Avalonis

## Wintercrowne (Capital)

The Grand Order of Avalonis is a Theocratic State ruling from the Island *Isla Avalonis*, on the continent of Ithel. It used to be a Vassal of the Helios Imperium.

## The Dream of Avalonis

>
>
>
>
>
>
>
> M
> a
> r
> b
> l
> e
> d
>
> t
> o
> w
> e
> r
> s
> .
>
>
>
>
> S
> m
> o
> o
> t
> h
>
> p
> a
> v
> e
> d
>
> s
> t
> r
> e
> e
> t
> s
> .
>
>
>
>
> A
> b
> u
> n
> d
> a
> n
> t
>
> p
> a
> r
> k
> s
> .
>
>
>
>
> T
> o
> w
> e
> r
> i
> n
> g
>
> c
> a
> s
> t
> l
> e
> s
>
> a
> n
> d
>
> c
> a
> t
> h
> e
> d
> r
> a
> l
> s
> .
>
>
>
>
>
>
>
> K
> n
> i
> g
> h
> t
> s
>
> i
> n
>
> s
> h
> i
> n
> i
> n
> g
>
> s
> t
> e
> e
> l
> .
>
>
>
>
> M
> e
> r
> c
> h
> a
> n
> t
> s
>
> a
> n
> d
>
> c
> o
> m
> m
> o
> n
>
> p
> e
> o
> p
> l
> e
>
>
>
>
> i
> n
>
> s
> m
> o
> o
> t
> h
> ,
> w
> a
> r
> m
> f
> u
> r
> s
>
> a
> n
> d
>
> q
> u
> a
> l
> i
> t
> y
>
> l
> i
> n
> e
> n
> s
> .
>
>
>
>
>
>
>
> M
> a
> r
> k
> e
> t
> s
>
> f
> u
> l
> l
>
> o
> f
>
> g
> o
> o
> d
> s
> .
>
>
>
>
> F
> e
> s
> t
> i
> v
> a
> l
> s
>
> f
> u
> l
> l
>
> o
> f
>
> l
> i
> f
> e
> .
>
>
>
>
> T
> r
> a
> d
> i
> t
> i
> o
> n
> s
>
> t
> h
> a
> t
>
> h
> a
> v
> e
>
> c
> a
> r
> r
> i
> e
> d
>
> o
> v
> e
> r
>
> g
> e
> n
> e
> r
> a
> t
> i
> o
> n
> s
> .
>
>
>
>
>
>
>
> E
> d
> u
> c
> a
> t
> i
> o
> n
>
> t
> h
> a
> t
>
> l
> o
> o
> k
> s
>
> t
> o
> w
> a
> r
> d
> s
>
> t
> h
> e
>
> f
> u
> t
> u
> r
> e
> .
>
>
>
>
> T
> e
> c
> h
> n
> o
> l
> o
> g
> y
> ,
>
> m
> a
> g
> i
> c
> ,
>
> a
> n
> d
>
> f
> a
> i
> t
> h
>
>
>
>
> i
> n
> t
> e
> r
> t
> w
> i
> n
> e
> d
>
> i
> n
>
> e
> v
> e
> r
> y
>
> d
> a
> y
>
> l
> i
> f
> e
>
>
>
>
> t
> o
>
> p
> r
> o
> v
> i
> d
> e
>
> t
> h
> e
>
> b
> e
> s
> t
>
> q
> u
> a
> l
> i
> t
> y
>
> o
> f
>
> l
> i
> f
> e
> .
>
>
>
>
>
>
>
> A
>
> s
> t
> r
> o
> n
> g
> ,
>
> h
> e
> a
> l
> t
> h
> y
> ,
>
> h
> e
> a
> r
> t
> y
>
> p
> o
> p
> u
> l
> a
> t
> i
> o
> n
> ,
>
>
>
>
> w
> h
> o
>
> l
> i
> v
> e
>
> i
> n
>
> a
> b
> u
> n
> d
> a
> n
> c
> e
>
> w
> i
> t
> h
> o
> u
> t
>
> g
> r
> e
> e
> d
> ,
>
>
>
>
> s
> h
> a
> r
> i
> n
> g
>
> i
> t
>
> w
> i
> t
> h
>
> e
> a
> c
> h
>
> o
> t
> h
> e
> r
> .
>
>
>
>
>
>
>
> A
>
> p
> l
> a
> c
> e
>
> w
> h
> e
> r
> e
>
> h
> a
> r
> d
>
> w
> o
> r
> k
>
> a
> n
> d
>
> m
> e
> r
> i
> t
>
> p
> a
> y
> s
>
> o
> f
> f
> ,
>
>
>
>
> b
> u
> t
>
> b
> a
> s
> i
> c
>
> n
> e
> e
> d
> s
>
> a
> r
> e
>
> t
> a
> k
> e
> n
> c
> a
> r
> e
>
> o
> f
> .
>
>
>
>
>
>
>
> A
>
> p
> l
> a
> c
> e
>
> w
> h
> e
> r
> e
>
> t
> h
> e
>
> v
> a
> l
> u
> e
> s
>
> o
> f
>
> i
> t
> s
>
> p
> e
> o
> p
> l
> e
>
>
>
>
> a
> r
> e
>
> a
> l
> i
> g
> n
> e
> d
>
> t
> o
>
> g
> o
> o
> d
> n
> e
> s
> s
> ,
>
> k
> i
> n
> d
> n
> e
> s
> s
> ,
>
> h
> o
> n
> o
> r
> ,
>
> a
> n
> d
>
> f
> a
> i
> r
> n
> e
> s
> s
> .
>
>
>
>
>
>
>
>
> −
> E
> l
> a
> i
> n
> e
>
> S
> t
>
> C
> l
> a
> i
> r
> e
>
>
>
>
> H
> o
> l
> y
>
> W
> a
> r
> d
> e
> n
>
> o
> f
>
> A
> v
> a
> l
> o
> n
> i
> s
>
>
>
>
> (
> S
> a
> i
> d
>
> t
> o
>
> U
> l
> y
> s
> s
> e
> s
> ,
>
> P
> r
> i
> m
> e
>
> M
> i
> n
> i
> s
> t
> e
> r
>
> o
> f
>
> I
> t
> h
> a
> c
> a
> )
>
>
>
>
>
> {\displaystyle \begin{matrix} Marbled \ towers. \\ Smooth \ paved \ streets. \\ Abundant \ parks. \\ Towering \ castles \ and \ cathedrals. \\ \\ Knights \ in \ shining \ steel. \\ Merchants \ and \ common \ people \\ in \ smooth, warm furs \ and \ quality \ linens. \\ \\ Markets \ full \ of \ goods. \\ Festivals \ full \ of \ life. \\ Traditions \ that \ have \ carried \ over \ generations. \\ \\ Education \ that \ looks \ towards \ the \ future. \\ Technology, \ magic, \ and \ faith \\ intertwined \ in \ every \ day \ life \\ to \ provide \ the \ best \ quality \ of \ life. \\ \\ A \ strong, \ healthy, \ hearty \ population, \\ who \ live \ in \ abundance \ without \ greed, \\ sharing \ it \ with \ each \ other. \\ \\ A \ place \ where \ hard \ work \ and \ merit \ pays \ off, \\ but \ basic \ needs \ are \ taken care \ of. \\ \\ A \ place \ where \ the \ values \ of \ its \ people \\ are \ aligned \ to \ goodness, \ kindness, \ honor, \ and \ fairness. \\ \\ \ - Elaine \ St \ Claire \\ Holy \ Warden \ of \ Avalonis \\ (Said \ to \ Ulysses, \ Prime \ Minister \ of \ Ithaca) \end{matrix}
>  }
>
>
>
>

