
&lt;br /&gt;
No thanks is enough for those willing to keep Avendar’s day-to-day fun for everyone:&lt;br /&gt;
&lt;br /&gt;
    Taski&lt;br /&gt;
    Promethus / mcshaggy&lt;br /&gt;
    Thayet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Former Staff ==&lt;br /&gt;
== The Founding Imps ==&lt;br /&gt;
&lt;br /&gt;
…without whom there would be no Avendar. They provided the guiding vision of Avendar’s setting and made it a reality, establishing standards of quality and excellence along the way and investing incredible amounts of their time and talents to make it all happen:&lt;br /&gt;
&lt;br /&gt;
    Ashur – Matt Wallace&lt;br /&gt;
    Iandir – Thane Williams&lt;br /&gt;
    Jolinn – Brandon Downey&lt;br /&gt;
&lt;br /&gt;
== Other Imps ==&lt;br /&gt;
&lt;br /&gt;
Those who have played key roles in managing and developing the game, including developments to code, production oversight, developing the setting and world canon, and adding and improving other game resources:&lt;br /&gt;
&lt;br /&gt;
    Aeolis / Erinos&lt;br /&gt;
    Brazen / Marlax&lt;br /&gt;
    Synrael / Serachel&lt;br /&gt;
    Chadim / Raestral&lt;br /&gt;
&lt;br /&gt;
== Other Former Staff ==&lt;br /&gt;
&lt;br /&gt;
Those who’ve invested time and energy into building areas, handling immortal interactions and other special events, developing code, and otherwise making other substantive contributions to the game:&lt;br /&gt;
&lt;br /&gt;
    Arkhural / Caine&lt;br /&gt;
    Arenhammur&lt;br /&gt;
    blueemu&lt;br /&gt;
    Cazel / Chadraln&lt;br /&gt;
    Girikha / Yendri / EYG&lt;br /&gt;
    Inquinox / Sythrak&lt;br /&gt;
    Rannock&lt;br /&gt;
    Rhaokarr&lt;br /&gt;
    Rystaia&lt;br /&gt;
    Dovolente / Joktan / Enirra&lt;br /&gt;
    Kestrel / Iacobos / Tzajai&lt;br /&gt;
    Kudrov&lt;br /&gt;
    Telelion / Sardonix&lt;br /&gt;
    Yzeek / Azagog&lt;br /&gt;
    Ramc / Rveyelhi&lt;br /&gt;
&lt;br /&gt;
Many others have also been on the staff for a time and lent a hand: Aeraap, Aerina, Benedir, Calesta, Caraighan, Korodrath, Korthalos, Kronos, Fluxcat, Landeyda, Lilune, Phandaal, Transmitt, Saedacal / Brooksy, Sitheus, Ravn, Regalas, Ztheir&lt;br /&gt;
Other Credits&lt;br /&gt;
&lt;br /&gt;
    The creators of DIKU (credits), MERC (credits), and ROM (credits), without whom Avendar would not exist.&lt;br /&gt;
    Website art and web design by Terrana Cliff&lt;br /&gt;
&lt;br /&gt;
[[category:staff]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Credits&amp;diff=1557</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Credits&amp;diff=1557"/>
		<updated>2024-02-27T02:28:41Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT Avendar:Staff&lt;br /&gt;
== Current Staff ==&lt;br /&gt;
=== Implementer Staff ===&lt;br /&gt;
&lt;br /&gt;
The few, the proud, the ones in charge:&lt;br /&gt;
&lt;br /&gt;
    neongrey&lt;br /&gt;
    ninjadyne&lt;br /&gt;
&lt;br /&gt;
=== Current Staff ===&lt;br /&gt;
&lt;br /&gt;
No thanks is enough for those willing to keep Avendar’s day-to-day fun for everyone:&lt;br /&gt;
&lt;br /&gt;
    Taski&lt;br /&gt;
    Promethus / mcshaggy&lt;br /&gt;
    Thayet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Former Staff ==&lt;br /&gt;
== The Founding Imps ==&lt;br /&gt;
&lt;br /&gt;
…without whom there would be no Avendar. They provided the guiding vision of Avendar’s setting and made it a reality, establishing standards of quality and excellence along the way and investing incredible amounts of their time and talents to make it all happen:&lt;br /&gt;
&lt;br /&gt;
    Ashur – Matt Wallace&lt;br /&gt;
    Iandir – Thane Williams&lt;br /&gt;
    Jolinn – Brandon Downey&lt;br /&gt;
&lt;br /&gt;
== Other Imps ==&lt;br /&gt;
&lt;br /&gt;
Those who have played key roles in managing and developing the game, including developments to code, production oversight, developing the setting and world canon, and adding and improving other game resources:&lt;br /&gt;
&lt;br /&gt;
    Aeolis / Erinos&lt;br /&gt;
    Brazen / Marlax&lt;br /&gt;
    Synrael / Serachel&lt;br /&gt;
    Chadim / Raestral&lt;br /&gt;
&lt;br /&gt;
== Other Former Staff ==&lt;br /&gt;
&lt;br /&gt;
Those who’ve invested time and energy into building areas, handling immortal interactions and other special events, developing code, and otherwise making other substantive contributions to the game:&lt;br /&gt;
&lt;br /&gt;
    Arkhural / Caine&lt;br /&gt;
    Arenhammur&lt;br /&gt;
    blueemu&lt;br /&gt;
    Cazel / Chadraln&lt;br /&gt;
    Girikha / Yendri / EYG&lt;br /&gt;
    Inquinox / Sythrak&lt;br /&gt;
    Rannock&lt;br /&gt;
    Rhaokarr&lt;br /&gt;
    Rystaia&lt;br /&gt;
    Dovolente / Joktan / Enirra&lt;br /&gt;
    Kestrel / Iacobos / Tzajai&lt;br /&gt;
    Kudrov&lt;br /&gt;
    Telelion / Sardonix&lt;br /&gt;
    Yzeek / Azagog&lt;br /&gt;
    Ramc / Rveyelhi&lt;br /&gt;
&lt;br /&gt;
Many others have also been on the staff for a time and lent a hand: Aeraap, Aerina, Benedir, Calesta, Caraighan, Korodrath, Korthalos, Kronos, Fluxcat, Landeyda, Lilune, Phandaal, Transmitt, Saedacal / Brooksy, Sitheus, Ravn, Regalas, Ztheir&lt;br /&gt;
Other Credits&lt;br /&gt;
&lt;br /&gt;
    The creators of DIKU (credits), MERC (credits), and ROM (credits), without whom Avendar would not exist.&lt;br /&gt;
    Website art and web design by Terrana Cliff&lt;br /&gt;
&lt;br /&gt;
[[category:staff]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Lineage&amp;diff=1184</id>
		<title>Lineage</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Lineage&amp;diff=1184"/>
		<updated>2024-02-17T09:15:44Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Redirected page to Lineages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Lineages]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Chaja&amp;diff=1180</id>
		<title>Chaja</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Chaja&amp;diff=1180"/>
		<updated>2024-02-16T18:02:54Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 hit points per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], [[dark vision]], [[iron stomach]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Bandit]], [[Bard]],&amp;lt;br&amp;gt;[[Barbarian]], [[Ranger]], [[Druid]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Resilient and resourceful, the subterranean chaja are known most widely for their countless generations of enslavement by the shuddeni. Many remain under the thumb of the shuddeni, but populations of free chaja continue to grow more prominent in both urban centres and their ancient mountain enclaves.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Chaja are gigantic humanoid mammals with robust, hirsute bodies. The hair and skin of a chaja begins as a shade of white or pale grey at birth, gradually darkening to black with age. Some chaja have short, curved horns, though these are often concealed in their thick hair. At maturity they can reach over nine feet in height, and have strong, robust builds padded with layers of protective fat. They possess little sexual dimorphism, with both sexes possessing thick body hair and often facial hair as well. Chaja that mature underground tend to have colourless, milky eyes, while the chaja who grow up with regular exposure to sunlight can have eyes in a variety of muted shades.&lt;br /&gt;
&lt;br /&gt;
The ability of the chaja to eat nearly anything is legendary. Not only are their stomachs exceptionally acidic, allowing them to eat even spoiled or rotting foods safely, their gut biome is uniquely extensive and dramatically expands the range of things they can derive sustenance from.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Perseverance is a principal virtue among the chaja, and stoicism in the face of adversity is viewed as the greatest strength. This creed depends to take on different tones however depending on a chaja’s origin.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Like the chaja themselves their deities have been shrouded in obscurity since the [[War of Night]], but counted foremost among them is [[Kyana]], the ancient and mysterious goddess of the stars. Upon emerging from the [[Brintor mountains]], the chaja are said to have gazed up at the stars and cried out to them in awe of their beauty. Their cries stirred Kyana from her sorrow, and she took the chaja as her own, imparting on them prophecies concerning the fate of their people and the world and altering their species to be exceptionally resilient and capable of surviving in even the harshest conditions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The chaja were the first to settle the [[Brintor mountains]] following the [[Sundering]], emerging from the heart of the mountains and spreading across the ranges. In the time between the Sundering and the [[War of Fire]], the chaja built many towering structures across the ranges which would later be repurposed by the aelin of Daphoa. The War of Fire marked the beginning of true chaja isolationism however as they retreated into underground sanctums to avoid the devastation of the fiery warlords ravaging the surface. Some enclaves attempted to retain their surface holdings, but most that did were obliterated.&lt;br /&gt;
&lt;br /&gt;
A few of the retreating enclaves found themselves confronted with the [[shuddeni]] of the [[Yithoul]] clan, who at this time were engaged in a brutal war of extinction with the [[Ilthina]] clan. The burgeoning psionicists of the Yithoul discovered that the chaja were vulnerable to mental domination and executed a swift campaign of domination against the enclaves they were able to find, turning the might of the chaja against the them to secure the hegemony of Yithoul and seal the fate of the chaja, as [[Kyana]] had foreseen. The shuddeni have continued this practice into modern times, utilising their psionic prowess to ruin the minds of young chaja and instilling in them a fear of defiance and an instinct to obey authority. Although this process is imperfect, no slaveborn chaja escapes without damage, and most never even contemplate escape, contributing to the perception of enslaved chaja as complicit or even willing participants in their own enslavement.&lt;br /&gt;
&lt;br /&gt;
Several millennia later, the chaja gained infamy on the surface as the front line of the shuddeni assault in the [[War of Night]]. In the centuries afterwards, many chaja fleeing enslavement or emerging from their mountain strongholds began integrating into surface cultures. Unfortunately, their role in the War of Night found many of them marginalised and discriminated against.&lt;br /&gt;
&lt;br /&gt;
In modern times, the chaja strongholds of the Brintors maintain a state of extreme secrecy and isolationism, while the free chaja of the lowlands find themselves struggling against ancient prejudice and comparisons to the alatharya.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:chaja]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Srryn&amp;diff=1179</id>
		<title>Srryn</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Srryn&amp;diff=1179"/>
		<updated>2024-02-16T18:02:43Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; || +2 hit points per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], [[Unarmed|Claws]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Swordmaster]], [[Bandit]],&amp;lt;br&amp;gt; [[Thief]], any [[Templar]], [[Barbarian]],&amp;lt;br&amp;gt; [[Druid]], [[Ranger]], [[Assassin]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning and adaptable, the srryn are one of the most ancient people on Avendar.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Srryn are cold-blooded humanoid reptiles. Their features are distinctly crocodilian, with vertically-slit eyes, tough scutes overlying a bony exoskeleton, sharp claws and teeth, and long tails. Their tails are not prehensile but they are quite flexible, being used extensively for balance and communication, as well as being capable of regenerating if severed. Srryn are omnivores, but their jaws, while powerful, are not well-adapted to chewing; food must be cut or torn into pieces that can be swallowed. They have tough claws on both their hands and feet, though they become brittle with length and are often kept short. Like most reptiles, they are adversely affected by cold, which slows their metabolism and forces them into torpor.&lt;br /&gt;
&lt;br /&gt;
Srryn remain gravid for only a month, but their eggs must be incubated for over a year before hatching. Most hatchlings are able to walk within hours of hatching, and are talking by six months of age. Their clutches range in size depending on factors like local population density from one to over a dozen, but particularly in larger clutches, most hatchlings will not survive to their second year. They also beep.&lt;br /&gt;
&lt;br /&gt;
Befitting the children of [[Fenthira]], srryn are capable of adapting to their environment and imparting those changes to their offspring much more quickly than other species. This in addition to their extreme precociousness has lead to a huge variety in morphology across different communities of srryn. This adaptability has contributed to their tenacity and relative comfort in all manner of extreme environments, as well as ensuring that srryn can be found with eyes or scales of nearly any hue and pattern.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
As a people the srryn are proud, though the form and justification for that pride changes depending on their ruling [[sept]]. [[Fenthira]]n septs will point out their adaptability and ability to learn from the successes of other cultures. A [[Sythrak]]i sept may point out that if not for the [[Compact]]-breaking divine intervention, they would have won the [[War of Fire]]. A [[Sitheus|Sithean]] sept will...probably try to kill you immediately. They don&#039;t like outsiders very much.&lt;br /&gt;
&lt;br /&gt;
The srryn engage in meticulous grooming, outshining even the vainest aelin in terms of time, attention, and sheer array of products used. Their scales shed in patches which require exfoliation, for which exist many specialized tools. Unguents exist that lighten or darken the scales; yet other cosmetics are used to paint patterns on the scutes. Claws are kept trim whether sharpened or blunted, and ostentatious jewelry and garb are recognized as signals of status.&lt;br /&gt;
&lt;br /&gt;
The srryn assign strict gender roles, but largely only to specific activities rather than people. The concept of &#039;&#039;fatherhood&#039;&#039; does not exist within srryn societies, for example; anyone who takes care of a child is considered their mother, regardless of relation or personal identity. A fisherman is always a fisher&#039;&#039;man&#039;&#039;, and the terms associated have a strong connotation of masculinity in their language. On the topic of sex however srryn are openly sanguine and flexible. The swamps of Sythtys for example are home to [[nkran blossom]]s, and it isn&#039;t uncommon for srryn to use them to change their sex to ensure offspring with a desired partner. Such offspring are then left in a communal birth-nest, to be tended and raised by elder srryn mothers.&lt;br /&gt;
&lt;br /&gt;
Srryn language is a particular point of interest and frustration for outsiders, for movements of a srryn&#039;s tail are a vital component of it. The posture of the tail is used to signify all manner of things, including emotional state, sincerity, perceived status in relation to their audience, and so on. So much of their communication is nonverbal that it was difficult even for those non-srryn who knew the language. A method of sign language to emulate the presence of a tail was eventually developed by [[Ilhever Loshtera]] and [[Ysthorine Ssolenla]], aelin and srryn scholars who made a study of the srryn language.&lt;br /&gt;
&lt;br /&gt;
Sythtys is ruled by the [[Ysthael sept]], following the tenets of [[Sythrak]]. They primarily hunt, fish, and gather; they have neither farms nor herds. Lacking both mines and quarries, they make use of wood, leather, and bone tools. More advanced material goods are generally acquired by raiding; [[Earendam]]&#039;s history of violent imperialism and multiple wars have left them famously aggressive towards outsiders, precluding most trade. This has locked them in perpetual tension with Earendam, as they simultaneously defend their homeland from the imperialist city, and raid said city&#039;s outlying villages and farms. They take not only goods, but people, and the stories of tortured human prisoners are not only Earendamian propaganda.&lt;br /&gt;
&lt;br /&gt;
West of the Forest of Nendor, [[Vrystat fen]] has become home to the [[Thissa sept]], bound in service to [[Sitheus]]. Banished from Sythtys, these Sitheans nurse a cold enmity against Sythrak&#039;s sept which surpasses even their hatred of warmbloods. Druidic cultists roam the fens, at one with the diseased energies of Sitheus&#039; realm. They tread carefully around their militant leader, [[Kassitha]], as they gather strength and bide their time.&lt;br /&gt;
&lt;br /&gt;
Far to the south, the [[Sotuei sept]] keeps Fenthira&#039;s ways.&lt;br /&gt;
&lt;br /&gt;
Many srryn have integrated into multi-species communities. Their reputation for violence precedes them, making prejudice a recurring barrier. Despite the prejudice, Fenthira&#039;s guiding hand pushes these srryn into the wider world, bringing forth their natural curiosity and adaptability. City srryn can be found as shopkeepers, porters, guards, and gladiators; village srryn are often fishermen. Among the [[Lsakia]], srryn are tenders of their large docile reptilian cousins known as [[srorsian]]s. Srryn have contributed much to the world&#039;s adventuring guilds, bringing their mastery of extreme environments, innovations in fire magic, and new fighting techniques.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The srryn gods are known for their reticence for divine intervention. Their children are expected to survive or not according to their own strength and cunning. Each god posits their own approach to this however, and each sept is arranged around one of their respective philosophies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The srryn were one of the first people to emerge after the [[Sundering]]. Emerging triumphant from the jungles to the south, their divinely-spurred ability to adapt to extreme environments gave them a considerable edge in those early chaotic days. They soon began to leave the jungles of their birth, adapting to the then-fertile plains surrounding [[Ashta Harrud]], the [[Ngahe desert]], and the swamps of [[Sythtys]].&lt;br /&gt;
&lt;br /&gt;
[[Category:srryn]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Srryn&amp;diff=1178</id>
		<title>Srryn</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Srryn&amp;diff=1178"/>
		<updated>2024-02-16T18:02:25Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], [[Unarmed|Claws]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; || +2 hit points per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Swordmaster]], [[Bandit]],&amp;lt;br&amp;gt; [[Thief]], any [[Templar]], [[Barbarian]],&amp;lt;br&amp;gt; [[Druid]], [[Ranger]], [[Assassin]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning and adaptable, the srryn are one of the most ancient people on Avendar.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Srryn are cold-blooded humanoid reptiles. Their features are distinctly crocodilian, with vertically-slit eyes, tough scutes overlying a bony exoskeleton, sharp claws and teeth, and long tails. Their tails are not prehensile but they are quite flexible, being used extensively for balance and communication, as well as being capable of regenerating if severed. Srryn are omnivores, but their jaws, while powerful, are not well-adapted to chewing; food must be cut or torn into pieces that can be swallowed. They have tough claws on both their hands and feet, though they become brittle with length and are often kept short. Like most reptiles, they are adversely affected by cold, which slows their metabolism and forces them into torpor.&lt;br /&gt;
&lt;br /&gt;
Srryn remain gravid for only a month, but their eggs must be incubated for over a year before hatching. Most hatchlings are able to walk within hours of hatching, and are talking by six months of age. Their clutches range in size depending on factors like local population density from one to over a dozen, but particularly in larger clutches, most hatchlings will not survive to their second year. They also beep.&lt;br /&gt;
&lt;br /&gt;
Befitting the children of [[Fenthira]], srryn are capable of adapting to their environment and imparting those changes to their offspring much more quickly than other species. This in addition to their extreme precociousness has lead to a huge variety in morphology across different communities of srryn. This adaptability has contributed to their tenacity and relative comfort in all manner of extreme environments, as well as ensuring that srryn can be found with eyes or scales of nearly any hue and pattern.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
As a people the srryn are proud, though the form and justification for that pride changes depending on their ruling [[sept]]. [[Fenthira]]n septs will point out their adaptability and ability to learn from the successes of other cultures. A [[Sythrak]]i sept may point out that if not for the [[Compact]]-breaking divine intervention, they would have won the [[War of Fire]]. A [[Sitheus|Sithean]] sept will...probably try to kill you immediately. They don&#039;t like outsiders very much.&lt;br /&gt;
&lt;br /&gt;
The srryn engage in meticulous grooming, outshining even the vainest aelin in terms of time, attention, and sheer array of products used. Their scales shed in patches which require exfoliation, for which exist many specialized tools. Unguents exist that lighten or darken the scales; yet other cosmetics are used to paint patterns on the scutes. Claws are kept trim whether sharpened or blunted, and ostentatious jewelry and garb are recognized as signals of status.&lt;br /&gt;
&lt;br /&gt;
The srryn assign strict gender roles, but largely only to specific activities rather than people. The concept of &#039;&#039;fatherhood&#039;&#039; does not exist within srryn societies, for example; anyone who takes care of a child is considered their mother, regardless of relation or personal identity. A fisherman is always a fisher&#039;&#039;man&#039;&#039;, and the terms associated have a strong connotation of masculinity in their language. On the topic of sex however srryn are openly sanguine and flexible. The swamps of Sythtys for example are home to [[nkran blossom]]s, and it isn&#039;t uncommon for srryn to use them to change their sex to ensure offspring with a desired partner. Such offspring are then left in a communal birth-nest, to be tended and raised by elder srryn mothers.&lt;br /&gt;
&lt;br /&gt;
Srryn language is a particular point of interest and frustration for outsiders, for movements of a srryn&#039;s tail are a vital component of it. The posture of the tail is used to signify all manner of things, including emotional state, sincerity, perceived status in relation to their audience, and so on. So much of their communication is nonverbal that it was difficult even for those non-srryn who knew the language. A method of sign language to emulate the presence of a tail was eventually developed by [[Ilhever Loshtera]] and [[Ysthorine Ssolenla]], aelin and srryn scholars who made a study of the srryn language.&lt;br /&gt;
&lt;br /&gt;
Sythtys is ruled by the [[Ysthael sept]], following the tenets of [[Sythrak]]. They primarily hunt, fish, and gather; they have neither farms nor herds. Lacking both mines and quarries, they make use of wood, leather, and bone tools. More advanced material goods are generally acquired by raiding; [[Earendam]]&#039;s history of violent imperialism and multiple wars have left them famously aggressive towards outsiders, precluding most trade. This has locked them in perpetual tension with Earendam, as they simultaneously defend their homeland from the imperialist city, and raid said city&#039;s outlying villages and farms. They take not only goods, but people, and the stories of tortured human prisoners are not only Earendamian propaganda.&lt;br /&gt;
&lt;br /&gt;
West of the Forest of Nendor, [[Vrystat fen]] has become home to the [[Thissa sept]], bound in service to [[Sitheus]]. Banished from Sythtys, these Sitheans nurse a cold enmity against Sythrak&#039;s sept which surpasses even their hatred of warmbloods. Druidic cultists roam the fens, at one with the diseased energies of Sitheus&#039; realm. They tread carefully around their militant leader, [[Kassitha]], as they gather strength and bide their time.&lt;br /&gt;
&lt;br /&gt;
Far to the south, the [[Sotuei sept]] keeps Fenthira&#039;s ways.&lt;br /&gt;
&lt;br /&gt;