The Dream of Avalonis is an ideal born of the desire to do better, be better. The Dream seeks to create a holy society, where the rulership is only given to those of the strongest and noblest character. Guided by multiple faiths of good-aligned and lawful-aligned deities and beholden to stringent oaths, the Grand Order of Avalonis was borne to realize this dream. The ideal of this country is to live nobly and good, where every person can be heroic no matter who.

While there are many visions and philosophies as to what that means for a society, good and lawful exist as objective, real entities that can be detected and known. In Avalonis, there is no room for evil or chaos within its leadership. Leaders must lead by example.

## Kingdom Statistics

### Overall Picture

Avalonis's spellcasting services are formidable, with most cities and towns being able to provide up to 5th level spells. Chaldeus and Wintercrowne are exceptional bastions of magic services, able to go further to provide up to 8th level spells.

Corruption and Crime in Avalonis is exceptionally low, especially on the surface cities, though there are a few underground cities with higher crime rates. The people of Avalonis are not generally fond of criminals and its bureaucracy maintains a system of checks and balances to audit and weed out corruption.

Productivity and Law are high throughout Avalonis. The people of Avalonis are a proud, hard-working kind who believe strongly in justice and the rule of law. This strong sense of purpose and duty form the backbone of Avalonis culture.

Education is also an important aspect of Avalonis. Most major cities have academies focused on military, magical, and religious study. Chaldeus and Wintercrowne have the most prominent universities in the country and the most educated populace.

Lastly, the population of Avalonis is fairly diverse, maintaining dozens of different races living on the surface and underground. They tend not to judge based on appearences. However, the strong sense of tradition of the people keep them from being quite as open-minded as other major nations.

**Spellcasting Services:**

*A city’s spellcasting service level maximum is equal to its Lore Modifier, divided by 3. Spells above 3rd level cost double still. Even if your Lore allows, you cannot get 9th level Spellcasting Services from NPCs.*

* Minimum (Kingdom-wide): 5th level
* Maximum (Chaldeus; Wintercrowne): 8th level

**Corruption:**

*Corruption measures how open a settlement’s officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement’s corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).*

* Minimum (Wintercrowne): -7 (to Bluff City Officials/Stealth Outdoors)
* Average/Median (Kingdom-wide): +0 (to Bluff City Officials/Stealth Outdoors)
* Maximum (Magnolia; Silvervein; Elysium Springs): +2 (to Bluff City Officials/Stealth Outdoors)

**Crime:**

*Crime is a measure of a settlement’s lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have A powerful thieves’ guild and a significant problem with violence. The atmosphere generated by a settlement’s crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.*

* Minimum (Wintercrowne): -6 (vs Sense Motive checks/Sleight of Hand)
* Average/Median (Kingdom-wide) +1/+0 (vs Sense Motive checks/Sleight of Hand)
* Maximum (Granite Peace; Elysium Springs): +9 (vs Sense Motive checks/Sleight of Hand)

**Productivity:**

*A settlement’s productivity modifier indicates the health of its trade and the wealth of its successful citizens. A productivity modifier doesn’t automatically mean the town is beset with poverty—it could merely indicate A town with little trade or one that is relatively self-sufficient. Towns with high productivity modifiers always have large markets and many shops. A settlement’s productivity helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.*

* Minimum and Maximum (Kingdom-wide): +30 (to Craft, Perform & Profession)

**Law:**

*Law measures how strict a settlement’s laws and edicts are. A settlement with a low law modifier isn’t necessarily crime-ridden—in fact, A low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement’s guards are particularly alert, vigilant, and well-organized. The more lawful A town is, the more timidly its citizens tend to respond to shows of force. A settlement’s law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard (see sidebar).*

* Minimum (Kingdom-wide): +22 (on Intimidate & Diplomacy, if related to the law/well being of the town)
* Maximum (Chaldeus; Wintercrowne): +30 (on Intimidate & Diplomacy, if related to the law/well being of the town)

**Lore:**

*A settlement’s lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn’t mean the settlement’s citizens are idiots, just that they’re close-mouthed or simply lack knowledge resources. A settlement’s lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city’s resources to do research when using a library.*

* Minimum (Kingdom-wide): +16 (on Knowledge & Diplomacy for Gathering Info)
* Maximum (Wintercrowne): +30 (on Knowledge & Diplomacy for Gathering Info)

**Society:**

*Society measures how open-minded and civilized A settlement’s citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement’s society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.*

* Minimum (Kingdom-wide): +9 (on Disguise & Diplomacy to Alter Attitude)
* Maximum (Wintercrowne): +14 (on Disguise & Diplomacy to Alter Attitude)

#### Other Kingdom Mechanics:

The Planar Fortress wonder provides Avalonis some unique benefits, provided below.

All Palaces/Cathedrals/Temples/Shrines in Avalonis gain the following planar traits within the confines of the building.

* Minor Positive Dominant (All individuals in a positive-dominant area gain fast healing 2 as an extraordinary ability)
* Strongly Aligned: Good (–2 circumstance penalty applies on all Intelligence-, Wisdom-, and Charisma-based checks made by evil creatures)
* Impeded Magic: Spells that have an evil or chaotic descriptor are impeded. (A concentration check (DC 20 + the level of the spell)

At GM discretion, when traveling through parts of Avalonis, adventurers may find areas that have minor energy dominant traits. (Air-dominant in the mountains, water-dominant in the tundras and glaciers, earth-dominant in the underground caverns, and fire-dominant near underground volcanic areas).

This wonder also allows armies to travel to and from other planes using artifacts known as Planar Keys. Each Planar Key is set to one plane. Avalonis currently has 2 Planar Keys, one for Abyss and another for Heaven. .

## History

A

n
e
w
b
o
r
n

n
a
t
i
o
n

F
a
c
e
d

d
o
w
n

w
i
t
h

i
t
s

f
i
r
s
t

t
r
o
u
b
l
e
s

C
a
l
l
s

f
o
r

H
o
n
o
k
a

−
H
o
n
o
k
a
,

S
e
n
e
s
c
h
a
l

o
f

A
v
a
l
o
n
i
s

{\displaystyle \begin{matrix} A \ newborn \ nation \\ Faced \ down \ with \ its \ first \ troubles \\ Calls \ for \ Honoka \\ -Honoka, \ Seneschal \ of \ Avalonis \end{matrix} }

**Desnus, Year 7 (Turn 0)** - After securing victory over Phados and conquering the entire island, Imperator Marcus of the Helios Imperium approved Elaine St Claire to lead a new expedition to *Insula Avalonis* to create a vassal kingdom, and ensure Helios was secure from any threats to the South. Elaine gathered up her allies and forces and set sail to *Insula Avalonis*, landing on the northern edge of the island.

Here the group founds the city of *Heroes' Landing* - which became Avalonis's first capital, and build *Heroes' Hall* as the first building.

    **Rova, Year 7 (Turn 4) -** Avalonis is hit with a public scandal as the First Seneschal of Avalonis, Honoka Endou, was arrested on charges of growing illegal drugs.

**Nesh Year 7 (Turn 6) -** The lair of an ice devil is found in the lands of Avalonis. Elaine leads a group of heroes into the Ice Devils lair, and after a quick conversation the party drew their weapons. Aurelia and **Wildren** melted and zapped the many animated ice sculptures imbued with the devils power while Lugh slashed them, Ulysses and Sabiru shattered the unholy ice crystals and purified the ice dragons remains while Elaine protected the group from the collapsing cave with their selective barrier.... Except Aurelia, who dug to the surface minecraft style.

**Kuthona, Year 7 (Turn 7)** - In the wake of the attack on the Ice Devil, Avalonis suffers a food shortage as the Ice Devil reaps its revenge.

**Calistril, Year 8 (Turn 9)** - The *Cathedral of Saints* is built.

**Gozran, Year 8 (Turn 11)** - *Chaldeas Monastery* is founded. Initially, a simple monastery on the top of one of Avalonis's largest mountains, it would later grow to a sprawling city simply named *Chaldeus* dedicated to scientific, magical, and military academics. *Chaldeus* would later become Avalonis's second capital.