Many srryn have integrated into multi-species communities. Their reputation for violence precedes them, making prejudice a recurring barrier. Despite the prejudice, Fenthira&#039;s guiding hand pushes these srryn into the wider world, bringing forth their natural curiosity and adaptability. City srryn can be found as shopkeepers, porters, guards, and gladiators; village srryn are often fishermen. Among the [[Lsakia]], srryn are tenders of their large docile reptilian cousins known as [[srorsian]]s. Srryn have contributed much to the world&#039;s adventuring guilds, bringing their mastery of extreme environments, innovations in fire magic, and new fighting techniques.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The srryn gods are known for their reticence for divine intervention. Their children are expected to survive or not according to their own strength and cunning. Each god posits their own approach to this however, and each sept is arranged around one of their respective philosophies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The srryn were one of the first people to emerge after the [[Sundering]]. Emerging triumphant from the jungles to the south, their divinely-spurred ability to adapt to extreme environments gave them a considerable edge in those early chaotic days. They soon began to leave the jungles of their birth, adapting to the then-fertile plains surrounding [[Ashta Harrud]], the [[Ngahe desert]], and the swamps of [[Sythtys]].&lt;br /&gt;
&lt;br /&gt;
[[Category:srryn]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Alatharya&amp;diff=1177</id>
		<title>Alatharya</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Alatharya&amp;diff=1177"/>
		<updated>2024-02-16T18:02:21Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Blunt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Holy]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; || +2 hit points per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], +1 [[Scan]] distance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Bandit]], [[Barbarian]],&amp;lt;br&amp;gt; [[Bard]], [[Ranger]], [[Watcher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The oldest sapient species, the alatharya have dramatically declined after their millennia of empire and domination. In the wake of challenging the supremacy of the [[Overgod]]s, the alatharya were cast down in their hubris by the heavens in a cataclysm known as the [[Sundering]].&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The alatharya are enormous humanoid mammals. They have white hair, silver or bluish-silver skin in various shades, and average eight feet tall with a broad, muscular frame. They are lean, with very little fat or body hair, though some alatharya may grow beards. They mature quickly both physically and mentally, often reaching six feet by age ten and being considered adults by age fifteen. &lt;br /&gt;
&lt;br /&gt;
Both the marrow and blood of the alatharya contains traces of [[telianthin]], the source of their metallic complexions, their superior stamina, and their unusually dense bones. Their eyeballs are elongated like a hawk&#039;s rather than spherical, granting them extraordinarily keen eyesight and allowing them to see farther than most. Alatharya may have any eye colour, though they tend to paler shades.&lt;br /&gt;
&lt;br /&gt;
The alatharya are incapable of aligning with a [[resonance]] or using [[magic]].&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
There are no alatharyan cities or states, though small and isolated alatharya-dominated communities exist. Their size and strength make them desirable labour in human cities, though stereotypes of the alatharya being slow or unintelligent bar them from many positions of power or prominence. In more extremely aligned cultures such as [[Kor Thrandir]] or the [[ch&#039;taren]] [[Haven]]s, alatharya tend to be mistrusted due to their lack of resonance and the perception of them as stupid or easily manipulated. They are common slaves for the [[shuddeni]], whose priests have uses for their flesh and blood.&lt;br /&gt;
&lt;br /&gt;
Those alatharya who do not live as a minority among other people will form their own small communities, generally consisting of no more than fifty to one hundred people at most. Some of these communities are stationary, as with [[Yora Vale]], while the alatharya of the [[Rirro Jagka]] in particular are nomadic and move every season. Settled or not, alatharyan communities tend to egalitarian arrangements, with horizontal hierarchies and communal ownership and stewardship of shared property.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
[[Enirra]] is the sole deity associated with the alatharya. After the [[Sundering]], the alatharya were largely abandoned by the gods, but Enirra emerged to shelter the broken alatharya and preserve them from extinction. Many common alatharyan values and mores have their roots in Enirran philosophy as a result, even among atheist communities.&lt;br /&gt;
&lt;br /&gt;
In modern times, Enirran enclaves tend to be more secretive, particularly in the wake of targeted persecution from devotees of [[Rveyelhi]]. They are especially concentrated in mixed population centers where the alatharya are an underclass, and have a reputation for finding ways to become involved in anti-authoritarian and insurrectionist activities. While individual followers will gravitate toward whatever aligns with their personal values or politics, this inclination is actually polity-agonistic from the Enirran perspective; Enirrans are just as likely to align with progressive movements as they are conservative ones. &lt;br /&gt;
&lt;br /&gt;
Though the hubris of the alatharya remains legend, modern deities do not shun them and even [[sigil]] prominent followers, the same as any other lineage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The [[Sundering]] radically changed the face of the land and destroyed the legendary power and world-spanning empire of the alatharya. Afterward, the shattered race was stripped by the gods of their peerless mental capabilities, capacity to use magic, and ability to align themselves with [[resonance]]. Their peerless mental abilities became diminished and their capacity for magic stifled, but their large and sturdy physique remained intact; this along with [[Enirra]]&#039;s intervention allowed them to survive in those chaotic and violent years.&lt;br /&gt;
&lt;br /&gt;
They had early contact with the [[ethron]], who traded their knowledge of hunting and the wilds to the alatharya in return for artifacts preserved from their fallen empire. Taking advantage of their height, superior eyesight, and strength, the alatharya elaborated on the knowledge of the ethron to establish a lineage of archery that continues into the modern day in the form of the [[Ranger]]. Other species were not so kind, however; with knowledge of the alatharya&#039;s treachery and debasement, not to mention the state of the world as the last ripples of the Sundering calmed, the communities of most other species shaded from wary to outright hostile. This lead early alatharya to establish hunting lodges deep in the wilds across Avendar, which served as early waystations and trading posts for a people forced to either isolation or wandering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alatharya]] [[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Lineages&amp;diff=1176</id>
		<title>Lineages</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Lineages&amp;diff=1176"/>
		<updated>2024-02-16T18:01:50Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original font of life was [[Jolinn]], who seeded Avendar with its first single-celled organisms and set evolution in motion after the formation of its physical and metaphysical laws by [[Iandir]]. [[Ashur]] then contributed the concepts of entropy and death for Its own reasons, completing the world as we know it. As other [[gods]] arrived or came into being, many of them intervened in the course of various species&#039; evolutions or even created new lifeforms wholesale; however, by and large, the gods seek to influence what already exists.&lt;br /&gt;
&lt;br /&gt;
While sometimes referred to as &amp;quot;races,&amp;quot; the different lineages of Avendar are well and truly different species. Each playable species has its own unique biology and anatomy. Some are divine creations or had their development guided by a god, others evolved from natural flora and fauna; most are some combination of the two. People of different species cannot interbreed to create offspring, but sex and relationships of all kinds happen frequently and are regarded neutrally at best, with varying attitudes depending on the culture.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
The choice of lineage in Avendar influences some important things about your character, from physical or mental statistics that influence how well a character does various things to special abilities such as flight or night vision.&lt;br /&gt;
&lt;br /&gt;
==Bonus==&lt;br /&gt;
Most lineages give a +2 bonus to one of your hit points, mana, or move for every level you gain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lineage !! STR !! INT !! WIS !! DEX !! CON !! CHR !! Bonus !! Res !! Vuln !! Size&lt;br /&gt;
|-&lt;br /&gt;
| [[Aelin]] || 17 || 23 || 17 || 23 || 17 || 25 || Move || Lightning || Bash || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Alatharya]] || 25 || 17 || 17 || 17 || 23 || 23 || Hit points || Bash || Holy || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Caladaran]] || 17 || 23 || 25 || 17 || 23 || 17 || Mana || Illusion || Fire || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Ch&#039;taren]] || 17 || 25 || 23 || 17 || 17 || 23 || Mana || Holy || Negative || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaja]] || 25 || 17 || 17 || 23 || 23 || 17 || Hit points || Light || Illusion || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Ethron]] || 23 || 17 || 25 || 17 || 17 || 23 || Move || Cold || Lightning || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&amp;lt;ref&amp;gt;Humans receive three bonus stat points which may be placed on any stat.&amp;lt;/ref&amp;gt; || 20 || 20 || 20 || 20 || 20 || 20 || None || None || None || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Nefortu]] || 17 || 23 || 17 || 25 || 23 || 17 || Move || Pierce || Sound || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Shuddeni]] || 17 || 25 || 23 || 17 || 17 || 23 || Mana || Negative || Light || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Srryn]] || 23 || 17 || 17 || 23 || 25 || 17 || Hit points || Fire || Cold || Large&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Chaja&amp;diff=1171</id>
		<title>Chaja</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Chaja&amp;diff=1171"/>
		<updated>2024-02-16T06:36:18Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 health per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], [[dark vision]], [[iron stomach]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Bandit]], [[Bard]],&amp;lt;br&amp;gt;[[Barbarian]], [[Ranger]], [[Druid]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Resilient and resourceful, the subterranean chaja are known most widely for their countless generations of enslavement by the shuddeni. Many remain under the thumb of the shuddeni, but populations of free chaja continue to grow more prominent in both urban centres and their ancient mountain enclaves.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Chaja are gigantic humanoid mammals with robust, hirsute bodies. The hair and skin of a chaja begins as a shade of white or pale grey at birth, gradually darkening to black with age. Some chaja have short, curved horns, though these are often concealed in their thick hair. At maturity they can reach over nine feet in height, and have strong, robust builds padded with layers of protective fat. They possess little sexual dimorphism, with both sexes possessing thick body hair and often facial hair as well. Chaja that mature underground tend to have colourless, milky eyes, while the chaja who grow up with regular exposure to sunlight can have eyes in a variety of muted shades.&lt;br /&gt;
&lt;br /&gt;
The ability of the chaja to eat nearly anything is legendary. Not only are their stomachs exceptionally acidic, allowing them to eat even spoiled or rotting foods safely, their gut biome is uniquely extensive and dramatically expands the range of things they can derive sustenance from.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Perseverance is a principal virtue among the chaja, and stoicism in the face of adversity is viewed as the greatest strength. This creed depends to take on different tones however depending on a chaja’s origin.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Like the chaja themselves their deities have been shrouded in obscurity since the [[War of Night]], but counted foremost among them is [[Kyana]], the ancient and mysterious goddess of the stars. Upon emerging from the [[Brintor mountains]], the chaja are said to have gazed up at the stars and cried out to them in awe of their beauty. Their cries stirred Kyana from her sorrow, and she took the chaja as her own, imparting on them prophecies concerning the fate of their people and the world and altering their species to be exceptionally resilient and capable of surviving in even the harshest conditions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The chaja were the first to settle the [[Brintor mountains]] following the [[Sundering]], emerging from the heart of the mountains and spreading across the ranges. In the time between the Sundering and the [[War of Fire]], the chaja built many towering structures across the ranges which would later be repurposed by the aelin of Daphoa. The War of Fire marked the beginning of true chaja isolationism however as they retreated into underground sanctums to avoid the devastation of the fiery warlords ravaging the surface. Some enclaves attempted to retain their surface holdings, but most that did were obliterated.&lt;br /&gt;
&lt;br /&gt;
A few of the retreating enclaves found themselves confronted with the [[shuddeni]] of the [[Yithoul]] clan, who at this time were engaged in a brutal war of extinction with the [[Ilthina]] clan. The burgeoning psionicists of the Yithoul discovered that the chaja were vulnerable to mental domination and executed a swift campaign of domination against the enclaves they were able to find, turning the might of the chaja against the them to secure the hegemony of Yithoul and seal the fate of the chaja, as [[Kyana]] had foreseen. The shuddeni have continued this practice into modern times, utilising their psionic prowess to ruin the minds of young chaja and instilling in them a fear of defiance and an instinct to obey authority. Although this process is imperfect, no slaveborn chaja escapes without damage, and most never even contemplate escape, contributing to the perception of enslaved chaja as complicit or even willing participants in their own enslavement.&lt;br /&gt;
&lt;br /&gt;
Several millennia later, the chaja gained infamy on the surface as the front line of the shuddeni assault in the [[War of Night]]. In the centuries afterwards, many chaja fleeing enslavement or emerging from their mountain strongholds began integrating into surface cultures. Unfortunately, their role in the War of Night found many of them marginalised and discriminated against.&lt;br /&gt;
&lt;br /&gt;
In modern times, the chaja strongholds of the Brintors maintain a state of extreme secrecy and isolationism, while the free chaja of the lowlands find themselves struggling against ancient prejudice and comparisons to the alatharya.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:chaja]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Chaja&amp;diff=1170</id>
		<title>Chaja</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Chaja&amp;diff=1170"/>
		<updated>2024-02-16T06:35:22Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Reverted edits by Aeoleri (talk) to last revision by Elanthe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 21&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[illusion]], [[mental]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]],&lt;br /&gt;
[[dark vision]],&lt;br /&gt;
[[iron stomach]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Bandit]], [[Bard]],&amp;lt;br&amp;gt;[[Barbarian]], [[Ranger]], [[Druid]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Resilient and resourceful, the subterranean chaja are known most widely for their countless generations of enslavement by the shuddeni. Many remain under the thumb of the shuddeni, but populations of free chaja continue to grow more prominent in both urban centres and their ancient mountain enclaves.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Chaja are gigantic humanoid mammals with robust, hirsute bodies. The hair and skin of a chaja begins as a shade of white or pale grey at birth, gradually darkening to black with age. Some chaja have short, curved horns, though these are often concealed in their thick hair. At maturity they can reach over nine feet in height, and have strong, robust builds padded with layers of protective fat. They possess little sexual dimorphism, with both sexes possessing thick body hair and often facial hair as well. Chaja that mature underground tend to have colourless, milky eyes, while the chaja who grow up with regular exposure to sunlight can have eyes in a variety of muted shades.&lt;br /&gt;
&lt;br /&gt;
The ability of the chaja to eat nearly anything is legendary. Not only are their stomachs exceptionally acidic, allowing them to eat even spoiled or rotting foods safely, their gut biome is uniquely extensive and dramatically expands the range of things they can derive sustenance from.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Perseverance is a principal virtue among the chaja, and stoicism in the face of adversity is viewed as the greatest strength. This creed depends to take on different tones however depending on a chaja’s origin.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Like the chaja themselves their deities have been shrouded in obscurity since the [[War of Night]], but counted foremost among them is [[Kyana]], the ancient and mysterious goddess of the stars. Upon emerging from the [[Brintor mountains]], the chaja are said to have gazed up at the stars and cried out to them in awe of their beauty. Their cries stirred Kyana from her sorrow, and she took the chaja as her own, imparting on them prophecies concerning the fate of their people and the world and altering their species to be exceptionally resilient and capable of surviving in even the harshest conditions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The chaja were the first to settle the [[Brintor mountains]] following the [[Sundering]], emerging from the heart of the mountains and spreading across the ranges. In the time between the Sundering and the [[War of Fire]], the chaja built many towering structures across the ranges which would later be repurposed by the aelin of Daphoa. The War of Fire marked the beginning of true chaja isolationism however as they retreated into underground sanctums to avoid the devastation of the fiery warlords ravaging the surface. Some enclaves attempted to retain their surface holdings, but most that did were obliterated.&lt;br /&gt;
&lt;br /&gt;
A few of the retreating enclaves found themselves confronted with the [[shuddeni]] of the [[Yithoul]] clan, who at this time were engaged in a brutal war of extinction with the [[Ilthina]] clan. The burgeoning psionicists of the Yithoul discovered that the chaja were vulnerable to mental domination and executed a swift campaign of domination against the enclaves they were able to find, turning the might of the chaja against the them to secure the hegemony of Yithoul and seal the fate of the chaja, as [[Kyana]] had foreseen. The shuddeni have continued this practice into modern times, utilising their psionic prowess to ruin the minds of young chaja and instilling in them a fear of defiance and an instinct to obey authority. Although this process is imperfect, no slaveborn chaja escapes without damage, and most never even contemplate escape, contributing to the perception of enslaved chaja as complicit or even willing participants in their own enslavement.&lt;br /&gt;
&lt;br /&gt;
Several millennia later, the chaja gained infamy on the surface as the front line of the shuddeni assault in the [[War of Night]]. In the centuries afterwards, many chaja fleeing enslavement or emerging from their mountain strongholds began integrating into surface cultures. Unfortunately, their role in the War of Night found many of them marginalised and discriminated against.&lt;br /&gt;
&lt;br /&gt;
In modern times, the chaja strongholds of the Brintors maintain a state of extreme secrecy and isolationism, while the free chaja of the lowlands find themselves struggling against ancient prejudice and comparisons to the alatharya.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Chaja&amp;diff=1169</id>
		<title>Chaja</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Chaja&amp;diff=1169"/>
		<updated>2024-02-16T06:35:07Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 health per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], [[dark vision]],&lt;br /&gt;
[[iron stomach]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Bandit]], [[Bard]],&amp;lt;br&amp;gt;[[Barbarian]], [[Ranger]], [[Druid]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Resilient and resourceful, the subterranean chaja are known most widely for their countless generations of enslavement by the shuddeni. Many remain under the thumb of the shuddeni, but populations of free chaja continue to grow more prominent in both urban centres and their ancient mountain enclaves.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Chaja are gigantic humanoid mammals with robust, hirsute bodies. The hair and skin of a chaja begins as a shade of white or pale grey at birth, gradually darkening to black with age. Some chaja have short, curved horns, though these are often concealed in their thick hair. At maturity they can reach over nine feet in height, and have strong, robust builds padded with layers of protective fat. They possess little sexual dimorphism, with both sexes possessing thick body hair and often facial hair as well. Chaja that mature underground tend to have colourless, milky eyes, while the chaja who grow up with regular exposure to sunlight can have eyes in a variety of muted shades.&lt;br /&gt;
&lt;br /&gt;
The ability of the chaja to eat nearly anything is legendary. Not only are their stomachs exceptionally acidic, allowing them to eat even spoiled or rotting foods safely, their gut biome is uniquely extensive and dramatically expands the range of things they can derive sustenance from.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Perseverance is a principal virtue among the chaja, and stoicism in the face of adversity is viewed as the greatest strength. This creed depends to take on different tones however depending on a chaja’s origin.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Like the chaja themselves their deities have been shrouded in obscurity since the [[War of Night]], but counted foremost among them is [[Kyana]], the ancient and mysterious goddess of the stars. Upon emerging from the [[Brintor mountains]], the chaja are said to have gazed up at the stars and cried out to them in awe of their beauty. Their cries stirred Kyana from her sorrow, and she took the chaja as her own, imparting on them prophecies concerning the fate of their people and the world and altering their species to be exceptionally resilient and capable of surviving in even the harshest conditions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The chaja were the first to settle the [[Brintor mountains]] following the [[Sundering]], emerging from the heart of the mountains and spreading across the ranges. In the time between the Sundering and the [[War of Fire]], the chaja built many towering structures across the ranges which would later be repurposed by the aelin of Daphoa. The War of Fire marked the beginning of true chaja isolationism however as they retreated into underground sanctums to avoid the devastation of the fiery warlords ravaging the surface. Some enclaves attempted to retain their surface holdings, but most that did were obliterated.&lt;br /&gt;
&lt;br /&gt;
A few of the retreating enclaves found themselves confronted with the [[shuddeni]] of the [[Yithoul]] clan, who at this time were engaged in a brutal war of extinction with the [[Ilthina]] clan. The burgeoning psionicists of the Yithoul discovered that the chaja were vulnerable to mental domination and executed a swift campaign of domination against the enclaves they were able to find, turning the might of the chaja against the them to secure the hegemony of Yithoul and seal the fate of the chaja, as [[Kyana]] had foreseen. The shuddeni have continued this practice into modern times, utilising their psionic prowess to ruin the minds of young chaja and instilling in them a fear of defiance and an instinct to obey authority. Although this process is imperfect, no slaveborn chaja escapes without damage, and most never even contemplate escape, contributing to the perception of enslaved chaja as complicit or even willing participants in their own enslavement.&lt;br /&gt;