**Neth the 9th, Year 8 (Turn 18)** - The lair of an Bakekujira, an undead whale is discovered in an underground cave system. Its presence had a corrupting effect on the nearby area. Elaine led a group of heroes down to its lair. After defeating various corrupted minions and defeating the Bakekujira in an initial battle, they found the Bakekujira again further inside its lair protecting its deceased offspring. They were able to speak with it and learned that it and its baby had fled human hunters and become trapped here after a cave in. The heroes were able to resurrect the baby whale, feed it, and teleport it out into the ocean. Once the mother knew its baby was safe, it was able to pass on peacefully into the next life.

**Kuthona, Year 8 (Turn 19)** - The lair of the Bakekujira is fully explored and the lingering corruption is neutralized. The underground network of caverns is integrated into the nation and the town of *Requiem of the Lost Whale* is founded in honor of the mother whale's soul that found salvation and peace in its afterlife.

**Desnus, Year 9 (Turn 23)** - The Palace of Chaldeus is built.

**Erastus, Year 9 (Turn 25)** - Avalonis secures control of all of the continental *Isla Avalonis*, except for the territory around the Forbidden Fortress. Whiteport is founded on the western shore of Avalonis.

**Arodus, Year 9 (Turn 26)** - The first railroads are built in Avalonis

**Rova, Year 9 (Turn 27)** - The Fifth Crusade arrives in Yamato and begins war games with the nation.

**Lamashan, Year 9 ( Turn 28)** - Avalonis claims the island of *Morning Dew*, north of continental *Isla Avalonis.* The settlement *Morning Dew* is founded on the island.

**Kuthona, Year 9 (Turn 30)** - With the help of Tuatha and Ithaca, Avalonis hosts the first international Midwinter. For seven days, Avalonis celebrates the 7 spirits of Midwinter by honoring the spirits of the ancestors, wild, youth, competition, food, generosity, and rebirth.

**Calstril, Year 10 (Turn 32)** - The Fifth Crusade helps defend Yamato against a hostile undead army sieging Yamato, and their combined forces handily defeat the enemy.

**Pharast, Year 10 (Turn 34)** - The Sixth and Seventh Crusades clash with armies led by Legion of Nulzar, off the eastern coast of *Isla Avalonis* and expertly defeat the enemy.

**Desnus, Year 10 (Turn 35) -** The Sixth and Seventh Crusades defeats the Escorill Company on a small island east coast of Avalonis.

**Desnus, Year 11 (Turn 47) -** Avalonis and the remaining vassal nations under the Imperium are released from their obligations, and are no longer vassals.

**Lamashan, Year 11 (Turn 52)** - The combined forces of Avalonis and Yamato achieved decisive victory over the demonic forces of Abraxas at the Fortress of the Forbidden.

* The Tenno Lugh Flugel led the infantry of Yamato, with support from Avalonis infantry led by Guard Captain Eleanore Bladewalker. of Avalonis. While the battle was fierce and casualties mounted, the infantry line did not collapse under the weight of this pressure, bravely holding the lines against the demonic hordes to protect the ranged units.
* General Cornell Whiteheart of Avalonis and Speaker Elliel of Avalonis led the offensive line, battering the walls of the fortress with heavy artillery and advanced magecraft.
* As the walls of the Fortress finally broke, mounted and flying cavalry led by Shogun Atsui of Yamato, Grand Diplomat Kelius of Avalonis, and Holy Warden Elaine St Claire of Avalonis swept in, managing to flank and punch through the demonic hordes, changing the tides of battle as the demonic forces quickly crumbled.
* Financial, logistical, and healing support were led by the Seneschal of Avalonis, Honoka Endou, and Treasurer of Avalonis, Kainen the Blue, who worked tirelessly to supply the war effort throughout months of siege warfare.
* Finally, the victory could not have been achieved without the spy network and recon forces led by Sabiru, who managed to track down and assassinate key lieutenants of the demonic forces and pave a hidden path to infiltrate the Fortress of the Forbidden.
* Through this back channel, the Holy Warden of Avalonis Elaine St Claire led a small team of Chosen (Lugh, Sabiru, Elliel, Eleanore) to the deepest parts of the Fortress, where they prevented a magical superweapon from being used against the capital and fought the leaders of the demonic forces. While this victory has brought a decisive end to the continental battle on *Isla Avalonis*, the leader of Abraxas's forces managed to escape back to the Abyss.

**Neth, Year 11 (Turn 53)** - Avalonis secures the territory once claimed by the Fortress of the Forbidden and builds the city of *Wintercrowne* over the remains. The city would later become the third and final capital of Avalonis.

**Calistril, Year 12 (Turn 56)** - Avalonis builds the Planar Fortress. Formerly known as the Fortress of the Forbidden, the Planar Fortress was rebuilt by the forces of Avalonis following their victory over demonic forces. After years of study, the mages of Avalonis were able to understand the inner workings of this ancient citadel. Using the great power of this fortress, the Grand Order of Avalonis sanctified the land with good and lawful planar energies and unlocked the secrets of planar travel for whole armies.

## Geography

M
y

l
o
v

e
′

s

s
o
f
t

f
i
n
g
e
r
s

I
n

b
i
t
i
n
g

c
o
l
d
,

w
e
a
v
e

w
i
t
h

m
i
n
e

A
n
d

m
a
k
e

w
i
n
t
e
r
s

w
a
r
m

−
H
o
n
o
k
a
,

S
e
n
e
s
c
h
a
l

o
f

A
v
a
l
o
n
i
s

{\displaystyle \begin{matrix} My \ love's \ soft \ fingers \\ In \ biting \ cold, \ weave \ with \ mine \\ And \ make \ winters \ warm \\ -Honoka, \ Seneschal \ of \ Avalonis \end{matrix} }

Surface GeographySurface Zones of AvalonisSurface and Underground*Isla Avalonis* is a large island near the Southwestern most point of Ithel. It is a brutally cold land, with a mix of tundras and large forests. A large mountain range divides the island nearly in half, creating two regions of *Eastern Isla Avalonis* and *Western Isla Avalonis* with four (4) zones in each.

At the center of the continental Isla Avalonis lies the former territory of the Forbidden of the Fortress, which was conquered by Avalonis. This central, one-zone region now contains the new capital of Avalonis, *Wintercrowne*.

North of *Isla Avalonis* lies the island of Morning Dew, which has warmer, more temperate weather.

Beneath the surface of *Isla Avalonis*, lies a sprawling labyrinth of underground caves known as the Underdark. Rich in resources and protected from the harsh cold, the underground regions attracts many new settlers to Avalonis's lands.

The main underground labyrinth consists of twelve (12) zones that go deeper and deeper underneath Avalonis. Nine (9) of these areas have been claimed, while the remaining three (3) are still unclaimed.

## Settlements

G
a
t
h
e
r
e
d

r
o
u
n
d

t
a
b
l
e
,

W
e
s
t
e
r
n

k
n
i
g
h
t
s

f
o
r
m

a

n
a
t
i
o
n

W
i
t
h

k
a
m
i

b
l
e
s
s
i
n
g
s

−
H
o
n
o
k
a
,

S
e
n
e
s
c
h
a
l

o
f

A
v
a
l
o
n
i
s

{\displaystyle \begin{matrix} Gathered \ round \ table, \\ Western \ knights \ form \ a \ nation \\ With \ kami \ blessings \\ -Honoka, \ Seneschal \ of \ Avalonis \end{matrix} }

### Wintercrowne

Chaldeus CityChaldeus Throne RoomWintercrowne was founded upon the remains of the area around the Fortress of the Forbidden at the top of one of the highest mountains on *Insula Avalonis.* Today, it is the country's new capital and the gathering place for the best minds and bravest hearts in Avalonis to discuss matters of state and collaborate on matters of faith, military, academics, and sciences.

* **Palace of Wintercrowne**

The immense structure is a castle-palace complex which overlooked the city. Towering over the city, it stands as a beacon of Avalonis and its principles. Knights, elders, generals, diplomats, and other important leaders of the country will usually meet here to discuss important matters of state.

* **The Planar Fortress (Wonder)**

Formerly known as the Fortress of the Forbidden, the Planar Fortress was rebuilt by the forces of Avalonis following their victory over demonic forces. After years of study, the mages of Avalonis were able to understand the inner workings of this ancient citadel. Using the great power of this fortress, the Grand Order of Avalonis sanctified the land with good and lawful planar energies and unlocked the secrets of planar travel for whole armies

### Chaldeus

Chaldeus ObservatoryThough it started off as a simple monastery, Chaldeus has evolved into a sprawling city of learning located at the top of one of the highest mountains on *Insula Avalonis.* It was the country's second capital and remains a premiere place of learning, boasting multiple academies, libraries, universities, and an observatory situated above the clouds themselves, to see into the distant stars.

* **Palace of Chaldeus**

The immense structure is a castle-palace complex which is still used for various government functions today, even though the capital has moved to *Wintercrowne*.

* **University of Chaldeus**

Known for its center of learning, Chaldeus hosts a large number of academic institutions including the University of Chaldeus. Here the youth are trained to be competent and ethical future leaders of Avalonis.

### Heroes' Landing

Heroes' Landing CityHeroes' HallCathedral of Saints
Located on the north shores of *Isla Avalonis* is the sprawling metropolis (and the first capital) known as *Heroes' Landing*. It seems to be a vastly populated by a sturdy and proud group of men and women. Cleanly paved streets ran from the port, all through the city, and then stretching off into the horizon to places unknown.

There are two main structures in the town that you could see from nearly any point: *Heroes' Hall* and the *Cathedral of Saints*.

* **Heroes' Hall**

Central to the town of *Heroes' Landing*, is a long round building called *Heroes Hall*, where various members of the Order of Avalonis met with each other, new adventurers, and the common people to discuss matters of state.

* **Cathedral of Saints**

Situated opposite of Heroes' Hall near the center of Heroes' Landing, the *Cathedral of Saints* is one of the city's best-known landmarks and is visible throughout the city. It was designed it to resemble the trap rocks, mountains and glaciers of *Insula Avalonis*'s landscape, in particular its columnar basalt "organ pipe" formations. It is a massive structure that reached towards the heavens, made of white marble with long arches and beautiful stained glass windows on the outside. Architecturally, the *Cathedral of Saints* consists of three parts: The towers with the distinctly curved side wings, a nave in more traditional architecture, and a sanctuary at the other end of the nave, whose cylindrical shape has been described as evoking barbarian war helmets.

### Wyrmhallow

*The Wyrmhallow* is the name for both the geologically formed passageway that connects the surface layer with the underground layers and the name for the city located there.  It is a fortified city with small passages that make it difficult for armies from the surface or the underground area to pass through. In essence it offers a chokepoint, both tactically and economically.