&lt;br /&gt;
Several millennia later, the chaja gained infamy on the surface as the front line of the shuddeni assault in the [[War of Night]]. In the centuries afterwards, many chaja fleeing enslavement or emerging from their mountain strongholds began integrating into surface cultures. Unfortunately, their role in the War of Night found many of them marginalised and discriminated against.&lt;br /&gt;
&lt;br /&gt;
In modern times, the chaja strongholds of the Brintors maintain a state of extreme secrecy and isolationism, while the free chaja of the lowlands find themselves struggling against ancient prejudice and comparisons to the alatharya.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:chaja]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Ethron&amp;diff=1168</id>
		<title>Ethron</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Ethron&amp;diff=1168"/>
		<updated>2024-02-16T05:57:03Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Lightning]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 move per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Swim]], [[Water breathing]],&lt;br /&gt;
[[forestwalk]], [[small size]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethron are typically found living in ‘natural’ environments, away from large stone cities; their dwellings are traditionally built in and around the local plant life. Most live amongst the forest, but some have built their societies underwater, within deep lakes and near the edges of seas. They congregate in large extended families called clans, and are typically matriarchal, with the Eqiril clan in Qilarn forest being a noted exception. &lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ethron are typically shorter than humans, ranging from four and a half to five and a half feet tall. Their skintone reflects their environment to an extent; most commonly ethron are green but clans hailing from the Nendor region are often brownish, Alenshan ethron having a goldish tint, and sea ethron typically being blue in colour; other shades are rarely seen but not impossible. The overall colour remains the same throughout life but the shade may change with age. They are stocky in build, with dense musculature and a layer of subcutaneous fat; this latter is more prominent in ethron hailing from colder waters.&lt;br /&gt;
&lt;br /&gt;
==== Example Descriptions ====&lt;br /&gt;
&lt;br /&gt;
Below are sample descriptions from NPCs and past player characters. These descriptions are for reference only; you should not use them for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teisa, psionicst and Sister of Aanqa&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A hard ethron woman with a face like an axe, Teisa stands preternaturally still at all times, her rare movements sharp and utterly precise. A famed whale-hunter, she is known for somehow luring the beasts to her in order to bring them down. An exemplar of a long tradition amongst Lielqan’s faithful, she weaves mundane songs with her powerful force of mind to enchant her quarry to their doom. She wears her hair in a tight ponytail, matted into thicker strands by the salt that crusts her worn gear. A series of shark-tooth earrings pierces up both her ears, polished nearly to a gemstone finish.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
==== Clans ====&lt;br /&gt;
&lt;br /&gt;
Ethron tend to live in extended family groups called clans. The clans are often matriarchal, and they each have their own traditions. Below are some existing clans. Feel free to invent your own.&lt;br /&gt;
&lt;br /&gt;
The Eqiril Clan is in Qilarn Forest, northwest of Var Bandor. They live in harmony with the forest, shaping their homes from the oak trees. They are primarily hunters and druids. Their clanchief, Lord Falirn, guides the clan’s council in defending the forest from magically-induced decay.&lt;br /&gt;
&lt;br /&gt;
The Qali Clan is centered in the Chanisal Monastery, south of Var Bandor. In a symbiotic relationship with the village of Eril, the Qali clan emphasizes Elaran beliefs of abundance, generosity, and conservation.&lt;br /&gt;
&lt;br /&gt;
Eril Village, although governed by the Eril ethron clan, welcomes members of any race, provided they are not evil-aligned. The Eril are known for their openness, stability, and willingness to trade.&lt;br /&gt;
&lt;br /&gt;
The Sisters of Aanqa are not related by blood, but treat each other as family all the same. Worshipers of Leilqan, they live by the Sea of Lidraeu. Militant defenders of life, they despise the undead and all others who would squander the Sunset’s gift.&lt;br /&gt;
&lt;br /&gt;
==== Independent Ethron ====&lt;br /&gt;
&lt;br /&gt;
For whatever reason, an ethron might leave their clan, or be born to a family that does not adhere to the clan system. These are the ethron generally found in cities. Perhaps they have left clan life behind to study a forbidden magical art, such as fire or void; perhaps they merely could not get along with their clan. Regardless, the need for kinship runs deep in ethron as a whole. They may seek out a found family, or grow depressed and irritable at the lack of one.&lt;br /&gt;
[[Category:ethron]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Aelin&amp;diff=1167</id>
		<title>Aelin</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Aelin&amp;diff=1167"/>
		<updated>2024-02-16T05:55:55Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Lightning]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Blunt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 move per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Flight]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Swordmaster]], [[Bard]], [[Thief]],&amp;lt;br&amp;gt;All [[Scholar]]s, all [[Templar]]s,&amp;lt;br&amp;gt; [[Assassin]], [[Psionicist]], [[Watcher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Regal and prideful, the aelin are one of the oldest races in the world and consider themselves the founders of modern civilization. Status in society is of the utmost importance to aelin, and appearance is always a consideration. &lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Aelin are six-limbed humanoid mammals with slight, fragile bodies and broad avian wings. They lack facial or body hair, bulky muscle, or significant body fat, and dimorphism between the sexes is minimal, lending them a more androgynous appearance. Hair and skin range from pale to dark in the same hues of humanity; conversely, their eyes and plumage can be nearly any colour or pattern found in nature, including jewel-bright tones. Aelin age slowly, leaving them looking relatively youthful for much of their lifespan.&lt;br /&gt;
&lt;br /&gt;
Their bones are famously delicate, with parts of their skeleton being composed of thinner pneumatized bone that accommodates their unique metabolic needs. Their metabolism is enhanced to support the tremendous energy expenditure of flight, and they have appetites to match despite their slender frames.  Their wings resemble a bird&#039;s in most respects, and connect to the body just below the shoulder blade. Both shape and wingspan can vary but in general aelin wings are adapted to maneuverability and grow to be half again the height of an individual. Aelin lack the oil glands or powder down of actual birds, however; preening is done with the oil of a [[nep tree]] or various alchemical compounds.&lt;br /&gt;
&lt;br /&gt;
The progenitors of the aelin were a winged but flightless species that is presumed to have gone extinct after the transformation into the original aelin by [[Alil]]. Though the legend associated with Alil&#039;s intervention is considered apocryphal, the veracity of their origin is supported by both the deity and the fact that, strictly speaking, aelin shouldn&#039;t actually be able to fly at all.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Physical beauty, reason, and pride are nigh-universally valued by the aelin, and not always to their betterment. Most aelin take their appearance particularly seriously and spend an unusual amount of time styling their hair, preening their feathers, or choosing the most appealing clothing. This can give other races the impression of being unflatteringly effete, although that concept is unheard of within aelin circles. Aelin of all genders commonly wear cosmetics, and may dye their hair or feathers. Their clothing is frequently backless to accommodate their wings and tailored to be minimally disruptive during flight. Choices in everything from the cut of clothing to accoutrements will often be layered with meaning, intended to communicate everything from gender &lt;br /&gt;
&lt;br /&gt;
As the originators of republican government, aelin have a healthy appreciation for logic and order. They tend to be active conversationalists, and enjoy the clever application of ideas or designs. Aelin pride is infamous, and fed both by their obsession with culture and their historical achievements. It is more common than not for an aelin to believe he is superior to others, if it is justified or not. As a result, aelin societies are highly stratified, and their families arranged into distinct [[house]]s with complex legal and social standings. Though each region has their own variations, houses are recognized across all aelin cultures. Those aelin without houses are known as “ael ta Iana” and find themselves locked out of much of aelin society, whether legally or de facto.&lt;br /&gt;
&lt;br /&gt;
Marriages are a cornerstone of aelin society and have evolved into being complex affairs. An aelin marriage consists of two or more partners committed in a binding, semi-public contract, usually for a finite period of time. Contracts may include stipulations for anything from the number of children (and who births them) to how extramarital affairs must be conducted. For all their flexibility, however, officially recognized marriage cannot include individuals of another species (nevermind the scorn for trying).&lt;br /&gt;
&lt;br /&gt;
Often, aelin are known to harshly critique their peers who do not fit into expected social roles, while at the same time pushing what boundaries suit them behind closed doors. While this can be seen in many arenas from familial to business, this is especially true in interspecies dalliances, intimate and otherwise. These connections are both a source of intense personal interest, and paradoxically dismissed as temporary, shallow amusements. Hypocrisy is common amongst their people, and even the best of aelin will experience powerful temptation to judge others even as they themselves indulge.&lt;br /&gt;
&lt;br /&gt;
Because of this, their interpersonal relations tend to be complex, composed of distinct public and private sides. Pinning down their &amp;quot;true&amp;quot; motivations can be difficult, as they are likely to tell different versions of the same story (or entirely different stories!) to different people. This is true even for well-meaning aelin; they need not lie, but they might confide to several people about separate aspects of life, and seek to keep them separate. Unfortunately, it has led to a stereotype of aelin duplicity that follows them throughout their personal and professional dealings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Eternal Empire of Daphoa ===&lt;br /&gt;
&lt;br /&gt;
A continent west across the [[Sea of Lidraeu]], it is home to the birthplace of aelin culture, the Eternal Empire of [[Daphoa]]. The oldest functioning democracy in the known world, imperial Daphoa’s power is vested in its Senate, the archetypical feature of their government. Within [[Ilodaiya]], the houses known as the [[Seven Sentinels]] ([[Linphori]], [[Telanei]], [[Judessa]], [[Linayla]], [[Ishtae]], [[Eolodeu]], and [[Lenahiri]]), each credited as among the first to establish the High City, are guaranteed Senate seats, while all others must be elected. This places them at the apex of Daphoa’s social and political hierarchy.&lt;br /&gt;
&lt;br /&gt;
Connections and heritage are paramount to those living within the empire, and those of means will often judge others strongly based on their house affiliation. The determination of a house name’s transfer, as well as its accurate lineage, are approved by (and at times, facilitated by) the Senate Heritage Authority. Property inheritance is selective, and may not necessarily go to blood relatives.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Earendam ===&lt;br /&gt;
&lt;br /&gt;
Their long proximity to human governance and custom has changed the character of [[Earendam]]ian aelin, in some senses mirroring that of their local neighbors. In general, they tend to be a little rougher around the edges in comparison to their peers, favoring a much more direct (for an aelin) style of communication and approach to interpersonal relationships. Inheritance is determined by blood rather than designation, and their house structures trend toward the style of [[human]] families rather than the codified, heavily legalistic affairs of [[Daphoa]] and [[Ashta Harrud]]. [[Gender]] roles and presentations cleave closer to that of humanity generally speaking, giving them an uncharacteristic rigidity and near-as conservatism in expression compared to their cousins. Despite their assimilation however they are subtly considered outsiders even now, and rarely claim significant direct political power.&lt;br /&gt;
&lt;br /&gt;
=== Ashta Harrud ===&lt;br /&gt;
&lt;br /&gt;
The distant desert city of [[Ashta Harrud]] boasts a prominent population of aelin. Their numbers grew considerably at the close of the [[War of Night]] as [[Serachel]]ian refugees from [[Daphoa]] flooded the city to escape religious persecution. There, they established the singularly powerful Tower of Void with the much-stigmatized mastery of void magic they brought with them. This has produced a long-running resentment on the part of Harrudim houses, who often cast themselves as unjust exiles.&lt;br /&gt;
&lt;br /&gt;
Though all aelin tend to social stratification, Harrudim aelin are known to take this to new extremes. Invested in the idea of a natural class of born elites, they take easily to the local practice of slavery as an expression of their philosophy (to the dismay of their Daphoan and [[Earendam]]ian cousins). However, the possibility in their legal system to unperson even powerful socialites makes many of their political connections resemble oaths of fealty. Inheritance is of supreme importance, leading to an impressively robust legal framework for its adjudication. There is considerable convergence in the gendering of their clothing and cosmetics, even compared to other aelin.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
[[Alil]] is the oldest deity of the aelin and is credited with granting the then-flightless proto-aelin wings capable of flight, and thus in a sense creating the aelin, shortly after the [[Sundering]]. Their influence on the aelin is one of glory and transformation, urging change, nonconformity, and true empathy, things which do not come easily to the socially conscious and duplicitous people. Recently freed from Their five thousand year imprisonment, Their worship has begun to spread again across Avendar and Daphoa in particular, leading to all manner of social upset in usually-placid aelin society.&lt;br /&gt;
&lt;br /&gt;
[[Aeoleri]] is the patriarch of aelin civilization and creator of many of the values, philosophies, and social norms underlying it that have endured into the modern day, even among aelin who do not worship Him. He is the font of the archetypical aelin hero, the drive for drama and romance that grants the aelin their characteristic flourish, as well as the structures, rules, and concern for the wellbeing of others that tamp down passions and grant stability to their society. Headquartered in [[Litirya]], the Priesthood of the Rose King enacts His will in Daphoa, and have been responsible for everything from the foundations of the aelin house system to an efficient universal system of medicine to the institute of marriage. It is due to Aeoleri that the basic standard of living in Daphoa is so high; all citizens have a right to housing, healers, and political repesentation. Unfortunately, Aeoleri&#039;s sphere of influence has never extended far beyond Daphoa, even when He served as a patron to the [[Champions of Aramril]].&lt;br /&gt;
&lt;br /&gt;
[[Serachel]] is the god of artists and secrets and broken hearts, all things which privately speak to aelin spirit and sensibility. Though Serachel&#039;s historic standing was relatively positive, modern perception of Him and His followers is largely negative. Worship remains deeply illegal in Daphoa ever since the end of the [[War of Night]], with nearly all prominent followers fleeing the empire to [[Ashta Harrud]] and the rest going underground. As Serachelian priests also oversaw burial and funereal rites, this has lead to centuries of funerals being secretive, borderline-illegal affairs. Some Serachelian enclaves survive, but the legal repercussions remain severe even after years of attempted reforms, leading to a bustling grey-and-black-market and connections to other kinds of criminal activity. This has created a cycle that reinforces the perception of malice, deception, and betrayal in modern Serachel worship, which may or may not actually resemble His true interests; Serachel, as ever, keeps His own counsel.&lt;br /&gt;
&lt;br /&gt;
Of the [[Overgod]]s, Iandir is the most widely venerated, and is depicted as a severe aelin woman bearing the [[runil]] She is said to have gifted the aelin along with Her law shortly after Ilodaiya was settled. A perfect fit with their hierarchical and lawful, sometimes placid society, Iandir is celebrated both in Her grand temple, in art, and in a series of religious festivals and feast days. As is common for Iandir, She is pictured as the lawgiver and judge in aelin society, but She is also considered the guardian of the aelin Republic. Meetings of the Daphoan senate open with formal prayers to Iandir, and She is also the formal deity of jurists and the legal system. Oaths are sworn on Iandir&#039;s Crown, and the crown is a common [[sigil]] among those practicing law.&lt;br /&gt;
&lt;br /&gt;
[[Jolinn]] is also worshipped by the aelin, though not nearly with the passion or reach, as most drawn to protection or water magic tend to drift to Aeoleri and those interested in unity usually pursue Alil. Jolinn is often depicted as a healer in aelin art and, somewhat unusually, as a male [[human]].&lt;br /&gt;
&lt;br /&gt;
[[Ashur]] too is rarely worshipped in any of Its forms; those inclined to meditate on silence and death are more likely to be found among the tortured artists of Serachel&#039;s get. It is usually depicted as a [[void dragon]] or [[void drake]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
===Founding of Earendam &amp;amp; Early Republic ===&lt;br /&gt;
With the close of the [[War of Fire]], the victorious heroes of [[Daphoa]] helped to secure the river valley alongside [[Aramril]] and [[Salyra]], and build the twin towers of their namesake. Venerating [[Jolinn]] and [[Iandir]], these aelin committed themselves to the exploration of the water sphere alongside their cohort, and to the forging a lasting government in the style of Daphoa&#039;s democratic republic. Among the oldest populations of aelin outside of Daphoa, many Earendamian houses trace their roots to this period.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aelin]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Alatharya&amp;diff=1166</id>
		<title>Alatharya</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Alatharya&amp;diff=1166"/>
		<updated>2024-02-16T05:55:25Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Blunt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Holy]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], +1 [[Scan]] distance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Bandit]], [[Barbarian]],&amp;lt;br&amp;gt; [[Bard]], [[Ranger]], [[Watcher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The oldest sapient species, the alatharya have dramatically declined after their millennia of empire and domination. In the wake of challenging the supremacy of the [[Overgod]]s, the alatharya were cast down in their hubris by the heavens in a cataclysm known as the [[Sundering]].&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The alatharya are enormous humanoid mammals. They have white hair, silver or bluish-silver skin in various shades, and average eight feet tall with a broad, muscular frame. They are lean, with very little fat or body hair, though some alatharya may grow beards. They mature quickly both physically and mentally, often reaching six feet by age ten and being considered adults by age fifteen. &lt;br /&gt;
&lt;br /&gt;
Both the marrow and blood of the alatharya contains traces of [[telianthin]], the source of their metallic complexions, their superior stamina, and their unusually dense bones. Their eyeballs are elongated like a hawk&#039;s rather than spherical, granting them extraordinarily keen eyesight and allowing them to see farther than most. Alatharya may have any eye colour, though they tend to paler shades.&lt;br /&gt;
&lt;br /&gt;
The alatharya are incapable of aligning with a [[resonance]] or using [[magic]].&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
There are no alatharyan cities or states, though small and isolated alatharya-dominated communities exist. Their size and strength make them desirable labour in human cities, though stereotypes of the alatharya being slow or unintelligent bar them from many positions of power or prominence. In more extremely aligned cultures such as [[Kor Thrandir]] or the [[ch&#039;taren]] [[Haven]]s, alatharya tend to be mistrusted due to their lack of resonance and the perception of them as stupid or easily manipulated. They are common slaves for the [[shuddeni]], whose priests have uses for their flesh and blood.&lt;br /&gt;
&lt;br /&gt;
Those alatharya who do not live as a minority among other people will form their own small communities, generally consisting of no more than fifty to one hundred people at most. Some of these communities are stationary, as with [[Yora Vale]], while the alatharya of the [[Rirro Jagka]] in particular are nomadic and move every season. Settled or not, alatharyan communities tend to egalitarian arrangements, with horizontal hierarchies and communal ownership and stewardship of shared property.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
[[Enirra]] is the sole deity associated with the alatharya. After the [[Sundering]], the alatharya were largely abandoned by the gods, but Enirra emerged to shelter the broken alatharya and preserve them from extinction. Many common alatharyan values and mores have their roots in Enirran philosophy as a result, even among atheist communities.&lt;br /&gt;
&lt;br /&gt;
In modern times, Enirran enclaves tend to be more secretive, particularly in the wake of targeted persecution from devotees of [[Rveyelhi]]. They are especially concentrated in mixed population centers where the alatharya are an underclass, and have a reputation for finding ways to become involved in anti-authoritarian and insurrectionist activities. While individual followers will gravitate toward whatever aligns with their personal values or politics, this inclination is actually polity-agonistic from the Enirran perspective; Enirrans are just as likely to align with progressive movements as they are conservative ones. &lt;br /&gt;
&lt;br /&gt;
Though the hubris of the alatharya remains legend, modern deities do not shun them and even [[sigil]] prominent followers, the same as any other lineage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The [[Sundering]] radically changed the face of the land and destroyed the legendary power and world-spanning empire of the alatharya. Afterward, the shattered race was stripped by the gods of their peerless mental capabilities, capacity to use magic, and ability to align themselves with [[resonance]]. Their peerless mental abilities became diminished and their capacity for magic stifled, but their large and sturdy physique remained intact; this along with [[Enirra]]&#039;s intervention allowed them to survive in those chaotic and violent years.&lt;br /&gt;
&lt;br /&gt;
They had early contact with the [[ethron]], who traded their knowledge of hunting and the wilds to the alatharya in return for artifacts preserved from their fallen empire. Taking advantage of their height, superior eyesight, and strength, the alatharya elaborated on the knowledge of the ethron to establish a lineage of archery that continues into the modern day in the form of the [[Ranger]]. Other species were not so kind, however; with knowledge of the alatharya&#039;s treachery and debasement, not to mention the state of the world as the last ripples of the Sundering calmed, the communities of most other species shaded from wary to outright hostile. This lead early alatharya to establish hunting lodges deep in the wilds across Avendar, which served as early waystations and trading posts for a people forced to either isolation or wandering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alatharya]] [[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Caladaran&amp;diff=1165</id>
		<title>Caladaran</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Caladaran&amp;diff=1165"/>
		<updated>2024-02-16T05:54:54Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 mana per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || Increased mana regen, &lt;br /&gt;
decreased health regen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Bard]], [[Fire Scholar]],&lt;br /&gt;
[[Void Scholar]], [[Water Scholar]],&amp;lt;br&amp;gt;&lt;br /&gt;
[[Druid]], [[Psionicist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Austere and erudite, the caladaran are renowned throughout Avendar for their wisdom. Tall, gentle creatures that are plant rather than animal, they tend to live either in forests or among the mountains, where they are known for their simple and contemplative lifestyles.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Caladaran are sapient humanoid plants with tall, thin bodies and bark-like skin. It is not unusual for caladaran to resemble specific species of tree; their hair often has a mossy or grass-like texture in any vegetal colour found in nature, and their skin is likewise rough but supple with deep ridges, following the general texture and colour range of tree bark. Their colouring may also change multiple times in their lifetime in response to stress or significant changes in climate, though this effect is unpredictable and not under the caladaran&#039;s control. Caladaran have three sexes, but little to no visible dimorphism between them. Although they have the longest lifespans of any sapient species, they do not appear to visibly age once reaching maturity.&lt;br /&gt;
&lt;br /&gt;
The caladaran skeletal system is composed of a robust system of cellulose and fibrous tissue similar to cartilage, granting them both strength and flexibility. &lt;br /&gt;
Their blood is thick, sap-like, dark red, and somewhat poisonous. Their skin is bark-like while retaining the suppleness of flesh, bearing a uniformly rough texture atop its signature ridges and furrows. Small bladders containing photosensitive fluids fill these ridges which both provide structure and drastically reduce the need to ingest food. Caladaran are carnivores, but being plants, they do not have the traditional features of an animalian digestive system such as teeth or an intestine; instead, a hard ridge of material in their mouth allows them to grip and tear large pieces of food, which is then swallowed whole. Digestion is a slow but efficient process as befits their sluggish metabolisms, and a single meal often takes several days to digest. Waste is excreted through the skin like sweat.&lt;br /&gt;
&lt;br /&gt;
While they are related to trees, they do not possess true leaves or branches. They do fruit, however, which is related to their reproduction.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
For the caladaran, philosophy and debate are the highest forms of art. They prefer peaceful settings where conversations can go on uninterrupted, and surroundings which provoke insight and introspection. Caladaran rarely lie, seeing little point in deception, including self-deception. Masters of introspection, they are well aware of their own feelings. They are generally open with their opinions and will offer them freely. If anything, caladaran are prone to both oversharing and asking prying or personal questions, much to the consternation of more taciturn cultures. The caladaran do not hide their feelings, even when those feelings are uncomfortable. A brutal truth is still a truth.&lt;br /&gt;
&lt;br /&gt;
The caladaran reject most notions of class and do not possess an innate sense of gender, though long contact with the relatively gender-obsessed [[aelin]] and [[human]]ity has lead to many caladaran simply picking the gender they like better for use in mixed company.&lt;br /&gt;
&lt;br /&gt;
====Towns and Monasteries====&lt;br /&gt;
The town of Jandiska is a place for open debate. Radical discussion is tolerated and even encouraged; however, disruptive action is not. Two monasteries were founded by caladaran: Chanisal, a place of worship dedicated to Alajial and built in the Nendor Forest south of Var Bandor; and Hakurah, dedicated to Jalassa and built in the northern mountains before the Ryarl Plains.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[Category:caladaran]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Ch%27taren&amp;diff=1164</id>
		<title>Ch&#039;taren</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Ch%27taren&amp;diff=1164"/>
		<updated>2024-02-16T05:54:02Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Holy]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Negative]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 mana per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Pass door]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Refugees on the [[Prime Material]] after their home plane was devoured by the dread [[Tzet-Askhari]], the ch&#039;taren are alien, hybrid spirit-beings that champion the ideologies of the Light.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
When the ch&#039;taren arrived on the Prime Material, they were alien spirit-beings with no corporeal body. In order to remain on the Prime Material and survive as a species after the War of Night they underwent a permanent transformation that diminished their spiritual powers in exchange for granting them partially-physical bodies. &lt;br /&gt;
&lt;br /&gt;
Appearing as tall, slender humanoids with golden skin of every shade, the ch&#039;taren are noted for their wildly mutable alien beauty; many possess unusual proportions, variable numbers of jewel-toned eyes, hair that seems to defy gravity, unusual numbers of fingers or joints, or any number of other minor aesthetic variations. Being slightly out of phase even now, all ch&#039;taren are partially translucent and may pass through some physical barriers. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
As a species, ch&#039;taren are noted not only for their skill at wielding magic, but also their free-spirited nature and good intentions, though this does not make them easy to get along with. Unlike species native to the plane, ch&#039;taren are wholly unable to comprehend temptation or lures to evil. While intellectually understanding that this occurs, they will never feel what drives a heart in such directions. This makes them the staunchest of allies when battling the forces of darkness, but ill-suited to persuade one who might yet be turned.&lt;br /&gt;
&lt;br /&gt;
Owing to their unyieldingly good natures and broad rejection of authority, ch&#039;taren have struggled to integrate into Avendaran society ever since they were summoned to this plane during the War of Night. Among their own kind, they tend to reject structures of law entirely, living instead as stateless anarchists. In their havens, they live without much concern for material goods, private property, or hierarchy, guided instead by their innate sense of benevolence towards others. On those rare occasions they do follow a leader, they do so of their own will, and only for as long as they find that leader personally compelling.&lt;br /&gt;
&lt;br /&gt;
Though they are still hailed as saviours in many of Avendar&#039;s city-states, these traits make most ch&#039;taren ill-suited to live among those who feel harmony comes from people’s actions and not the ills in their hearts. Likewise, one who might or might not care about the actions of their neighbour is often unsettled by the absolute judgement of the ch&#039;taren, or the ch&#039;taren&#039;s flippant attitude toward law and order.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
=== The Day of Two Dawns ===&lt;br /&gt;
&lt;br /&gt;
During the depths of the War of Night, the shuddeni sought to weave a dreadful masterstroke against the peoples of Avendar. Instead, the ch’taren were summoned forth, fleeing their own plane’s destruction at the dread maw of the dragon Ashur.&lt;br /&gt;
&lt;br /&gt;
When the ch&#039;taren finally spilled out onto the surface, their ensuing entry into the war was known as the Day of Two Dawns, and was the beginning of the end for the shuddeni&#039;s attempts at world domination.&lt;br /&gt;
&lt;br /&gt;
==== The Three Havens ====&lt;br /&gt;
&lt;br /&gt;
While many tried to make their way in a world that was not made for them, most ch&#039;taren found integration into the societies they had saved immensely difficult. Recognizing them as saviours, the city-state of Earendam bestowed upon the ch&#039;taren three tracts of land, upon which they founded three havens for their people to settle amongst themselves: Jh&#039;ten, on the Isle of Alensha, Ad&#039;mastaesia, in the Broken Lands, and Avayn, far to the north.&lt;br /&gt;
&lt;br /&gt;
The havens have not existed without struggle. Ad&#039;mastaesia&#039;s construction required displacing srryn and alatharya natives, and was overrun by a combined force of shuddeni and srryn not long after its founding, and is home now to only ghosts and memories. Jh&#039;ten has closed itself away after an attempt to disease its people, and Avayn has long been insular, with only rare traders and ambassadors emerging.&lt;br /&gt;
[[Category:ch&#039;taren]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Chaja&amp;diff=1163</id>
		<title>Chaja</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Chaja&amp;diff=1163"/>
		<updated>2024-02-16T05:52:57Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 health per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], [[dark vision]], [[iron stomach]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Bandit]], [[Bard]],&amp;lt;br&amp;gt;[[Barbarian]], [[Ranger]], [[Druid]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Resilient and resourceful, the subterranean chaja are known most widely for their countless generations of enslavement by the shuddeni. Many remain under the thumb of the shuddeni, but populations of free chaja continue to grow more prominent in both urban centres and their ancient mountain enclaves.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Chaja are gigantic humanoid mammals with robust, hirsute bodies. The hair and skin of a chaja begins as a shade of white or pale grey at birth, gradually darkening to black with age. Some chaja have short, curved horns, though these are often concealed in their thick hair. At maturity they can reach over nine feet in height, and have strong, robust builds padded with layers of protective fat. They possess little sexual dimorphism, with both sexes possessing thick body hair and often facial hair as well. Chaja that mature underground tend to have colourless, milky eyes, while the chaja who grow up with regular exposure to sunlight can have eyes in a variety of muted shades.&lt;br /&gt;
&lt;br /&gt;
The ability of the chaja to eat nearly anything is legendary. Not only are their stomachs exceptionally acidic, allowing them to eat even spoiled or rotting foods safely, their gut biome is uniquely extensive and dramatically expands the range of things they can derive sustenance from.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Perseverance is a principal virtue among the chaja, and stoicism in the face of adversity is viewed as the greatest strength. This creed depends to take on different tones however depending on a chaja’s origin.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Like the chaja themselves their deities have been shrouded in obscurity since the [[War of Night]], but counted foremost among them is [[Kyana]], the ancient and mysterious goddess of the stars. Upon emerging from the [[Brintor mountains]], the chaja are said to have gazed up at the stars and cried out to them in awe of their beauty. Their cries stirred Kyana from her sorrow, and she took the chaja as her own, imparting on them prophecies concerning the fate of their people and the world and altering their species to be exceptionally resilient and capable of surviving in even the harshest conditions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The chaja were the first to settle the [[Brintor mountains]] following the [[Sundering]], emerging from the heart of the mountains and spreading across the ranges. In the time between the Sundering and the [[War of Fire]], the chaja built many towering structures across the ranges which would later be repurposed by the aelin of Daphoa. The War of Fire marked the beginning of true chaja isolationism however as they retreated into underground sanctums to avoid the devastation of the fiery warlords ravaging the surface. Some enclaves attempted to retain their surface holdings, but most that did were obliterated.&lt;br /&gt;
&lt;br /&gt;
A few of the retreating enclaves found themselves confronted with the [[shuddeni]] of the [[Yithoul]] clan, who at this time were engaged in a brutal war of extinction with the [[Ilthina]] clan. The burgeoning psionicists of the Yithoul discovered that the chaja were vulnerable to mental domination and executed a swift campaign of domination against the enclaves they were able to find, turning the might of the chaja against the them to secure the hegemony of Yithoul and seal the fate of the chaja, as [[Kyana]] had foreseen. The shuddeni have continued this practice into modern times, utilising their psionic prowess to ruin the minds of young chaja and instilling in them a fear of defiance and an instinct to obey authority. Although this process is imperfect, no slaveborn chaja escapes without damage, and most never even contemplate escape, contributing to the perception of enslaved chaja as complicit or even willing participants in their own enslavement.&lt;br /&gt;
&lt;br /&gt;
Several millennia later, the chaja gained infamy on the surface as the front line of the shuddeni assault in the [[War of Night]]. In the centuries afterwards, many chaja fleeing enslavement or emerging from their mountain strongholds began integrating into surface cultures. Unfortunately, their role in the War of Night found many of them marginalised and discriminated against.&lt;br /&gt;
&lt;br /&gt;
In modern times, the chaja strongholds of the Brintors maintain a state of extreme secrecy and isolationism, while the free chaja of the lowlands find themselves struggling against ancient prejudice and comparisons to the alatharya.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:chaja]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Ethron&amp;diff=1162</id>
		<title>Ethron</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Ethron&amp;diff=1162"/>
		<updated>2024-02-16T05:52:44Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Lightning]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 move per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Swim]], [[Water breathing]], [[forestwalk]], [[small size]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethron are typically found living in ‘natural’ environments, away from large stone cities; their dwellings are traditionally built in and around the local plant life. Most live amongst the forest, but some have built their societies underwater, within deep lakes and near the edges of seas. They congregate in large extended families called clans, and are typically matriarchal, with the Eqiril clan in Qilarn forest being a noted exception. &lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ethron are typically shorter than humans, ranging from four and a half to five and a half feet tall. Their skintone reflects their environment to an extent; most commonly ethron are green but clans hailing from the Nendor region are often brownish, Alenshan ethron having a goldish tint, and sea ethron typically being blue in colour; other shades are rarely seen but not impossible. The overall colour remains the same throughout life but the shade may change with age. They are stocky in build, with dense musculature and a layer of subcutaneous fat; this latter is more prominent in ethron hailing from colder waters.&lt;br /&gt;
&lt;br /&gt;
==== Example Descriptions ====&lt;br /&gt;
&lt;br /&gt;
Below are sample descriptions from NPCs and past player characters. These descriptions are for reference only; you should not use them for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teisa, psionicst and Sister of Aanqa&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A hard ethron woman with a face like an axe, Teisa stands preternaturally still at all times, her rare movements sharp and utterly precise. A famed whale-hunter, she is known for somehow luring the beasts to her in order to bring them down. An exemplar of a long tradition amongst Lielqan’s faithful, she weaves mundane songs with her powerful force of mind to enchant her quarry to their doom. She wears her hair in a tight ponytail, matted into thicker strands by the salt that crusts her worn gear. A series of shark-tooth earrings pierces up both her ears, polished nearly to a gemstone finish.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
==== Clans ====&lt;br /&gt;
&lt;br /&gt;
Ethron tend to live in extended family groups called clans. The clans are often matriarchal, and they each have their own traditions. Below are some existing clans. Feel free to invent your own.&lt;br /&gt;
&lt;br /&gt;
The Eqiril Clan is in Qilarn Forest, northwest of Var Bandor. They live in harmony with the forest, shaping their homes from the oak trees. They are primarily hunters and druids. Their clanchief, Lord Falirn, guides the clan’s council in defending the forest from magically-induced decay.&lt;br /&gt;
&lt;br /&gt;
The Qali Clan is centered in the Chanisal Monastery, south of Var Bandor. In a symbiotic relationship with the village of Eril, the Qali clan emphasizes Elaran beliefs of abundance, generosity, and conservation.&lt;br /&gt;
&lt;br /&gt;
Eril Village, although governed by the Eril ethron clan, welcomes members of any race, provided they are not evil-aligned. The Eril are known for their openness, stability, and willingness to trade.&lt;br /&gt;
&lt;br /&gt;
The Sisters of Aanqa are not related by blood, but treat each other as family all the same. Worshipers of Leilqan, they live by the Sea of Lidraeu. Militant defenders of life, they despise the undead and all others who would squander the Sunset’s gift.&lt;br /&gt;
&lt;br /&gt;
==== Independent Ethron ====&lt;br /&gt;
&lt;br /&gt;
For whatever reason, an ethron might leave their clan, or be born to a family that does not adhere to the clan system. These are the ethron generally found in cities. Perhaps they have left clan life behind to study a forbidden magical art, such as fire or void; perhaps they merely could not get along with their clan. Regardless, the need for kinship runs deep in ethron as a whole. They may seek out a found family, or grow depressed and irritable at the lack of one.&lt;br /&gt;
[[Category:ethron]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Nefortu&amp;diff=1161</id>
		<title>Nefortu</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Nefortu&amp;diff=1161"/>
		<updated>2024-02-16T05:52:27Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Pierce]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Sonic]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 move per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Flight]], [[small size]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The nefortu are a cavern- and forest-dwelling species thought to share a distant ancestor with common bats. Hardy and intelligent, the nefortu have carved a niche for themselves as canny and meticulous merchants throughout Avendar.  &lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
The nefortu are the smallest sapient species, averaging about four feet tall. Most are covered in a layer of fine, soft fur in a range of colours comparable to their chiropteran cousins. Some populations of nefortu are instead hairless, their skin color ranging from brown to black. All nefortu have large ridged ears which are particularly sensitive to sound, and their auditory range is the broadest of all lineages. They have universally dark eyes with no visible sclera and the ability to fly using large, leathery wings.&lt;br /&gt;
&lt;br /&gt;
Anatomically the nefortu are similar to the bats they superficially resemble. Their wings are webbed and leathery and their shape rounded, enabling slower, more maneuverable flight, ideal for the subterranean and heavily forested environments they tend to settle in. Skeletally, their wings are a set of secondary forelimbs positioned beneath the scapula that have adapted into elongated digits. Resemblances to the wings of certain iconic demons has been noted by many, and has contributed to stereotypes that the nefortu are inherently sinister in some fashion, but nefortu have no especial relationship with the [[Void]] or [[demon]]kind.&lt;br /&gt;
&lt;br /&gt;
The aural and olfactory senses of the nefortu are above average, and there are a number of specialized structures in the sinus and brain devoted to augmenting or enhancing these senses. Conversely, nefortu tend to have the highest rates of myopia, degenerative cataracts, and deuteranopia; more than half of all nefortu are effectively blind by age 30, and colorblindness is so common that it is not considered notable. However, their unique aural and olfactory adaptations provide near-full compensation for their lack of vision, and these qualities appear to possess unusual resilience in the face of senescence. As a nefortu&#039;s vision degenerates, the boundaries with these other senses &amp;quot;blur&amp;quot;; it is not uncommon for middle aged and elderly nefortu to develop a kind of synesthaesia, seamlessly integrated with their visual perception.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
While many are born within cities both near and abroad, the majority of nefortu claim heritage in the sea-cave of [[Rahh-Nefor]] or the city of [[Kohlis]] under [[Mount Enrien]]. In nefortean cities, large families of related and unrelated adults share living and sleeping quarters in a communal fashion, while children are raised by creche matrons.&lt;br /&gt;
&lt;br /&gt;
In human and aelin cities, nefortu have largely found a niche in commerce, and the majority of [[Ayaunj]]&#039;s barrister-priests are nefortu. While the nefortu collect coin as a bit of a game, others view their tricks with less joviality. Prejudice arises from the culture clash, and even a respectable, law-abiding nefortu may find themself faced with accusations of fraud and malicious intent.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
[[Category:nefortu]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Ethron&amp;diff=1160</id>
		<title>Ethron</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Ethron&amp;diff=1160"/>
		<updated>2024-02-16T05:50:50Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || Cold&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 move per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Swim]], [[Water breathing]], [[forestwalk]], [[small size]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethron are typically found living in ‘natural’ environments, away from large stone cities; their dwellings are traditionally built in and around the local plant life. Most live amongst the forest, but some have built their societies underwater, within deep lakes and near the edges of seas. They congregate in large extended families called clans, and are typically matriarchal, with the Eqiril clan in Qilarn forest being a noted exception. &lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ethron are typically shorter than humans, ranging from four and a half to five and a half feet tall. Their skintone reflects their environment to an extent; most commonly ethron are green but clans hailing from the Nendor region are often brownish, Alenshan ethron having a goldish tint, and sea ethron typically being blue in colour; other shades are rarely seen but not impossible. The overall colour remains the same throughout life but the shade may change with age. They are stocky in build, with dense musculature and a layer of subcutaneous fat; this latter is more prominent in ethron hailing from colder waters.&lt;br /&gt;
&lt;br /&gt;
==== Example Descriptions ====&lt;br /&gt;
&lt;br /&gt;