This unique geology is how the town is able to provide such lucrative trade in even the most perishable surface goods. The village's primary economy is through its quarries, which mine *Elysium Marble* and *Rootstone*, resources unique to this region.

The town is named after the Dragon God Apsu, and hosts a number of followers from different surface and underground races that pay homage to this deity. The blacksmith Riki is said to be its mayor.

### Magnolia

MagnoliaLocated near the mouth of Avalonis's largest river, Magnolia is a trade center for much of the nation. Warehouses and trade shops ensure that goods can be moved to/from here from/to other parts of the nation. Many of Avalonis's trade guilds are headquartered in this city, owing to its ideal location. Guard Captain Eleanore Bladewalker is the Acting Mayor.

### Caliburnus

Located in the middle of a lake and connected by several bridges to the mainland, *Caliburus* is one of the most unique cities in Avalonis. It is also lies at the beginning of Avalonis's longest river. The same river that flows through *Damsel Lake* and ends by *Magnolia*. Rumors exist that it was built to protect a powerful weapon being kept in the lake itself.

### Morning Dew

Located on its own island off the northern coast of continental Isla Avalonis, Morning Dew is the sole city with warmer climate. Boasting large hanging gardens and a towering ziggurat in the center of the city, Morning Dew is among the most beautiful cities in the nation. The Seneschal Honoka is known for overseeing the gardens and city activities.

### Other Towns

**Eastern Avalonis**

* *Knight's Reach* is located on the edge of a lake connected to a sprawling river. This scenic land stands on the crossroads of water, plains, and forests. Its serves as a midway point to other locations in the region.
* *Shieldport,* *Frost Harbor,* *Iron Anchor,* and Polaris - These four towns that are located on the Eastern coast of Isla Avalonis. *Frost Harbor,* *Iron Anchor,* and *Polaris* were planned cities, while *Shieldport* was a pre-existing native village that was incorporated into the nation. Today, they are small but impactful economic centers.

**Western Avalonis**

* *Damsel Lake* - Located at a fork where two rivers merge into one, *Damsel Lake* serves as an important economic center for the western half of *Insula Avalonis* and a midway point between many other settlements in the region.
* *Shirewood* - *Shirewood* is a logging town. The trees within this massive forest are capable of withstanding the brittle cold weather near the southern pole and provide the highest quality wood for the kingdom.
* *Whiteport* - The town is located on the Western coast of Isla Avalonis. It serves as a hub of economic activity for the local area.

**Underground Avalonis**

* *Hidden Sanctuary* - *Hidden Sanctuary* is a town located deeper inside the underground labyrinth of caverns beneath Avalonis. True to its name, it is a hidden sanctuary, offering respite for quarry laborers whose goods ultimately head to *Wyrmhallow* and the surface world.
* *Requiem of the Lost Whale* - Elaine and several heroes managed to find the lair of a Bakekujira in an underground cave system. Ultimately, the heroes were able able to help the whale's soul find peace in its afterlife. After the lingering corruption was neutralized, the town of *Requiem of the Lost Whale* was founded in honor of its salvation.
* *Deep Maw* - This town stands at the edge of a spiraling hole that leads deeper underground. At the base of this hole, there exists a powerful monster magically chained to keep it from escaping.
* *Silvervein* - The name of this town derives from the rich resources of silver found within the area.
* *Kaymakli* - Located near some active volcanic vents, Kaymakli is one of the more dangerous cities in Avalonis.
* *Elysium Springs* -An underground warm water spring helps bring tourists into this city.
* *Granite Peace* - The thick green granite that encase the cavern of the city give it a unique, almost alien glow.

## Inhabitants

I

w
i
l
l

b
e

o
k
a
y

n
o
w

I

c
a
n

f
i
g
u
r
e

a
l
l

t
h
i
s

o
u
t

F
o
r

o
n
c
e
,

n
o
t

a
l
o
n
e
.

−
H
o
n
o
k
a
,

S
e
n
e
s
c
h
a
l

o
f

A
v
a
l
o
n
i
s

{\displaystyle \begin{matrix} I \ will \ be \ okay \ now \\ I \ can \ figure \ all \ this \ out \\ For \ once, \ not \ alone. \\ -Honoka, \ Seneschal \ of \ Avalonis \end{matrix} }

Avalonis has a relatively diverse population of peoples. Humans are the most prevalent, but the domain includes Elves, Dwarves, Orcs, Goblins, Giants, and various half-races of each. It also includes the original races of Phados and some Aasimars and Shanno. Surprisingly, these different races seem to work together well enough, and are held together in their mutual belief in the Dream of Avalonis. There is also a vast well of discipline among it's people, as many of it's people have some sort of military, religious, or civil background.

The classes of Avalonis are separated in easy and understandable ways; the first two classes are non-citizens, and Citizens. Citizens are afforded significantly more rights than non-citizens, such as the ability to own land instead of renting it. However, citizenship is easily attained. The first wave of immigrants to Avalonis were all granted citizenship upon taking an oath to the country. New immigrants can also be granted citizenship if they are a resident for a period of time, are vetted appropriately (i.e. not evil), and take the citizenship oath. Citizenship can be revoked by a court for major crimes.