Below are sample descriptions from NPCs and past player characters. These descriptions are for reference only; you should not use them for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teisa, psionicst and Sister of Aanqa&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A hard ethron woman with a face like an axe, Teisa stands preternaturally still at all times, her rare movements sharp and utterly precise. A famed whale-hunter, she is known for somehow luring the beasts to her in order to bring them down. An exemplar of a long tradition amongst Lielqan’s faithful, she weaves mundane songs with her powerful force of mind to enchant her quarry to their doom. She wears her hair in a tight ponytail, matted into thicker strands by the salt that crusts her worn gear. A series of shark-tooth earrings pierces up both her ears, polished nearly to a gemstone finish.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
==== Clans ====&lt;br /&gt;
&lt;br /&gt;
Ethron tend to live in extended family groups called clans. The clans are often matriarchal, and they each have their own traditions. Below are some existing clans. Feel free to invent your own.&lt;br /&gt;
&lt;br /&gt;
The Eqiril Clan is in Qilarn Forest, northwest of Var Bandor. They live in harmony with the forest, shaping their homes from the oak trees. They are primarily hunters and druids. Their clanchief, Lord Falirn, guides the clan’s council in defending the forest from magically-induced decay.&lt;br /&gt;
&lt;br /&gt;
The Qali Clan is centered in the Chanisal Monastery, south of Var Bandor. In a symbiotic relationship with the village of Eril, the Qali clan emphasizes Elaran beliefs of abundance, generosity, and conservation.&lt;br /&gt;
&lt;br /&gt;
Eril Village, although governed by the Eril ethron clan, welcomes members of any race, provided they are not evil-aligned. The Eril are known for their openness, stability, and willingness to trade.&lt;br /&gt;
&lt;br /&gt;
The Sisters of Aanqa are not related by blood, but treat each other as family all the same. Worshipers of Leilqan, they live by the Sea of Lidraeu. Militant defenders of life, they despise the undead and all others who would squander the Sunset’s gift.&lt;br /&gt;
&lt;br /&gt;
==== Independent Ethron ====&lt;br /&gt;
&lt;br /&gt;
For whatever reason, an ethron might leave their clan, or be born to a family that does not adhere to the clan system. These are the ethron generally found in cities. Perhaps they have left clan life behind to study a forbidden magical art, such as fire or void; perhaps they merely could not get along with their clan. Regardless, the need for kinship runs deep in ethron as a whole. They may seek out a found family, or grow depressed and irritable at the lack of one.&lt;br /&gt;
[[Category:ethron]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Srryn&amp;diff=1159</id>
		<title>Srryn</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Srryn&amp;diff=1159"/>
		<updated>2024-02-16T05:48:45Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], [[Unarmed|Claws]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; || +2 health per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Swordmaster]], [[Bandit]],&amp;lt;br&amp;gt; [[Thief]], any [[Templar]], [[Barbarian]],&amp;lt;br&amp;gt; [[Druid]], [[Ranger]], [[Assassin]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning and adaptable, the srryn are one of the most ancient people on Avendar.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Srryn are cold-blooded humanoid reptiles. Their features are distinctly crocodilian, with vertically-slit eyes, tough scutes overlying a bony exoskeleton, sharp claws and teeth, and long tails. Their tails are not prehensile but they are quite flexible, being used extensively for balance and communication, as well as being capable of regenerating if severed. Srryn are omnivores, but their jaws, while powerful, are not well-adapted to chewing; food must be cut or torn into pieces that can be swallowed. They have tough claws on both their hands and feet, though they become brittle with length and are often kept short. Like most reptiles, they are adversely affected by cold, which slows their metabolism and forces them into torpor.&lt;br /&gt;
&lt;br /&gt;
Srryn remain gravid for only a month, but their eggs must be incubated for over a year before hatching. Most hatchlings are able to walk within hours of hatching, and are talking by six months of age. Their clutches range in size depending on factors like local population density from one to over a dozen, but particularly in larger clutches, most hatchlings will not survive to their second year. They also beep.&lt;br /&gt;
&lt;br /&gt;
Befitting the children of [[Fenthira]], srryn are capable of adapting to their environment and imparting those changes to their offspring much more quickly than other species. This in addition to their extreme precociousness has lead to a huge variety in morphology across different communities of srryn. This adaptability has contributed to their tenacity and relative comfort in all manner of extreme environments, as well as ensuring that srryn can be found with eyes or scales of nearly any hue and pattern.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
As a people the srryn are proud, though the form and justification for that pride changes depending on their ruling [[sept]]. [[Fenthira]]n septs will point out their adaptability and ability to learn from the successes of other cultures. A [[Sythrak]]i sept may point out that if not for the [[Compact]]-breaking divine intervention, they would have won the [[War of Fire]]. A [[Sitheus|Sithean]] sept will...probably try to kill you immediately. They don&#039;t like outsiders very much.&lt;br /&gt;
&lt;br /&gt;
The srryn engage in meticulous grooming, outshining even the vainest aelin in terms of time, attention, and sheer array of products used. Their scales shed in patches which require exfoliation, for which exist many specialized tools. Unguents exist that lighten or darken the scales; yet other cosmetics are used to paint patterns on the scutes. Claws are kept trim whether sharpened or blunted, and ostentatious jewelry and garb are recognized as signals of status.&lt;br /&gt;
&lt;br /&gt;
The srryn assign strict gender roles, but largely only to specific activities rather than people. The concept of &#039;&#039;fatherhood&#039;&#039; does not exist within srryn societies, for example; anyone who takes care of a child is considered their mother, regardless of relation or personal identity. A fisherman is always a fisher&#039;&#039;man&#039;&#039;, and the terms associated have a strong connotation of masculinity in their language. On the topic of sex however srryn are openly sanguine and flexible. The swamps of Sythtys for example are home to [[nkran blossom]]s, and it isn&#039;t uncommon for srryn to use them to change their sex to ensure offspring with a desired partner. Such offspring are then left in a communal birth-nest, to be tended and raised by elder srryn mothers.&lt;br /&gt;
&lt;br /&gt;
Srryn language is a particular point of interest and frustration for outsiders, for movements of a srryn&#039;s tail are a vital component of it. The posture of the tail is used to signify all manner of things, including emotional state, sincerity, perceived status in relation to their audience, and so on. So much of their communication is nonverbal that it was difficult even for those non-srryn who knew the language. A method of sign language to emulate the presence of a tail was eventually developed by [[Ilhever Loshtera]] and [[Ysthorine Ssolenla]], aelin and srryn scholars who made a study of the srryn language.&lt;br /&gt;
&lt;br /&gt;
Sythtys is ruled by the [[Ysthael sept]], following the tenets of [[Sythrak]]. They primarily hunt, fish, and gather; they have neither farms nor herds. Lacking both mines and quarries, they make use of wood, leather, and bone tools. More advanced material goods are generally acquired by raiding; [[Earendam]]&#039;s history of violent imperialism and multiple wars have left them famously aggressive towards outsiders, precluding most trade. This has locked them in perpetual tension with Earendam, as they simultaneously defend their homeland from the imperialist city, and raid said city&#039;s outlying villages and farms. They take not only goods, but people, and the stories of tortured human prisoners are not only Earendamian propaganda.&lt;br /&gt;
&lt;br /&gt;
West of the Forest of Nendor, [[Vrystat fen]] has become home to the [[Thissa sept]], bound in service to [[Sitheus]]. Banished from Sythtys, these Sitheans nurse a cold enmity against Sythrak&#039;s sept which surpasses even their hatred of warmbloods. Druidic cultists roam the fens, at one with the diseased energies of Sitheus&#039; realm. They tread carefully around their militant leader, [[Kassitha]], as they gather strength and bide their time.&lt;br /&gt;
&lt;br /&gt;
Far to the south, the [[Sotuei sept]] keeps Fenthira&#039;s ways.&lt;br /&gt;
&lt;br /&gt;
Many srryn have integrated into multi-species communities. Their reputation for violence precedes them, making prejudice a recurring barrier. Despite the prejudice, Fenthira&#039;s guiding hand pushes these srryn into the wider world, bringing forth their natural curiosity and adaptability. City srryn can be found as shopkeepers, porters, guards, and gladiators; village srryn are often fishermen. Among the [[Lsakia]], srryn are tenders of their large docile reptilian cousins known as [[srorsian]]s. Srryn have contributed much to the world&#039;s adventuring guilds, bringing their mastery of extreme environments, innovations in fire magic, and new fighting techniques.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The srryn gods are known for their reticence for divine intervention. Their children are expected to survive or not according to their own strength and cunning. Each god posits their own approach to this however, and each sept is arranged around one of their respective philosophies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The srryn were one of the first people to emerge after the [[Sundering]]. Emerging triumphant from the jungles to the south, their divinely-spurred ability to adapt to extreme environments gave them a considerable edge in those early chaotic days. They soon began to leave the jungles of their birth, adapting to the then-fertile plains surrounding [[Ashta Harrud]], the [[Ngahe desert]], and the swamps of [[Sythtys]].&lt;br /&gt;
&lt;br /&gt;
[[Category:srryn]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Human&amp;diff=1158</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Human&amp;diff=1158"/>
		<updated>2024-02-16T05:48:04Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || Stat boost&amp;lt;ref&amp;gt;* At creation, humans receive 3 points by which they may improve their stats (except constitution). These points can go to one stat or be divided among several. If you are uncertain, you can pick default, which is balanced for your class.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Jolinn&#039;s final creation, humans are perhaps the most numerous of all god-touched lineages. Being very flexible, and often unpredictable, they can thrive in any sort of environment and have an aptitude for a wide variety of things.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Avendaran humans are more or less as are in real life, with the same range of possible appearance. Skin may be from pale pink to deep brown. Hair black and curly or blonde and straight, or anything in between. Bodies can be short, fat, tall, thin, etc.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Humans are famed for their tendency towards expansion and kingdom-building. Other lineages often associate humanity with war and imperialism, as humans founded and dominate nearly all of the largest states in Avendar, and certainly all of those most prone to war. [[Earendam]] was once the seat of a great empire, the Republic, which spanned the continent prior to the [[War of Night]]. Once rival to the Republic, the [[Gogoth]]i empire fell a thousand years ago, its lands and people devastated by [[void magic]]. Today, the human cities in the northern half of the continent stand semi-independently, woven together by trade routes through ruin-strewn wildlands.&lt;br /&gt;
&lt;br /&gt;
Domestication originated as a human art, and one they are known to apply not only to animals but other lineages or even other human communities. This makes humans famously social, yet curiously difficult to integrate into non-human communities; in regions where humanity dominates, the unspoken expectation is that other lineages will conform to &#039;&#039;them&#039;&#039;. A failure to conform to a human community&#039;s rules often leads to ostracization, othering, or exile.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Jolinn&#039;s somnolence during humanity&#039;s early development, as well as the inherent dangers of the world after the Sundering, lead to humanity&#039;s earliest influences being the dark and bloody.&lt;br /&gt;
&lt;br /&gt;
Lilune&#039;s early influence on humanity drove them to exploration, and to this day humans are easily among the most numerous of the god-touched species. The human obsession with bloodlines and the various social mores and artifices built up around them are attributed to Lilune; likewise the binary genders found in many human cultures are thought to derive from early Lilunite myths.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
After the storms of the [[Sundering]] began to calm, humanity emerged as disparate tribal groups in the east of the Sotuei Cauldron. With [[Jolinn]] unable to tend to His creations in His somnolence, [[Ashur]] and [[Lilune]] instead shaped humanity&#039;s earliest days. As the nascent people indulged in ever-bloodier barbarism that began to sweep up their srryn, [[nefortu|nefortean]], and [[caladaran]] neighbors, Iandir&#039;s response was the creation of [[Dolgrael]], who was tasked with correcting humanity and bringing order to their chaos.&lt;br /&gt;
&lt;br /&gt;
Under Dolgrael&#039;s auspice, disorganized raiding bands and petty warlords became functional militaries capable of seizing and holding ever-increasing swaths of territory. The most successful of these warlords was ultimately Pree Faarax gith Harrud, who settled most the coast and founded the city before his death. In human tradition, he was succeeded by his son, and though his bloodline retained control of its territories for a mere handful of generations it would forever bear his name.&lt;br /&gt;
&lt;br /&gt;
[[Category:human]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Nefortu&amp;diff=1157</id>
		<title>Nefortu</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Nefortu&amp;diff=1157"/>
		<updated>2024-02-16T05:47:45Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Sonic]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 move per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Flight]], [[small size]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The nefortu are a cavern- and forest-dwelling species thought to share a distant ancestor with common bats. Hardy and intelligent, the nefortu have carved a niche for themselves as canny and meticulous merchants throughout Avendar.  &lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
The nefortu are the smallest sapient species, averaging about four feet tall. Most are covered in a layer of fine, soft fur in a range of colours comparable to their chiropteran cousins. Some populations of nefortu are instead hairless, their skin color ranging from brown to black. All nefortu have large ridged ears which are particularly sensitive to sound, and their auditory range is the broadest of all lineages. They have universally dark eyes with no visible sclera and the ability to fly using large, leathery wings.&lt;br /&gt;
&lt;br /&gt;
Anatomically the nefortu are similar to the bats they superficially resemble. Their wings are webbed and leathery and their shape rounded, enabling slower, more maneuverable flight, ideal for the subterranean and heavily forested environments they tend to settle in. Skeletally, their wings are a set of secondary forelimbs positioned beneath the scapula that have adapted into elongated digits. Resemblances to the wings of certain iconic demons has been noted by many, and has contributed to stereotypes that the nefortu are inherently sinister in some fashion, but nefortu have no especial relationship with the [[Void]] or [[demon]]kind.&lt;br /&gt;
&lt;br /&gt;
The aural and olfactory senses of the nefortu are above average, and there are a number of specialized structures in the sinus and brain devoted to augmenting or enhancing these senses. Conversely, nefortu tend to have the highest rates of myopia, degenerative cataracts, and deuteranopia; more than half of all nefortu are effectively blind by age 30, and colorblindness is so common that it is not considered notable. However, their unique aural and olfactory adaptations provide near-full compensation for their lack of vision, and these qualities appear to possess unusual resilience in the face of senescence. As a nefortu&#039;s vision degenerates, the boundaries with these other senses &amp;quot;blur&amp;quot;; it is not uncommon for middle aged and elderly nefortu to develop a kind of synesthaesia, seamlessly integrated with their visual perception.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
While many are born within cities both near and abroad, the majority of nefortu claim heritage in the sea-cave of [[Rahh-Nefor]] or the city of [[Kohlis]] under [[Mount Enrien]]. In nefortean cities, large families of related and unrelated adults share living and sleeping quarters in a communal fashion, while children are raised by creche matrons.&lt;br /&gt;
&lt;br /&gt;
In human and aelin cities, nefortu have largely found a niche in commerce, and the majority of [[Ayaunj]]&#039;s barrister-priests are nefortu. While the nefortu collect coin as a bit of a game, others view their tricks with less joviality. Prejudice arises from the culture clash, and even a respectable, law-abiding nefortu may find themself faced with accusations of fraud and malicious intent.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
[[Category:nefortu]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Nefortu&amp;diff=1156</id>
		<title>Nefortu</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Nefortu&amp;diff=1156"/>
		<updated>2024-02-16T05:47:27Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Sonic]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Flight]], [[small size]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; ||  +2 move per level&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The nefortu are a cavern- and forest-dwelling species thought to share a distant ancestor with common bats. Hardy and intelligent, the nefortu have carved a niche for themselves as canny and meticulous merchants throughout Avendar.  &lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
The nefortu are the smallest sapient species, averaging about four feet tall. Most are covered in a layer of fine, soft fur in a range of colours comparable to their chiropteran cousins. Some populations of nefortu are instead hairless, their skin color ranging from brown to black. All nefortu have large ridged ears which are particularly sensitive to sound, and their auditory range is the broadest of all lineages. They have universally dark eyes with no visible sclera and the ability to fly using large, leathery wings.&lt;br /&gt;
&lt;br /&gt;
Anatomically the nefortu are similar to the bats they superficially resemble. Their wings are webbed and leathery and their shape rounded, enabling slower, more maneuverable flight, ideal for the subterranean and heavily forested environments they tend to settle in. Skeletally, their wings are a set of secondary forelimbs positioned beneath the scapula that have adapted into elongated digits. Resemblances to the wings of certain iconic demons has been noted by many, and has contributed to stereotypes that the nefortu are inherently sinister in some fashion, but nefortu have no especial relationship with the [[Void]] or [[demon]]kind.&lt;br /&gt;
&lt;br /&gt;
The aural and olfactory senses of the nefortu are above average, and there are a number of specialized structures in the sinus and brain devoted to augmenting or enhancing these senses. Conversely, nefortu tend to have the highest rates of myopia, degenerative cataracts, and deuteranopia; more than half of all nefortu are effectively blind by age 30, and colorblindness is so common that it is not considered notable. However, their unique aural and olfactory adaptations provide near-full compensation for their lack of vision, and these qualities appear to possess unusual resilience in the face of senescence. As a nefortu&#039;s vision degenerates, the boundaries with these other senses &amp;quot;blur&amp;quot;; it is not uncommon for middle aged and elderly nefortu to develop a kind of synesthaesia, seamlessly integrated with their visual perception.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
While many are born within cities both near and abroad, the majority of nefortu claim heritage in the sea-cave of [[Rahh-Nefor]] or the city of [[Kohlis]] under [[Mount Enrien]]. In nefortean cities, large families of related and unrelated adults share living and sleeping quarters in a communal fashion, while children are raised by creche matrons.&lt;br /&gt;
&lt;br /&gt;
In human and aelin cities, nefortu have largely found a niche in commerce, and the majority of [[Ayaunj]]&#039;s barrister-priests are nefortu. While the nefortu collect coin as a bit of a game, others view their tricks with less joviality. Prejudice arises from the culture clash, and even a respectable, law-abiding nefortu may find themself faced with accusations of fraud and malicious intent.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
[[Category:nefortu]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Shuddeni&amp;diff=1155</id>
		<title>Shuddeni</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Shuddeni&amp;diff=1155"/>
		<updated>2024-02-16T05:47:21Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Negative]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; || +2 mana per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Blind immunity]],&lt;br /&gt;
increased movement in darkness&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The shuddeni are a loathsome race originating deep within the bowels of the earth. Constructing vast cave cities, the shuddeni lived for centuries without contact with the other races, during which time they enslaved the muscular chaja, perfected their magical arts, and grew steadily in power. Then, after thousands of years of solitude, the shuddeni burst forth upon Avendar with a hatred and destruction unmatched among races. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Shuddeni are subterranean, sapient humanoid marsupials who have a distinctive lack of eyes. They instead perceive the world with a passive, pseudo-psionic blindsight, allowing them to discern shapes and distances with ease. Their skin is grey in tone and noticeably wrinkled; they often apply scented oils, glitter, and other cosmetics to these folds as a cultural norm. Their bodies are hairless, making their most notable physical change during maturity the depth and prominence of their skin creases.&lt;br /&gt;
&lt;br /&gt;
==== Example Descriptions ====&lt;br /&gt;
Below are sample descriptions from NPCs and past player characters. These descriptions are for reference only; you should not use them for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Syeirah, Archmage of Void&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Petite in build and stature, this young shuddeni woman carries herself with a nervous and watchful air. Her face is thin and angular and bears ragged, fresh-looking burn scars spreading across one side, pulling one side of her aubergine-painted mouth up into a perpetual sneer. Where it is not scarred, the pale cinereous folds of her flesh are densely tattooed with sinuous black glyphs that wind across her scalp and down what is visible of her neck, shoulders, and arms to the tips of her long and slender fingers. Spicy, bitter hints of myrrh waft from the faint sheen of oil coating her skin, all but completely masking the reek of singed bone and old blood that clings to her.&lt;br /&gt;
&lt;br /&gt;
== Playing a Shuddeni ==&lt;br /&gt;
Shuddeni must be played as having dark and evil natures. They are dedicated to hatred, greed, and cruelty, and thus require some extra consideration when roleplaying. They are more likely to be attacked by some NPCs and PCs simply because of their race than most characters are. They are more likely to be feared and mistrusted by both strangers and acquaintances.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Power, control, and command are the most significant factors to a shuddeni. Their natural intelligence and charisma allow them to often move quickly through academic or philosophical circles; when combined with their lust for authority, shuddeni make for obvious, if sociopathic, leaders. When in a position of command, they often believe that the inherent supremacy of their decisions or outlook make them superior– and in turn, those who follow them often find themselves belittled, marginalized, or otherwise degraded. A shuddeni may act cooperatively, or encourage cooperation in others, but ultimately, anything which threatens his personal power or autonomy is anathema to them.&lt;br /&gt;