Courts may administer mandatory civil service as a punishment, but will not allow individuals to sell themselves into service. The military may also administer mandatory civil service to members who violate their codes or prisoners of war. Those under mandatory civil service retain all normal, reasonable rights. Mandatory civil service is limited to a five year maximum. If the individual feels they are being mistreated by their civil service, they may lodge a complaint, and will be taken before a judge to lodge their complaint in full. The judge has normal judiciary powers to mediate the matter and/or punish offenders appropriately.

The backbone of Avalonis are its military, religious, and civil organizations. Avalonis encourages meritocracy within its ranks and corruption is rooted out. Those who rise to the top of the organizations have a voice at the Grand Order, but are expected to beholden to the highest levels of ethical standards (subject to the organizations particular codes of conduct).

### Nobility

W
h
e
n

y
o
u

a
r
e

w
e
a
k
e
s
t

T
a
k
e

s
t
r
e
n
g
t
h

i
n

m
y

g
e
n
t
l
e

a
r
m
s

A
n
d

f
i
g
h
t

b
e
s
i
d
e
s

m
e

−
H
o
n
o
k
a
,

S
e
n
e
s
c
h
a
l

o
f

A
v
a
l
o
n
i
s

{\displaystyle \begin{matrix} When \ you \ are \ weakest \\ Take \ strength \ in \ my \ gentle \ arms \\ And \ fight \ besides \ me \\ -Honoka, \ Seneschal \ of \ Avalonis \end{matrix} }

Nobility within Avalonis generally comes from military, civil, or religious service. None of the positions are inherited. Lower Nobles are knighted/ordained/appointed by Moderate Nobles. Moderate Nobles are voted on by their membership, with the approval of the Holy Warden. Membership may be revoked by the Holy Warden or if they choose to step down from their position. However, in the case of lengthy, honorable service and retirement, they may retain honorary membership in the nobility without holding official power.

#### Lesser Noble

* **Knights**: Often skilled warriors and combatants, Knights are often military officers, or distinguished Adventurers.
* **Druids and Priests**: Ordained by the government, these holy priests and druids serve in various religious capacities.
* **Wise Men/Women:** Elevated citizens who have proven themselves to the realm; a Wise Man/Woman is usually a mayor of a village or small town or a master in a profession or craft.

#### Moderate Noble

* **Knight of the Grand Order**: Defenders of the Realm, these knights serve as commanders and defenders, constructing a Castle and housing it with men, defending borders, roads, and small villages from local threats.
* **High Druids and Bishops:** These holy priests and druids manage larger organizations of their faith, often constructing Temples and Cathedrals, healing the sick, assisting the army, and keeping the community safe.
* **Elders**: Elders are the rulers of towns and larger cities, or oversee large guilds. They ensure Townships/Guilds are maintaining themselves appropriately, and without issue.

#### Greater Noble

* Those holding a high ranking position (Marshall, Guard Captain, Magister, etc.) in the Grand Order.

## Government

E
v
e
n

g
a
l
l
a
n
t

k
n
i
g
h
t
s

N
e
e
d

a

b
i
t

e
x
t
r
a

c
o
u
r
a
g
e

T
o

p
u
l
l

t
h
r
o
u
g
h

f
o
r

h
e
r
.

−
H
o
n
o
k
a
,

S
e
n
e
s
c
h
a
l

o
f

A
v
a
l
o
n
i
s

{\displaystyle \begin{matrix} Even \ gallant \ knights \\ Need \ a \ bit \ extra \ courage \\ To \ pull \ through \ for \ her. \\ -Honoka, \ Seneschal \ of \ Avalonis \end{matrix} }

The government of Avalonis is a theocracy headed by the Holy Warden and further managed and advised by a council known as the Grand Order, as well as additional government offices. All offices require oaths of office, which are taken very seriously if broken. Furthermore, alignment also plays a central factor. Avalonis tries to ensure only those of the most noble character hold positions of power. Those of evil or chaotic alignment are prohibited from applying or holding any office. If a government official changes alignment to evil or chaotic, their position is forfeited unless they find quick Atonement. Hiding one's alignment or impersonating a different alignment are considered capital crimes if done while applying or holding office.

### Ideals of Government

`*Many people have different ethical standards. Even the deities themselves differ on what particular ethos or philosophy they adhere to, and what they may emphasize or shun. It is a matter of academic debate, much of which is encouraged.*`

`*But simply because some of it is relative does not mean that it does not exist as a cosmic, objective thing too. It exists. It is real. It can be detected. And to some extent, even measured. Good and evil. Law and chaos. These are actual things. So, we encourage a healthy amount of discussion and debate, as well as a variety of differing ethical standards. But at the core, we believe that power should not be in the hands of evil. The moment the universe classifies you as evil, then you should not be in any position of power.*`

`*The Order was created to value both competency and character. We take members from the military recommended for their prowess in military. We take members of the clergy based on the recommendations of competencies from their respective group. And we select respected Elders for their prowess in civil matters based on recommendations from the population. It is meant to be a meritocracy. No one is given the privilege by birthright. Each selected because they are experts, respected by their peers. Additionally, as mentioned before, they must be of reasonable character -- they cannot be evil.*`

`*At the highest levels of office, they must also be Good. If you have a governing group of dedicated individuals who are of good character and possess the competencies needed, we believe the rest of the society will fall into place as well. I not naive enough to believe that there will be no evil at all in the nation. Certainly, there will be some. It is not a Utopia. It is simply a nation striving to be ruled by Good.*`