&lt;br /&gt;
A shuddeni typically delights in violence, either their own, or those of their underlings. Their magical, and at times, physical, talents are almost always turned to this end; yet, even if they personally abstain from open war, their rhetoric will willingly compensate. Evil is a biological necessity to a shuddeni, influenced as they are by [[Tzet-Askhari]]. Functionally, to them, it is the only true constant. They believe its seed either should exist, or does exist, in all sapient life. This makes them despise all who encourage goodness, purity, peace, or compassion, as these concepts are, to them, merely veils which shroud a mortal’s true and inalienable nature&lt;br /&gt;
==== [[Yithoul]] ====&lt;br /&gt;
&lt;br /&gt;
A powerful tribe of the shuddeni, the Yithoul erected a city and dark temple in a vast underground cavern below the maze of the phase spider. Though far from the only shuddeni settlement underground, it is widely regarded as the most powerful, and has been the heart of shuddeni culture for millennia.&lt;br /&gt;
==== Surface Shuddeni ====&lt;br /&gt;
&lt;br /&gt;
Most commonly found in [[Var Bandor]] and [[Earendam]], surface shuddeni tend to be decently integrated with communities in those cities, having twisted the laws in those places to grant them maximum freedoms in their areas of interest. They are more likely to be worshipers of [[Rveyelhi]] given the Black Staff’s legacy and rise to power, particularly in Var Bandor.&lt;br /&gt;
[[Category:shuddeni]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Srryn&amp;diff=1154</id>
		<title>Srryn</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Srryn&amp;diff=1154"/>
		<updated>2024-02-16T05:47:13Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Unarmed|Claws]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; || +2 health per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Swordmaster]], [[Bandit]],&amp;lt;br&amp;gt; [[Thief]], any [[Templar]], [[Barbarian]],&amp;lt;br&amp;gt; [[Druid]], [[Ranger]], [[Assassin]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning and adaptable, the srryn are one of the most ancient people on Avendar.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Srryn are cold-blooded humanoid reptiles. Their features are distinctly crocodilian, with vertically-slit eyes, tough scutes overlying a bony exoskeleton, sharp claws and teeth, and long tails. Their tails are not prehensile but they are quite flexible, being used extensively for balance and communication, as well as being capable of regenerating if severed. Srryn are omnivores, but their jaws, while powerful, are not well-adapted to chewing; food must be cut or torn into pieces that can be swallowed. They have tough claws on both their hands and feet, though they become brittle with length and are often kept short. Like most reptiles, they are adversely affected by cold, which slows their metabolism and forces them into torpor.&lt;br /&gt;
&lt;br /&gt;
Srryn remain gravid for only a month, but their eggs must be incubated for over a year before hatching. Most hatchlings are able to walk within hours of hatching, and are talking by six months of age. Their clutches range in size depending on factors like local population density from one to over a dozen, but particularly in larger clutches, most hatchlings will not survive to their second year. They also beep.&lt;br /&gt;
&lt;br /&gt;
Befitting the children of [[Fenthira]], srryn are capable of adapting to their environment and imparting those changes to their offspring much more quickly than other species. This in addition to their extreme precociousness has lead to a huge variety in morphology across different communities of srryn. This adaptability has contributed to their tenacity and relative comfort in all manner of extreme environments, as well as ensuring that srryn can be found with eyes or scales of nearly any hue and pattern.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
As a people the srryn are proud, though the form and justification for that pride changes depending on their ruling [[sept]]. [[Fenthira]]n septs will point out their adaptability and ability to learn from the successes of other cultures. A [[Sythrak]]i sept may point out that if not for the [[Compact]]-breaking divine intervention, they would have won the [[War of Fire]]. A [[Sitheus|Sithean]] sept will...probably try to kill you immediately. They don&#039;t like outsiders very much.&lt;br /&gt;
&lt;br /&gt;
The srryn engage in meticulous grooming, outshining even the vainest aelin in terms of time, attention, and sheer array of products used. Their scales shed in patches which require exfoliation, for which exist many specialized tools. Unguents exist that lighten or darken the scales; yet other cosmetics are used to paint patterns on the scutes. Claws are kept trim whether sharpened or blunted, and ostentatious jewelry and garb are recognized as signals of status.&lt;br /&gt;
&lt;br /&gt;
The srryn assign strict gender roles, but largely only to specific activities rather than people. The concept of &#039;&#039;fatherhood&#039;&#039; does not exist within srryn societies, for example; anyone who takes care of a child is considered their mother, regardless of relation or personal identity. A fisherman is always a fisher&#039;&#039;man&#039;&#039;, and the terms associated have a strong connotation of masculinity in their language. On the topic of sex however srryn are openly sanguine and flexible. The swamps of Sythtys for example are home to [[nkran blossom]]s, and it isn&#039;t uncommon for srryn to use them to change their sex to ensure offspring with a desired partner. Such offspring are then left in a communal birth-nest, to be tended and raised by elder srryn mothers.&lt;br /&gt;
&lt;br /&gt;
Srryn language is a particular point of interest and frustration for outsiders, for movements of a srryn&#039;s tail are a vital component of it. The posture of the tail is used to signify all manner of things, including emotional state, sincerity, perceived status in relation to their audience, and so on. So much of their communication is nonverbal that it was difficult even for those non-srryn who knew the language. A method of sign language to emulate the presence of a tail was eventually developed by [[Ilhever Loshtera]] and [[Ysthorine Ssolenla]], aelin and srryn scholars who made a study of the srryn language.&lt;br /&gt;
&lt;br /&gt;
Sythtys is ruled by the [[Ysthael sept]], following the tenets of [[Sythrak]]. They primarily hunt, fish, and gather; they have neither farms nor herds. Lacking both mines and quarries, they make use of wood, leather, and bone tools. More advanced material goods are generally acquired by raiding; [[Earendam]]&#039;s history of violent imperialism and multiple wars have left them famously aggressive towards outsiders, precluding most trade. This has locked them in perpetual tension with Earendam, as they simultaneously defend their homeland from the imperialist city, and raid said city&#039;s outlying villages and farms. They take not only goods, but people, and the stories of tortured human prisoners are not only Earendamian propaganda.&lt;br /&gt;
&lt;br /&gt;
West of the Forest of Nendor, [[Vrystat fen]] has become home to the [[Thissa sept]], bound in service to [[Sitheus]]. Banished from Sythtys, these Sitheans nurse a cold enmity against Sythrak&#039;s sept which surpasses even their hatred of warmbloods. Druidic cultists roam the fens, at one with the diseased energies of Sitheus&#039; realm. They tread carefully around their militant leader, [[Kassitha]], as they gather strength and bide their time.&lt;br /&gt;
&lt;br /&gt;
Far to the south, the [[Sotuei sept]] keeps Fenthira&#039;s ways.&lt;br /&gt;
&lt;br /&gt;
Many srryn have integrated into multi-species communities. Their reputation for violence precedes them, making prejudice a recurring barrier. Despite the prejudice, Fenthira&#039;s guiding hand pushes these srryn into the wider world, bringing forth their natural curiosity and adaptability. City srryn can be found as shopkeepers, porters, guards, and gladiators; village srryn are often fishermen. Among the [[Lsakia]], srryn are tenders of their large docile reptilian cousins known as [[srorsian]]s. Srryn have contributed much to the world&#039;s adventuring guilds, bringing their mastery of extreme environments, innovations in fire magic, and new fighting techniques.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The srryn gods are known for their reticence for divine intervention. Their children are expected to survive or not according to their own strength and cunning. Each god posits their own approach to this however, and each sept is arranged around one of their respective philosophies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The srryn were one of the first people to emerge after the [[Sundering]]. Emerging triumphant from the jungles to the south, their divinely-spurred ability to adapt to extreme environments gave them a considerable edge in those early chaotic days. They soon began to leave the jungles of their birth, adapting to the then-fertile plains surrounding [[Ashta Harrud]], the [[Ngahe desert]], and the swamps of [[Sythtys]].&lt;br /&gt;
&lt;br /&gt;
[[Category:srryn]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Shuddeni&amp;diff=1153</id>
		<title>Shuddeni</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Shuddeni&amp;diff=1153"/>
		<updated>2024-02-16T05:45:58Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Negative]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; || +2 mp per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Blind immunity]],&lt;br /&gt;
increased movement in darkness&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The shuddeni are a loathsome race originating deep within the bowels of the earth. Constructing vast cave cities, the shuddeni lived for centuries without contact with the other races, during which time they enslaved the muscular chaja, perfected their magical arts, and grew steadily in power. Then, after thousands of years of solitude, the shuddeni burst forth upon Avendar with a hatred and destruction unmatched among races. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Shuddeni are subterranean, sapient humanoid marsupials who have a distinctive lack of eyes. They instead perceive the world with a passive, pseudo-psionic blindsight, allowing them to discern shapes and distances with ease. Their skin is grey in tone and noticeably wrinkled; they often apply scented oils, glitter, and other cosmetics to these folds as a cultural norm. Their bodies are hairless, making their most notable physical change during maturity the depth and prominence of their skin creases.&lt;br /&gt;
&lt;br /&gt;
==== Example Descriptions ====&lt;br /&gt;
Below are sample descriptions from NPCs and past player characters. These descriptions are for reference only; you should not use them for your characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Syeirah, Archmage of Void&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Petite in build and stature, this young shuddeni woman carries herself with a nervous and watchful air. Her face is thin and angular and bears ragged, fresh-looking burn scars spreading across one side, pulling one side of her aubergine-painted mouth up into a perpetual sneer. Where it is not scarred, the pale cinereous folds of her flesh are densely tattooed with sinuous black glyphs that wind across her scalp and down what is visible of her neck, shoulders, and arms to the tips of her long and slender fingers. Spicy, bitter hints of myrrh waft from the faint sheen of oil coating her skin, all but completely masking the reek of singed bone and old blood that clings to her.&lt;br /&gt;
&lt;br /&gt;
== Playing a Shuddeni ==&lt;br /&gt;
Shuddeni must be played as having dark and evil natures. They are dedicated to hatred, greed, and cruelty, and thus require some extra consideration when roleplaying. They are more likely to be attacked by some NPCs and PCs simply because of their race than most characters are. They are more likely to be feared and mistrusted by both strangers and acquaintances.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Power, control, and command are the most significant factors to a shuddeni. Their natural intelligence and charisma allow them to often move quickly through academic or philosophical circles; when combined with their lust for authority, shuddeni make for obvious, if sociopathic, leaders. When in a position of command, they often believe that the inherent supremacy of their decisions or outlook make them superior– and in turn, those who follow them often find themselves belittled, marginalized, or otherwise degraded. A shuddeni may act cooperatively, or encourage cooperation in others, but ultimately, anything which threatens his personal power or autonomy is anathema to them.&lt;br /&gt;
&lt;br /&gt;
A shuddeni typically delights in violence, either their own, or those of their underlings. Their magical, and at times, physical, talents are almost always turned to this end; yet, even if they personally abstain from open war, their rhetoric will willingly compensate. Evil is a biological necessity to a shuddeni, influenced as they are by [[Tzet-Askhari]]. Functionally, to them, it is the only true constant. They believe its seed either should exist, or does exist, in all sapient life. This makes them despise all who encourage goodness, purity, peace, or compassion, as these concepts are, to them, merely veils which shroud a mortal’s true and inalienable nature&lt;br /&gt;
==== [[Yithoul]] ====&lt;br /&gt;
&lt;br /&gt;
A powerful tribe of the shuddeni, the Yithoul erected a city and dark temple in a vast underground cavern below the maze of the phase spider. Though far from the only shuddeni settlement underground, it is widely regarded as the most powerful, and has been the heart of shuddeni culture for millennia.&lt;br /&gt;
==== Surface Shuddeni ====&lt;br /&gt;
&lt;br /&gt;
Most commonly found in [[Var Bandor]] and [[Earendam]], surface shuddeni tend to be decently integrated with communities in those cities, having twisted the laws in those places to grant them maximum freedoms in their areas of interest. They are more likely to be worshipers of [[Rveyelhi]] given the Black Staff’s legacy and rise to power, particularly in Var Bandor.&lt;br /&gt;
[[Category:shuddeni]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Srryn&amp;diff=1152</id>
		<title>Srryn</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Srryn&amp;diff=1152"/>
		<updated>2024-02-16T05:44:46Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INT&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIS&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CON&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHR&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Unarmed|Claws]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bonus&#039;&#039;&#039; || +2 hp per level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Swordmaster]], [[Bandit]],&amp;lt;br&amp;gt; [[Thief]], any [[Templar]], [[Barbarian]],&amp;lt;br&amp;gt; [[Druid]], [[Ranger]], [[Assassin]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning and adaptable, the srryn are one of the most ancient people on Avendar.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Srryn are cold-blooded humanoid reptiles. Their features are distinctly crocodilian, with vertically-slit eyes, tough scutes overlying a bony exoskeleton, sharp claws and teeth, and long tails. Their tails are not prehensile but they are quite flexible, being used extensively for balance and communication, as well as being capable of regenerating if severed. Srryn are omnivores, but their jaws, while powerful, are not well-adapted to chewing; food must be cut or torn into pieces that can be swallowed. They have tough claws on both their hands and feet, though they become brittle with length and are often kept short. Like most reptiles, they are adversely affected by cold, which slows their metabolism and forces them into torpor.&lt;br /&gt;
&lt;br /&gt;
Srryn remain gravid for only a month, but their eggs must be incubated for over a year before hatching. Most hatchlings are able to walk within hours of hatching, and are talking by six months of age. Their clutches range in size depending on factors like local population density from one to over a dozen, but particularly in larger clutches, most hatchlings will not survive to their second year. They also beep.&lt;br /&gt;
&lt;br /&gt;
Befitting the children of [[Fenthira]], srryn are capable of adapting to their environment and imparting those changes to their offspring much more quickly than other species. This in addition to their extreme precociousness has lead to a huge variety in morphology across different communities of srryn. This adaptability has contributed to their tenacity and relative comfort in all manner of extreme environments, as well as ensuring that srryn can be found with eyes or scales of nearly any hue and pattern.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
As a people the srryn are proud, though the form and justification for that pride changes depending on their ruling [[sept]]. [[Fenthira]]n septs will point out their adaptability and ability to learn from the successes of other cultures. A [[Sythrak]]i sept may point out that if not for the [[Compact]]-breaking divine intervention, they would have won the [[War of Fire]]. A [[Sitheus|Sithean]] sept will...probably try to kill you immediately. They don&#039;t like outsiders very much.&lt;br /&gt;
&lt;br /&gt;
The srryn engage in meticulous grooming, outshining even the vainest aelin in terms of time, attention, and sheer array of products used. Their scales shed in patches which require exfoliation, for which exist many specialized tools. Unguents exist that lighten or darken the scales; yet other cosmetics are used to paint patterns on the scutes. Claws are kept trim whether sharpened or blunted, and ostentatious jewelry and garb are recognized as signals of status.&lt;br /&gt;
&lt;br /&gt;
The srryn assign strict gender roles, but largely only to specific activities rather than people. The concept of &#039;&#039;fatherhood&#039;&#039; does not exist within srryn societies, for example; anyone who takes care of a child is considered their mother, regardless of relation or personal identity. A fisherman is always a fisher&#039;&#039;man&#039;&#039;, and the terms associated have a strong connotation of masculinity in their language. On the topic of sex however srryn are openly sanguine and flexible. The swamps of Sythtys for example are home to [[nkran blossom]]s, and it isn&#039;t uncommon for srryn to use them to change their sex to ensure offspring with a desired partner. Such offspring are then left in a communal birth-nest, to be tended and raised by elder srryn mothers.&lt;br /&gt;
&lt;br /&gt;
Srryn language is a particular point of interest and frustration for outsiders, for movements of a srryn&#039;s tail are a vital component of it. The posture of the tail is used to signify all manner of things, including emotional state, sincerity, perceived status in relation to their audience, and so on. So much of their communication is nonverbal that it was difficult even for those non-srryn who knew the language. A method of sign language to emulate the presence of a tail was eventually developed by [[Ilhever Loshtera]] and [[Ysthorine Ssolenla]], aelin and srryn scholars who made a study of the srryn language.&lt;br /&gt;
&lt;br /&gt;
Sythtys is ruled by the [[Ysthael sept]], following the tenets of [[Sythrak]]. They primarily hunt, fish, and gather; they have neither farms nor herds. Lacking both mines and quarries, they make use of wood, leather, and bone tools. More advanced material goods are generally acquired by raiding; [[Earendam]]&#039;s history of violent imperialism and multiple wars have left them famously aggressive towards outsiders, precluding most trade. This has locked them in perpetual tension with Earendam, as they simultaneously defend their homeland from the imperialist city, and raid said city&#039;s outlying villages and farms. They take not only goods, but people, and the stories of tortured human prisoners are not only Earendamian propaganda.&lt;br /&gt;
&lt;br /&gt;
West of the Forest of Nendor, [[Vrystat fen]] has become home to the [[Thissa sept]], bound in service to [[Sitheus]]. Banished from Sythtys, these Sitheans nurse a cold enmity against Sythrak&#039;s sept which surpasses even their hatred of warmbloods. Druidic cultists roam the fens, at one with the diseased energies of Sitheus&#039; realm. They tread carefully around their militant leader, [[Kassitha]], as they gather strength and bide their time.&lt;br /&gt;
&lt;br /&gt;
Far to the south, the [[Sotuei sept]] keeps Fenthira&#039;s ways.&lt;br /&gt;
&lt;br /&gt;
Many srryn have integrated into multi-species communities. Their reputation for violence precedes them, making prejudice a recurring barrier. Despite the prejudice, Fenthira&#039;s guiding hand pushes these srryn into the wider world, bringing forth their natural curiosity and adaptability. City srryn can be found as shopkeepers, porters, guards, and gladiators; village srryn are often fishermen. Among the [[Lsakia]], srryn are tenders of their large docile reptilian cousins known as [[srorsian]]s. Srryn have contributed much to the world&#039;s adventuring guilds, bringing their mastery of extreme environments, innovations in fire magic, and new fighting techniques.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The srryn gods are known for their reticence for divine intervention. Their children are expected to survive or not according to their own strength and cunning. Each god posits their own approach to this however, and each sept is arranged around one of their respective philosophies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The srryn were one of the first people to emerge after the [[Sundering]]. Emerging triumphant from the jungles to the south, their divinely-spurred ability to adapt to extreme environments gave them a considerable edge in those early chaotic days. They soon began to leave the jungles of their birth, adapting to the then-fertile plains surrounding [[Ashta Harrud]], the [[Ngahe desert]], and the swamps of [[Sythtys]].&lt;br /&gt;
&lt;br /&gt;
[[Category:srryn]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Lineages&amp;diff=1151</id>
		<title>Lineages</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Lineages&amp;diff=1151"/>
		<updated>2024-02-16T05:41:42Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original font of life was [[Jolinn]], who seeded Avendar with its first single-celled organisms and set evolution in motion after the formation of its physical and metaphysical laws by [[Iandir]]. [[Ashur]] then contributed the concepts of entropy and death for Its own reasons, completing the world as we know it. As other [[gods]] arrived or came into being, many of them intervened in the course of various species&#039; evolutions or even created new lifeforms wholesale; however, by and large, the gods seek to influence what already exists.&lt;br /&gt;
&lt;br /&gt;
While sometimes referred to as &amp;quot;races,&amp;quot; the different lineages of Avendar are well and truly different species. Each playable species has its own unique biology and anatomy. Some are divine creations or had their development guided by a god, others evolved from natural flora and fauna; most are some combination of the two. People of different species cannot interbreed to create offspring, but sex and relationships of all kinds happen frequently and are regarded neutrally at best, with varying attitudes depending on the culture.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
The choice of lineage in Avendar influences some important things about your character, from physical or mental statistics that influence how well a character does various things to special abilities such as flight or night vision.&lt;br /&gt;
&lt;br /&gt;
==Bonus==&lt;br /&gt;
Most lineages give a +2 bonus to one of your health (hp), mana (mp), or move (mv) for every level you gain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lineage !! STR !! INT !! WIS !! DEX !! CON !! CHR !! Bonus !! Res !! Vuln !! Size&lt;br /&gt;
|-&lt;br /&gt;
| [[Aelin]] || 17 || 23 || 17 || 23 || 17 || 25 || Mv || Lightning || Bash || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Alatharya]] || 25 || 17 || 17 || 17 || 23 || 23 || Hp || Bash || Holy || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Caladaran]] || 17 || 23 || 25 || 17 || 23 || 17 || Mp || Illusion || Fire || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Ch&#039;taren]] || 17 || 25 || 23 || 17 || 17 || 23 || Mp || Holy || Negative || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaja]] || 25 || 17 || 17 || 23 || 23 || 17 || Hp || Light || Illusion || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Ethron]] || 23 || 17 || 25 || 17 || 17 || 23 || Mv || Cold || Lightning || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&amp;lt;ref&amp;gt;Humans receive three bonus stat points which may be placed on any stat.&amp;lt;/ref&amp;gt; || 20 || 20 || 20 || 20 || 20 || 20 || None || None || None || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Nefortu]] || 17 || 23 || 17 || 25 || 23 || 17 || Mv || Pierce || Sound || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Shuddeni]] || 17 || 25 || 23 || 17 || 17 || 23 || Mp || Negative || Light || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Srryn]] || 23 || 17 || 17 || 23 || 25 || 17 || Hp || Fire || Cold || Large&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Lineages&amp;diff=1150</id>
		<title>Lineages</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Lineages&amp;diff=1150"/>
		<updated>2024-02-16T05:35:21Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original font of life was [[Jolinn]], who seeded Avendar with its first single-celled organisms and set evolution in motion after the formation of its physical and metaphysical laws by [[Iandir]]. [[Ashur]] then contributed the concepts of entropy and death for Its own reasons, completing the world as we know it. As other [[gods]] arrived or came into being, many of them intervened in the course of various species&#039; evolutions or even created new lifeforms wholesale; however, by and large, the gods seek to influence what already exists.&lt;br /&gt;
&lt;br /&gt;
While sometimes referred to as &amp;quot;races,&amp;quot; the different lineages of Avendar are well and truly different species. Each playable species has its own unique biology and anatomy. Some are divine creations or had their development guided by a god, others evolved from natural flora and fauna; most are some combination of the two. People of different species cannot interbreed to create offspring, but sex and relationships of all kinds happen frequently and are regarded neutrally at best, with varying attitudes depending on the culture.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
The choice of lineage in Avendar influences some important things about your character, from physical or mental statistics that influence how well a character does various things to special abilities such as flight or night vision.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lineage !! STR !! INT !! WIS !! DEX !! CON !! CHR !! Bonus !! Res !! Vuln !! Size&lt;br /&gt;
|-&lt;br /&gt;
| [[Aelin]] || 17 || 23 || 17 || 23 || 17 || 25 || Mv || Lightning || Bash || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Alatharya]] || 25 || 17 || 17 || 17 || 23 || 23 || Hp || Bash || Holy || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Caladaran]] || 17 || 23 || 25 || 17 || 23 || 17 || Mp || Illusion || Fire || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Ch&#039;taren]] || 17 || 25 || 23 || 17 || 17 || 23 || Mp || Holy || Negative || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaja]] || 25 || 17 || 17 || 23 || 23 || 17 || Hp || Light || Illusion || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Ethron]] || 23 || 17 || 25 || 17 || 17 || 23 || Mv || Cold || Lightning || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&amp;lt;ref&amp;gt;Humans receive three bonus stat points which may be placed on any stat.&amp;lt;/ref&amp;gt; || 20 || 20 || 20 || 20 || 20 || 20 || None || None || None || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Nefortu]] || 17 || 23 || 17 || 25 || 23 || 17 || Mv || Pierce || Sound || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Shuddeni]] || 17 || 25 || 23 || 17 || 17 || 23 || Mp || Negative || Light || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Srryn]] || 23 || 17 || 17 || 23 || 25 || 17 || Hp || Fire || Cold || Large&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Lineages&amp;diff=1149</id>
		<title>Lineages</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Lineages&amp;diff=1149"/>
		<updated>2024-02-16T05:34:38Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original font of life was [[Jolinn]], who seeded Avendar with its first single-celled organisms and set evolution in motion after the formation of its physical and metaphysical laws by [[Iandir]]. [[Ashur]] then contributed the concepts of entropy and death for Its own reasons, completing the world as we know it. As other [[gods]] arrived or came into being, many of them intervened in the course of various species&#039; evolutions or even created new lifeforms wholesale; however, by and large, the gods seek to influence what already exists.&lt;br /&gt;
&lt;br /&gt;
While sometimes referred to as &amp;quot;races,&amp;quot; the different lineages of Avendar are well and truly different species. Each playable species has its own unique biology and anatomy. Some are divine creations or had their development guided by a god, others evolved from natural flora and fauna; most are some combination of the two. People of different species cannot interbreed to create offspring, but sex and relationships of all kinds happen frequently and are regarded neutrally at best, with varying attitudes depending on the culture.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
The choice of lineage in Avendar influences some important things about your character, from physical or mental statistics that influence how well a character does various things to special abilities such as flight or night vision.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lineage !! STR !! INT !! WIS !! DEX !! CON !! CHR !! Bonus !! Res !! Vuln !! Size&lt;br /&gt;
|-&lt;br /&gt;
| [[Aelin]] || 17 || 23 || 17 || 23 || 17 || 25 || Mv || Lightning || Bash || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Alatharya]] || 25 || 17 || 17 || 17 || 23 || 23 || Hp || Bash || Holy || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Caladaran]] || 17 || 23 || 25 || 17 || 23 || 17 || Mp || Illusion || Fire || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Ch&#039;taren]] || 17 || 25 || 23 || 17 || 17 || 23 || Mp || Holy || Negative || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaja]] || 25 || 17 || 17 || 23 || 23 || 17 || Hp || Light || Illusion || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Ethron]] || 23 || 17 || 25 || 17 || 17 || 23 || Mv || Cold || Lightning || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&amp;lt;ref&amp;gt;Humans receive three bonus stat points which may be placed on any stat.&amp;lt;/ref&amp;gt; || 20 || 20 || 20 || 20 || 20 || 20 || N/A || N/A || N/A || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Nefortu]] || 17 || 23 || 17 || 25 || 23 || 17 || Mv || Pierce || Sound || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Shuddeni]] || 17 || 25 || 23 || 17 || 17 || 23 || Mp || Negative || Light || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Srryn]] || 23 || 17 || 17 || 23 || 25 || 17 || Hp || Fire || Cold || Large&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Template:Skill&amp;diff=1142</id>
		<title>Template:Skill</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Template:Skill&amp;diff=1142"/>
		<updated>2024-02-12T01:50:03Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable width=60%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;front-size:150%&amp;quot; | &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;{{{name|{{PAGENAME}}}}}&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{type|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }} | {{#if:{{{type|}}} |  &#039;&#039;&#039;Skill type:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{type|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{type|}}} | {{{type|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{subtype|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }} | {{#if:{{{subtype|}}} | &#039;&#039;&#039;Skill subtype:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{subtype|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{subtype|}}} |  {{{subtype|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{user|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }} | {{#if:{{{user|}}} | &#039;&#039;&#039;Primary user:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{user|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{user|}}} | {{{user|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{duration|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }}  | {{#if:{{{duration|}}} |  &#039;&#039;&#039;Duration:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{duration|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{duration|}}} |  {{{duration|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{castingCost|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }} | {{#if:{{{castingCost|}}} | &#039;&#039;&#039;Casting cost:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{castingCost|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{castingCost|}}} | {{{castingCost|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{tickCost|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }} | {{#if:{{{tickCost|}}} | &#039;&#039;&#039;Per-tick cost:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{tickCost|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{tickCost|}}} | {{{tickCost|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{pulseCost|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }} | {{#if:{{{pulseCost|}}} | &#039;&#039;&#039;Per-pulse cost:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{pulseCost|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{pulseCost|}}} | {{{pulseCost|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{range|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }} | {{#if:{{{range|}}} | &#039;&#039;&#039;Range:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{range|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{range|}}} | {{{range|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{delay|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }} | {{#if:{{{delay|}}} | &#039;&#039;&#039;Recast delay:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{delay|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{delay|}}} | {{{delay|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{requirements|}}} | width=20% style=&amp;quot;text-align:left;height: 35px&amp;quot; || }} | {{#if:{{{requirements|}}} | &#039;&#039;&#039;Requirements:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{requirements|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{requirements|}}} | {{{requirements|}}} || }}&lt;br /&gt;
|-&lt;br /&gt;
! {{#if:{{{syntax|}}} | width=20% style=&amp;quot;text-align:left&amp;quot; || }} | {{#if:{{{syntax|}}} | &#039;&#039;&#039;Syntax:&#039;&#039;&#039; || }}&lt;br /&gt;
| {{#if:{{{syntax|}}} | style=&amp;quot;height: 35px&amp;quot; || }} | {{#if:{{{syntax|}}} | {{{syntax|}}} || }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Note the above template is blank because it will automatically hide all lines that do not have any information on them.&lt;br /&gt;
How to use:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{skill&lt;br /&gt;
|name= Put Skill Name here. You *can* leave this blank and, if you do, it will default to the page name.&lt;br /&gt;
|type= Put which type of skill it is here. Options include: Ability/Form/Skill/Song/Spell&lt;br /&gt;
|subtype= Broad strokes what the skill does. Attack, buff, debuff, defense, healing, passive&lt;br /&gt;
|user= Generally speaking, what class uses this skill. Please link relevant classes or professions&lt;br /&gt;
|duration= What is the skill&#039;s duration&lt;br /&gt;
|castingCost= What is the skill&#039;s cost to activate, if any&lt;br /&gt;
|tickCost= What is the skill&#039;s cost per tick, if any. This only applies to psionic foci&lt;br /&gt;
|pulseCost= What is the skill&#039;s cost per pulse, if any. This only applies to bardic songs&lt;br /&gt;
|range= Targeting information, if it&#039;s self only or on an ally or an enemy or adjacent rooms or global, etc&lt;br /&gt;
|delay= How long does it take to cast the spell again. This can be anything between a proper hours-long cooldown or the number of rounds it lags you for&lt;br /&gt;
|requirements= What does this skill require in order to be used, if anything&lt;br /&gt;
|syntax= What is the proper syntax to use the skill, if any&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Example use:&lt;br /&gt;
{{skill&lt;br /&gt;
|name=Test Skill&lt;br /&gt;
|type=Ability&lt;br /&gt;
|subtype=Passive&lt;br /&gt;
|user=Test templates&lt;br /&gt;
|duration=None&lt;br /&gt;
|castingCost=None&lt;br /&gt;
|tickCost=None&lt;br /&gt;
|pulseCost=None&lt;br /&gt;
|range=This page only&lt;br /&gt;
|delay=2 rounds&lt;br /&gt;
|requirements=View source&lt;br /&gt;
|syntax=None&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Trait&amp;diff=1036</id>
		<title>Trait</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Trait&amp;diff=1036"/>
		<updated>2024-02-09T16:23:44Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During character creation you will be given training points to spend on different traits. These points are lost when you finish creating your character, so we encourage to spending all of them. Some [[classes]] or [[lineage]]s will receive certain traits automatically; this is noted below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Type !! Name !! Cost !! Function !! Free for&lt;br /&gt;
|-&lt;br /&gt;
| background || aristocrat || 2 || At level 10 and every year thereafter, you will be granted a small stipend or inheritance. || &lt;br /&gt;
|-&lt;br /&gt;
| background || forger || 1 || You may forge the &amp;quot;from&amp;quot; line on notes you send. || [[watcher]]&lt;br /&gt;
|-&lt;br /&gt;
| background || weapon maintenance || 1 || You can repair weapons when they are damaged. || all [[classes|warrior]]s&lt;br /&gt;
|-&lt;br /&gt;
| background || streetwise || 2 || +10% resistance to the skills: [[peek]], [[plant]], [[steal]], [[waylay]], and [[garrote]]. || &lt;br /&gt;
|-&lt;br /&gt;
| background || thieves cant || 1 || You know a silent sign language. || [[thief]]&lt;br /&gt;
|-&lt;br /&gt;
| background || mortician || 1 || You have a talent for dismembering and dissecting corpses without damaging them. || [[void scholar]]&lt;br /&gt;
|-&lt;br /&gt;
|background || god touched || 3 || Varies; see [[god touch]] for full information. || &lt;br /&gt;
|-&lt;br /&gt;
| general || brave || 2 || +15% chance to provoke, rescue, and distract; +20% [[damage|fear]] resistance || [[spirit templar]]&lt;br /&gt;
|-&lt;br /&gt;
| general || cowardly || 1 || +50% [[flee]] chance, +10% [[cower]] chance, higher [[wimpy]] floor || [[thief]]&lt;br /&gt;
|-&lt;br /&gt;
| general || cynic || 2 || +50% [[feint]] resist; immunity to [[mimic]], [[figment&#039;s cage]], [[enhance pain]], and [[ventriloquate]] || &lt;br /&gt;
|-&lt;br /&gt;
| general || frugal || 1 || +15% to [[haggle]]. || &lt;br /&gt;
|-&lt;br /&gt;
| general || linguistic || 1 || +1 language; doubles chance of language skillups || &lt;br /&gt;
|-&lt;br /&gt;
| magical || gifted || 1 || Allows you to cast a spell you do not have the mana for provided your mana is &amp;gt;0. || &lt;br /&gt;
|-&lt;br /&gt;
| magical || obscure || 1 || Your spellcasting speech will be ciphered, even if the observer speaks [[arcane]]. || [[void scholar]], [[void templar]]&lt;br /&gt;
|-&lt;br /&gt;
| magical || pious || 2 || Free use of [[recall]] past level 25; improved success chance for [[sacrifice]]. || &lt;br /&gt;
|-&lt;br /&gt;
| physical || ambidextrous || 2 || Increases weight range of your off-hand weapon for dual wield relative to main-hand weapon. || [[swordmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| physical|| charming|| 2 || +1 base and maximum [[charisma]] || [[bard]], [[gladiator]]&lt;br /&gt;
|-&lt;br /&gt;
| physical || cold-natured || 1 || Immunity to weather cold checks. || &lt;br /&gt;
|-&lt;br /&gt;
| physical || eagle-eyed || 2 || +1 [[scan]] range || [[alatharya]], [[ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| physical || endurance || 1 || Halves rate of [[food|hunger]] accrual. || [[psionicist]]&lt;br /&gt;
|-&lt;br /&gt;
| physical || fleet || 1 || Removes failure chance when using [[get]] command in combat || [[thief]]&lt;br /&gt;
|-&lt;br /&gt;
| physical || hollow leg || 1 || Increases maximum [[food|satiety]]. || [[barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
| physical || iron stomach || 1 || Immunity to poison from spoiled or tainted food. || [[chaja]]&lt;br /&gt;
|-&lt;br /&gt;
| physical || light sleeper || 1 || Sends messages when someone enters or leaves the room while you&#039;re asleep. || [[watcher]]&lt;br /&gt;
|-&lt;br /&gt;
| physical || long-lived || 1 || Sets maximum [[age]] to highest possible range on character creation. || [[caladaran]]&lt;br /&gt;
|-&lt;br /&gt;
| physical || survivor || 1 || +10 maximum [[death]]s on character creation. || [[fire templar]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Avendar:Connect&amp;diff=1017</id>
		<title>Avendar:Connect</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Avendar:Connect&amp;diff=1017"/>
		<updated>2024-02-08T20:04:25Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Avendar can be accessed with any MUD client via telnet:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Host:&#039;&#039;&#039;  avendar.net&lt;br /&gt;
 &#039;&#039;&#039;Port:&#039;&#039;&#039;  9999&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have never played a game like Avendar before, below are more detailed connection instructions using a number of popular MUD clients which you may choose from. There is no wrong choice, and all have similar functionalities.&lt;br /&gt;
&lt;br /&gt;
==Making a Character==&lt;br /&gt;
&lt;br /&gt;
==MUD Clients==&lt;br /&gt;
&lt;br /&gt;
=== Mudlet ===&lt;br /&gt;
# When launching Mudlet, the profile window should open automatically. If it does not, click the &amp;lt;code&amp;gt;Connect&amp;lt;/code&amp;gt; button in the top left of the screen.&lt;br /&gt;
# Then click the &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; button on the bottom of the profile window.&lt;br /&gt;
# On the right side of the window, blank fields will be there. They should be &amp;lt;code&amp;gt;Profile name&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Server address&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Port:&amp;lt;/code&amp;gt;&lt;br /&gt;
# Under &amp;lt;code&amp;gt;profile name&amp;lt;/code&amp;gt;, put &amp;lt;code&amp;gt;Avendar&amp;lt;/code&amp;gt;&lt;br /&gt;
# Under &amp;lt;code&amp;gt;server address&amp;lt;/code&amp;gt; put &amp;lt;code&amp;gt;www.avendar.net&amp;lt;/code&amp;gt;&lt;br /&gt;
# Under &amp;lt;code&amp;gt;Port&amp;lt;/code&amp;gt; put &amp;lt;code&amp;gt;9999&amp;lt;/code&amp;gt;&lt;br /&gt;
# Then if you click the &amp;lt;code&amp;gt;connect&amp;lt;/code&amp;gt; button on the bottom of the screen, it should save your profile automatically and connect you to the game.&lt;br /&gt;
&lt;br /&gt;
To connect to the game again in the future, you double click the &amp;lt;code&amp;gt;Avendar&amp;lt;/code&amp;gt; profile you created when you launch Mudlet again next time.&lt;br /&gt;
&lt;br /&gt;
=== MUSHclient ===&lt;br /&gt;
&lt;br /&gt;
# Click &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; and navigate to &amp;lt;code&amp;gt;New World...&amp;lt;/code&amp;gt;&lt;br /&gt;
# Under &amp;lt;code&amp;gt;World Name&amp;lt;/code&amp;gt;, enter Avendar (or whatever you like).&lt;br /&gt;
# Under &amp;lt;code&amp;gt;MUD address and port&amp;lt;/code&amp;gt;, you will see &amp;lt;code&amp;gt;TCP/IP Address&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Port Number&amp;lt;/code&amp;gt;. Enter the information above in these boxes.&lt;br /&gt;
# Check &amp;lt;code&amp;gt;Save World Automatically On Close&amp;lt;/code&amp;gt; and click &amp;lt;code&amp;gt;OK&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The server information will be saved in a file called &amp;lt;code&amp;gt;Avendar.MCL (or whatever you put in as your World Name). To connect, you will open this file in MUSHclient.&lt;br /&gt;
&lt;br /&gt;
=== zMUD ===&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Classes&amp;diff=884</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Classes&amp;diff=884"/>
		<updated>2024-02-04T02:16:30Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many guilds one may join when enrolling in the [[School of Heroes]]. Generally speaking, they are separated into various professions which share similar philosophies in the way they approach adventuring. While most of these professions have a &#039;take it or leave it&#039; style when it comes to the curriculum, the magical profession of Scholars allows one to either focus in a single school of magic or take a minor in a different one. Each of these comes with their own benefits and unique spells that can change the entire way the scholar plays.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warriors&#039;&#039;&#039; || &#039;&#039;&#039;Rogues&#039;&#039;&#039; || &#039;&#039;&#039;Mentalists&#039;&#039;&#039; || &#039;&#039;&#039;Naturalists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || [[Bandit]] || [[Assassin]] || [[Barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordmaster]] || [[Bard]] || [[Psionicist]] || [[Druid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gladiator]] || [[Thief]] || [[Watcher]] || [[Ranger]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Scholars&#039;&#039;&#039; !! &#039;&#039;&#039;Templars&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Air scholar]] || [[Air templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth scholar]] || [[Earth templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire scholar]] || [[Fire templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit scholar]] || [[Spirit templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Void scholar]] || [[Void templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Water scholar]] || [[Water templar]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Classes&amp;diff=883</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Classes&amp;diff=883"/>
		<updated>2024-02-04T02:13:18Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many guilds one may join when enrolling in the School of Heroes. Generally speaking, they are separated into various professions which share similar philosophies in the way they approach adventuring. While most of these professions have a &#039;take it or leave it&#039; style when it comes to the curriculum, the magical profession of Scholars allows one to either focus in a single school of magic or take a minor in a different one. Each of these comes with their own benefits and unique spells that can change the entire way the scholar plays.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warriors&#039;&#039;&#039; || &#039;&#039;&#039;Rogues&#039;&#039;&#039; || &#039;&#039;&#039;Mentalists&#039;&#039;&#039; || &#039;&#039;&#039;Naturalists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || [[Bandit]] || [[Assassin]] || [[Barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordmaster]] || [[Bard]] || [[Psionicist]] || [[Druid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gladiator]] || [[Thief]] || [[Watcher]] || [[Ranger]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Scholars&#039;&#039;&#039; !! &#039;&#039;&#039;Templars&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Air scholar]] || [[Air templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth scholar]] || [[Earth templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire scholar]] || [[Fire templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit scholar]] || [[Spirit templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Void scholar]] || [[Void templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Water scholar]] || [[Water templar]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Classes&amp;diff=882</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Classes&amp;diff=882"/>
		<updated>2024-02-04T02:11:14Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many guilds one may join when enrolling in the School of Heroes. Generally speaking, they are separated into various professions which share similar philosophies in the way they approach adventuring. While most of these professions have a &#039;take it or leave it&#039; style when it comes to the curriculum, the magical profession of Scholars allows one to either focus in a single school of magic or take a minor in a different one. Each of these comes with their own benefits and unique spells that can change the entire way the scholar plays.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Professions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warriors&#039;&#039;&#039; || &#039;&#039;&#039;Rogues&#039;&#039;&#039; || &#039;&#039;&#039;Mentalists&#039;&#039;&#039; || &#039;&#039;&#039;Naturalists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || [[Bandit]] || [[Assassin]] || [[Barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordmaster]] || [[Bard]] || [[Psionicist]] || [[Druid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gladiator]] || [[Thief]] || [[Watcher]] || [[Ranger]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical Professions&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Scholars&#039;&#039;&#039; !! &#039;&#039;&#039;Templars&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Air scholar]] || [[Air templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth scholar]] || [[Earth templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire scholar]] || [[Fire templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit scholar]] || [[Spirit templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Void scholar]] || [[Void templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Water scholar]] || [[Water templar]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Classes&amp;diff=881</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Classes&amp;diff=881"/>
		<updated>2024-02-04T02:10:24Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many guilds one may join when enrolling in the School of Heroes. Generally speaking, they are separated into various professions which share similar philosophies in the way they approach adventuring. While most of these professions have a &#039;take it or leave it&#039; style when it comes to the curriculum, the magical profession of Scholars allows one to either focus in a single school of magic or take a minor in a different one. Each of these comes with their own benefits and unique spells that can change the entire way the scholar plays.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Professions&lt;br /&gt;
|-&lt;br /&gt;
| Warriors || Rogues || Mentalists || Naturalists&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || [[Bandit]] || [[Assassin]] || [[Barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordmaster]] || [[Bard]] || [[Psionicist]] || [[Druid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gladiator]] || [[Thief]] || [[Watcher]] || [[Ranger]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical Professions&lt;br /&gt;
|-&lt;br /&gt;
! Scholars !! Templars&lt;br /&gt;
|-&lt;br /&gt;
| [[Air scholar]] || [[Air templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth scholar]] || [[Earth templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire scholar]] || [[Fire templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit scholar]] || [[Spirit templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Void scholar]] || [[Void templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Water scholar]] || [[Water templar]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Classes&amp;diff=878</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Classes&amp;diff=878"/>
		<updated>2024-02-04T02:07:23Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many guilds one may join when enrolling in the School of Heroes. Generally speaking, they are separated into various professions which share similar philosophies in the way they approach adventuring. While most of these professions have a &#039;take it or leave it&#039; style when it comes to the curriculum, the magical profession of Scholars allows one to either focus in a single school of magic or take a minor in a different one. Each of these comes with their own benefits and unique spells that can change the entire way the scholar plays.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Professions&lt;br /&gt;
|-&lt;br /&gt;
| [[Category:Warriors|Warriors]] || [[Category:Rogues|Rogues]] || [[Category:Mentalist|Mentalists]] || [[category:naturalist|Naturalists]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || [[Bandit]] || [[Assassin]] || [[Barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordmaster]] || [[Bard]] || [[Psionicist]] || [[Druid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gladiator]] || [[Thief]] || [[Watcher]] || [[Ranger]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical Professions&lt;br /&gt;
|-&lt;br /&gt;
! [[Category:Scholars|Scholars]] !! [[Category:Templars|Templars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Air scholar]] || [[Air templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth scholar]] || [[Earth templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire scholar]] || [[Fire templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit scholar]] || [[Spirit templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Void scholar]] || [[Void templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Water scholar]] || [[Water templar]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Classes&amp;diff=876</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Classes&amp;diff=876"/>
		<updated>2024-02-04T02:03:08Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many guilds one may join when enrolling in the School of Heroes. Generally speaking, they are separated into various professions which share similar philosophies in the way they approach adventuring. While most of these professions have a &#039;take it or leave it&#039; style when it comes to the curriculum, the magical profession of Scholars allows one to either focus in a single school of magic or take a minor in a different one. Each of these comes with their own benefits and unique spells that can change the entire way the scholar plays.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Professions&lt;br /&gt;
|-&lt;br /&gt;
! [[Category:Warriors]] !! [[Category:Rogues]] !! [[Category:Mentalist]] !! [[category:naturalist]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || [[Bandit]] || [[Assassin]] || [[Barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordmaster]] || [[Bard]] || [[Psionicist]] || [[Druid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gladiator]] || [[Thief]] || [[Watcher]] || [[Ranger]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical Professions&lt;br /&gt;
|-&lt;br /&gt;
! [[Category:Scholars]] !! [[Category:Templars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Air scholar]] || [[Air templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth scholar]] || [[Earth templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire scholar]] || [[Fire templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit scholar]] || [[Spirit templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Void scholar]] || [[Void templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Water scholar]] || [[Water templar]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Water_templar&amp;diff=875</id>
		<title>Water templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Water_templar&amp;diff=875"/>
		<updated>2024-02-04T02:02:59Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Aeoleri moved page Water Templar to Water templar without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“The calling of Jolinn’s soldiers is a worthy one. I’m grateful to have studied with them.”|sign=Cidone Rotheld, former candidate for Patrician of Earendam}}&lt;br /&gt;
Water templars combine both the healing and destructive forms of water magic with a swordsman’s skills. They are bastions of protection, fusing magic and shield to ward those around them. Water resonates with the power of law and good, and cannot be commanded by those predisposed to chaos or evil.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Revealed by Jolinn during the War of Fire, the magics of Water have had an incalculable effect on Avendar. In short order, the rudiments of these spells were applied to combat, as there was little time to save what remained from the rampaging srryn. The Water templar is, therefore, a blend of the military rigor of soldiers and the healing powers of the sphere. Humans and aelin are among the oldest practitioners of this art, but its appreciation has expanded with the passing of ages. Although some fringe elements of the srryn have embraced the path of the Water templar, they are often outsiders in who toil in the name of Fenthira.&lt;br /&gt;
&lt;br /&gt;
Water templars are bastions of protection, fusing magic and shield to ward those around them. Their characteristic ginta can bring the bite of a winter storm, or suffuse them with the healing power of the seas. These warriors focus primiarily on attrition, as few can outlast a skilled Water templar in prolonged combat. While the creed favors swords, it is not uncommon to see a Water templar choose the spear if the situation calls for it. However, it is rare to see a Water templar separated from his shield, as he can derive more effect from one than simply blocking.&lt;br /&gt;
&lt;br /&gt;
Water resonates with the power of law and good, and cannot be commanded by those predisposed to chaos or evil. While many Water templars honor Jolinn as their patron, they have been equally known to seek the favor of others, such as Iandir. All students of the waves, however, should be mindful of the Lord of the Sapphire Spear’s wrath when choosing how best to apply their talents.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Ch’taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
== Abilities ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: dagger | mace | spear | [[shield block]] | [[recover]]&lt;br /&gt;
* Level 3: [[bandage]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[iterative attack|second attack]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 11: [[dodge]]&lt;br /&gt;
* Level 12: [[rescue]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* Level 17: [[shield bash]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 22: [[trance]] | [[field medicine]]&lt;br /&gt;
* Level 26: [[shield cover]]&lt;br /&gt;
* Level 30: [[healing ward]]&lt;br /&gt;
* Level 36: [[frost strike]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Forms ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 16: [[form of the living seas]]&lt;br /&gt;
* Level 23: [[form of the winter wind]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 4: [[detect invis]]&lt;br /&gt;
* Level 5: [[create food]]&lt;br /&gt;
* Level 6: [[iceshard]]&lt;br /&gt;
* Level 7: [[create spring]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 13: [[frozen shield]]&lt;br /&gt;
* Level 14: [[Sunset sigil]]&lt;br /&gt;
* Level 15: [[frostbrand]]&lt;br /&gt;
* Level 17: [[refresh]]&lt;br /&gt;
* Level 19: [[purify]]&lt;br /&gt;
* Level 20: [[Rotheld&#039;s bulwark]]&lt;br /&gt;
* Level 21: [[cure critical]]&lt;br /&gt;
* Level 24: [[icebolt]]&lt;br /&gt;
* Level 25: [[rune of life]]&lt;br /&gt;
* Level 27: [[sanctuary]]&lt;br /&gt;
* Level 28: [[douse]]&lt;br /&gt;
* Level 29: [[ritual cleansing]]&lt;br /&gt;
* Level 31: [[cone of cold]]&lt;br /&gt;
* Level 32: [[holy water]]&lt;br /&gt;
* Level 33: [[wall of water]]&lt;br /&gt;
* Level 34: [[ranged healing]]&lt;br /&gt;
* Level 38: [[icy prison]]&lt;br /&gt;
* Level 40: [[freeze]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Void_Templar&amp;diff=874</id>
		<title>Void Templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Void_Templar&amp;diff=874"/>
		<updated>2024-02-04T02:02:47Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Aeoleri moved page Void Templar to Void templar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Void templar]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Void_templar&amp;diff=873</id>
		<title>Void templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Void_templar&amp;diff=873"/>
		<updated>2024-02-04T02:02:47Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Aeoleri moved page Void Templar to Void templar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“Remember these words, for if you do not, you will find yourself in dire peril.”|sign=Ksakka Oyars, Studies in Demonic Bindings}}&lt;br /&gt;
Void templars delve into the outer layers of the void to gain power for victory. They study numerous means of debilitating their foes, both via weapon and spell; their signature is the use of demonbound weapons. The Void is a power of law and evil, and cannot be manipulated by any who are of chaotic or good mindset.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
First rising to prominence during the War of Night, Void templars are a fusion of both dark magics and martial force. Because of its shuddeni roots, they are the primary dedicants of this profession. However, it also has a substantial following amongst the aelin, forming the origin of its famously diabolic ginta. The srryn, too, have taken up the art, forming a distinctly Sithean Sept devoted to seeking its demonic power. The practice has appeal to other races, including both humans and nefortu, giving it particular allure amongst mercenaries.&lt;br /&gt;
&lt;br /&gt;
Although learned in several powerful defensive techniques, Void templars are primarily offensive in nature. They study numerous means of debilitating their foes, both via weapon and spell. A Void templar’s signature, however, is his use of demonbound weapons. These nightmarish rites allow him to infuse his arsenal with unnatural speed, strength, or even the ability to leech life from his foes. Much like their counterpart, the Water templar, they focus on the sword and shield in concert. Despite this, it is not uncommon to see a Void templar occasionally employ a whip.&lt;br /&gt;
&lt;br /&gt;
The Void is a power of law and evil, and cannot be manipulated by any who are of chaotic or good mindset. Srryn templars of the Void often follow their outcast god, Sitheus, while it is common for a shuddeni templar to serve Rveyelhi or Arkhural. However, Void templars need not honour any specific god, seeking instead to serve only their own power through pain.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
== Abilities ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: dagger | sword | whip | [[gloomward]] | [[recover]]&lt;br /&gt;
* Level 3: [[dodge]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[iterative attack|second attack]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 11: [[shield block]]&lt;br /&gt;
* Level 14: [[distract]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* Level 17: [[shield bash]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 19: [[haggle]]&lt;br /&gt;
* Level 20: [[inscribe]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 24: [[energy leech]]&lt;br /&gt;
* Level 29: [[bound fury]]&lt;br /&gt;
* Level 32: [[flay]]&lt;br /&gt;
* Level 36: [[pestilence]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Forms ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 19: [[form of the wraith]]&lt;br /&gt;
* Level 26: [[form of the asp]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[enervating ray]]&lt;br /&gt;
* Level 4: [[detect invis]]&lt;br /&gt;
* Level 5: [[shadowcloak]]&lt;br /&gt;
* Level 7: [[blindness]]&lt;br /&gt;
* Level 8: [[invisibility]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 12: [[serpent&#039;s fang]]&lt;br /&gt;
* Level 13: [[curse]]&lt;br /&gt;
* Level 15: [[flesh of my flesh]]&lt;br /&gt;
* Level 18: [[desecrate weapon]]&lt;br /&gt;
* Level 21: [[harm]]&lt;br /&gt;
* Level 23: [[spectre]]&lt;br /&gt;
* Level 25: [[bind demon]] | [[expel demon]]&lt;br /&gt;
* Level 27: [[plague]]&lt;br /&gt;
* Level 28: [[curse of Kijjasku]]&lt;br /&gt;
* Level 30: [[phase door]]&lt;br /&gt;
* Level 31: [[wail of the banshee]]&lt;br /&gt;
* Level 33: [[globe of darkness]]&lt;br /&gt;
* Level 34: [[blight of Adduthala]]&lt;br /&gt;
* Level 35: [[Gamalean emissary]]&lt;br /&gt;
* Level 38: [[embrace of Isetaton]]&lt;br /&gt;
* Level 40: [[demonic possession]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Spirit_templar&amp;diff=872</id>
		<title>Spirit templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Spirit_templar&amp;diff=872"/>
		<updated>2024-02-04T02:02:28Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Aeoleri moved page Spirit Templar to Spirit templar without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“It’s a glorious day. The light inside you is radiant indeed.”|sign=Deshmin, legendary spirit templar}}&lt;br /&gt;
Spirit templars harnesses spirit magics into offensive tools, attacking the very essence of opponents. Spirit templars favor two-weapon combat, often choosing the spear and whip as his tools of choice. Spirit templars are uniquely devoted to the forces of good and may be no other alignment. The magics of Spirit in general resonate with chaos, therefore preventing any who study them from being of lawful ethos. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The sudden arrival of the ch’taren during the War of Night brought with them unexpected fruit: the magics of Spirit. This included its more martial variation, the creed of the Spirit templar. Possessed of both divine and extraplanar power, these new weapons were devastatingly effective against both Void-mages and their demonic servitors. With the end of the War, these techniques spread rapidly throughout Avendar. Ch’taren remain the predominant practitioners of the art, but it has come to be heralded by virtually all mortal races for its immense power.&lt;br /&gt;
&lt;br /&gt;
A uniquely ch’taren class, every Spirit templar stands alone, even when surrounded by friends and allies. They are trained to strike at the heart of the enemy, assaulting even the greatest of foes with relentless efficiency. Demons and shuddeni are common victims of the Spirit templar, as he is able to banish or slay them with devastating skill. Well practiced in defensive techniques especially tailored to their brash style, a Spirit templar rarely fears for his safety even in darkness. Spirit templars favor two-weapon combat, often choosing the spear and whip as his tools of choice.&lt;br /&gt;
&lt;br /&gt;
Spirit templars are uniquely devoted to the forces of good and may be no other alignment. The magics of Spirit in general resonate with chaos, therefore preventing any who study them from being of lawful ethos. The ch’taren deities Rystaia, Calaera, and Vaialos are among the creed’s most venerated, with templars often calling upon their righteous fury to stab at the heart of darkness.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Ch’taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
== Abilities ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: axe | dagger | flail | sword | whip | [[hand to hand]] | [[recover]]&lt;br /&gt;
* Level 3: [[kick]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[dual wield]]&lt;br /&gt;
* Level 7: [[intercession]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 12: [[iterative attack|second attack]]&lt;br /&gt;
* Level 13: [[meditation]]&lt;br /&gt;
* Level 14: [[dodge]]&lt;br /&gt;
* Level 15: [[trip]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 22: [[sortie]]&lt;br /&gt;
* Level 25: [[lucid dreaming]]&lt;br /&gt;
* Level 28: [[trance]]&lt;br /&gt;
* Level 31: [[light of deliverance]]&lt;br /&gt;
* Level 36: [[invocation of Converu]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[searing light]]&lt;br /&gt;
* Level 5: [[radiance]]&lt;br /&gt;
* Level 7: [[bless]]&lt;br /&gt;
* Level 8: [[invisibility]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 11: [[blade of light]]&lt;br /&gt;
* Level 13: [[seraphic wings]]&lt;br /&gt;
* Level 15: [[visions]]&lt;br /&gt;
* Level 17: [[consecrate weapon]]&lt;br /&gt;
* Level 19: [[zeal]]&lt;br /&gt;
* Level 20: [[truesight]]&lt;br /&gt;
* Level 21: [[ray of light]]&lt;br /&gt;
* Level 23: [[astral form]]&lt;br /&gt;
* Level 24: [[unshackle]]&lt;br /&gt;
* Level 25: [[soul flare]]&lt;br /&gt;
* Level 26: [[ward of grace]]&lt;br /&gt;
* Level 27: [[exorcism]]&lt;br /&gt;
* Level 29: [[wrath of Kyana]]&lt;br /&gt;
* Level 30: [[positive channel]]&lt;br /&gt;
* Level 32: [[spiritwrack]]&lt;br /&gt;
* Level 33: [[thanatopsis]]&lt;br /&gt;
* Level 34: [[unseen servant]]&lt;br /&gt;
* Level 38: [[spirit sanctuary]]&lt;br /&gt;
* Level 40: [[rune of spirit]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Fire_Templar&amp;diff=871</id>
		<title>Fire Templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Fire_Templar&amp;diff=871"/>
		<updated>2024-02-04T02:02:16Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Aeoleri moved page Fire Templar to Fire templar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fire templar]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Fire_templar&amp;diff=870</id>
		<title>Fire templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Fire_templar&amp;diff=870"/>
		<updated>2024-02-04T02:02:16Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Aeoleri moved page Fire Templar to Fire templar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“I shall be teaching you then. Do try not to.. hurt.. yourself in the process, hmm?”|sign=Ajmayam, Fire Templar Guildmaster of Var Bandor}}&lt;br /&gt;
Deadly and unpredictable, fire templars are capable of unleashing great destructive force on their enemies. Fire templars are among the most physical templars, focusing much of their magics on increasing the sheer force of their blows, without heed for their own physical state. Fire is a power of chaos and evil, and cannot be worked by anyone with either a lawful or good mindset. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Unique amongst the spheres of magic, Fire templars predate their scholarly bretheren. One of the earliest delvings into magic after the Sundering, the srryn applied what magical capabilities they had in a characteristically brutal fashion. Humans later trained as templars of this sphere as well, as the War of Fire escalated. They are still the primary races who take on this profession, though nefortu as well have come to favour it.&lt;br /&gt;
&lt;br /&gt;
Fire templars are among the most physical templars, focusing much of their magics on increasing the sheer force of their blows, without heed for their own physical state. However, some of their magics are destructive in their own right, and can strike with devastating power. Most fire templars favour wielding a spear, though they are also trained in some simple techniques with a sword, as well.&lt;br /&gt;
&lt;br /&gt;
Fire is a power of chaos and evil, and cannot be worked by anyone with either a lawful or good mindset. Srryn fire templars very often name Sythrak as their patron deity, seeking to destroy or subjugate all other races. Others, particularly nefortu, often follow Bayyal, seeking nothing but the destruction that is His creed.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
== Abilities ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[dagger]] | [[flail]] | [[hand to hand]] | [[sword]] | [[whip]] | [[lore]] | [[recover]]&lt;br /&gt;
* Level 3: [[enhanced damage]]&lt;br /&gt;
* Level 5: [[fast healing]]&lt;br /&gt;
* Level 6: [[dual wield]]&lt;br /&gt;
* Level 7: [[dodge]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 12: [[iterative attack|second attack]]&lt;br /&gt;
* Level 13: [[meditation]]&lt;br /&gt;
* Level 14: [[cunning wisp]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 22: [[trip]]&lt;br /&gt;
* Level 25: [[aggravate wounds]]&lt;br /&gt;
* Level 28: [[trance]]&lt;br /&gt;
* Level 32: [[bash]]&lt;br /&gt;
* Level 35: [[disruption]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[immolate]]&lt;br /&gt;
* Level 4: [[detect invis]]&lt;br /&gt;
* Level 5: [[burnout]]&lt;br /&gt;
* Level 7: [[infravision]]&lt;br /&gt;
* Level 8: [[deny entropy]]&lt;br /&gt;
* Level 9: [[enflame]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 11: [[firebrand]]&lt;br /&gt;
* Level 12: [[sustenance]]&lt;br /&gt;
* Level 14: [[warmth]]&lt;br /&gt;
* Level 15: [[stoke]]&lt;br /&gt;
* Level 16: [[rune of fire]]&lt;br /&gt;
* Level 17: [[Skaye&#039;s ascent]]&lt;br /&gt;
* Level 19: [[corona]]&lt;br /&gt;
* Level 20: [[purifying flame]]&lt;br /&gt;
* Level 21: [[firebolt]]&lt;br /&gt;
* Level 23: [[frenzy]]&lt;br /&gt;
* Level 24: [[fireball]]&lt;br /&gt;
* Level 26: [[temper]]&lt;br /&gt;
* Level 27: [[lambent aura]]&lt;br /&gt;
* Level 28: [[circling falcon]]&lt;br /&gt;
* Level 29: [[flair of Jaziji]]&lt;br /&gt;
* Level 30: [[cauterize]]&lt;br /&gt;
* Level 31: [[kindle fury]]&lt;br /&gt;
* Level 33: [[consuming rage]]&lt;br /&gt;
* Level 34: [[weariness]]&lt;br /&gt;
* Level 36: [[Felsa&#039;s armory]]&lt;br /&gt;
* Level 38: [[ward of fire]]&lt;br /&gt;
* Level 40: [[Sythrak&#039;s teeth]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Earth_Templar&amp;diff=869</id>
		<title>Earth Templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Earth_Templar&amp;diff=869"/>
		<updated>2024-02-04T02:02:05Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Aeoleri moved page Earth Templar to Earth templar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Earth templar]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
</feed>