`- Elaine St Claire, Holy Warden of Avalonis (said to Bubbling Brews, Grand Diplomat of Athreya)`

### Holy Warden [Ruler]

I

n
e
e
d

y
o
u

w
i
t
h

m
e

E
l
a
i
n
e

S
t

C
l
a
i
r
e
,

a
s

m
y

s
h
i
e
l
d

A
n
d

m
y

d
e
a
r
e
s
t

−
H
o
n
o
k
a
,

S
e
n
e
s
c
h
a
l

o
f

A
v
a
l
o
n
i
s

{\displaystyle \begin{matrix} I \ need \ you \ with \ me \\ Elaine \ St \ Claire, \ as \ my \ shield \\ And \ my \ dearest \\ -Honoka, \ Seneschal \ of \ Avalonis \end{matrix} }

The Grand Order of Avalonis is run by the Holy Warden [Ruler] of Avalonis, who is currently Elaine St Claire. The Holy Warden is a religious Head, as they are selected from those deemed worthy by the (lawful good/neutral good) gods. A Holy Warden must possess divine magic from a lawful good or neutral good deity, must be of good alignment, and must abide by an oath of conduct, consistent with the ethics of their deity.

The Holy Warden holds the ultimate seat of power for the domain, making the ultimate decisions on the domain, and selecting/approving the appointment of other officials in the government and on the council of the Grand Order. She may be removed by the Grand Order through a 3/4 vote or if she ever loses the patronage of her deity.

The position is not hereditary. Successors to the office of Holy Warden are selected by the Grand Order. This may involve a successful test of faith.

### Seneschal [Co-Ruler]

Seneschal: Honoka of the Morning DewThe Seneschal [Co-Ruler] serves as the right hand of the Holy Warden and is currently staffed by Elaine's partner, Honoka of the Morning Dew. The Seneschal must abide by same rigorous oaths and code of conduct as the Holy Warden. The Seneschal assists the Holy Warden with all matters of the state and may step in as a substitute for the Holy Warden in their absence. The Seneschal is given a wide latitude of decision-making power by the Holy Warden.

The Seneschal may be removed by the Grand Order through a 3/4 vote or if she ever loses the patronage of her deity. The position is not hereditary. Successors to the office of Seneschal are selected by the Holy Warden under advice of the Grand Order. This may involve a successful test of faith.

### Herald [Heir]

The Herald serves as the voice and representative of the Holy Warden and Seneschal where they cannot attend. The Herald must abide by rigorous oaths and code of conduct. The Seneschal assists the Holy Warden and the Seneschal with all matters of the state and may step in as a substitute in their absence. However, unlike the Seneschal, their decision-making power is typically limited to the specific instructions given to them. However, when there is a crisis of succession, the Herald is expected to step in and perform the duties of the office of Holy Warden until a new Holy Warden is selected.

The Herald may be removed by the Holy Warden. The position is not hereditary. Successors to the office of Herald are selected by the Holy Warden under advice of the Grand Order.

### The Grand Order [Moderate Nobility]

Avalonis is also heavily run in part by the Grand Order. The Grand Order is a council of powerful knights, religious figures, and civil servants who advise the Holy Warden on the affairs of the domain.

The Grand Order meets monthly for regular meetings, and discussions about the happenings of Avalonis, and future plans. Members are permitted to send a representative in their stead, if they so wish - these are usually other knights/priests/druids/civil servants in their service. During these meetings, the Speaker [Councilor] acts as the parliamentarian, creating the rules of order for the meeting, with approval of the Holy Warden.

None of the members of the Grand Order receive the position through hereditary means. Each member of the council is a leader in their own right, recommended by their group to represent their interests and approved by the Holy Warden. Each of them is expected to have subject-matter expertise in their fields. The council includes Knights of the First Order, High Druids, Bishops, and Elders.

### The General [General], Marshall [Marshall], and Guard Captain [Warden]

Guard Captain: Eleanore BladewalkerMarshall: Cornell ("Nell") WhiteheartThe knights and military of the realm advice the selection of and generally serve the General, Marshall, or Guard Captain.

The General [General] is the highest-ranking member of the Avalonis’s military. The General is responsible for looking after the needs of the military and directing the kingdom’s armies in times of war.

The Marshal ensures that the kingdom’s laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom’s borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can’t deal with alone

The Guard Captain [Warden] is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.

### Magister, [Magister] and Hierophant [High Priest]

Magister: Talon CorvusHierophant: Charlotte RimeguardThe High Druids and Bishops advise the selection of and generally serve the Magister and Hierophant.

The Magister [Magister] guides the kingdom’s higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

The Hierophant [High Priest] tends to the kingdom’s religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom’s ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.

### Speaker [Councilor] and Treasurer [Treasurer]

Speaker: Elliel BrightshotTreasurer: Kainen the BlueThe Elders of the Grand Order advise the selection of the Speaker [Councilor] and Treasurer [Treasurer].

The Speaker [Councilor] acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders’ proclamations to the people in understandable ways. It is the Councilor’s responsibility to make sure the Ruler is making decisions that benefit the kingdom’s communities and its citizens.

The Treasurer monitors the state of the kingdom’s Treasury and citizens’ confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

### High Justice [Royal Enforcer], Grand Diplomat [Grand Diplomat], and Oracle [Spymaster]

High Justice: Samira SmithGrand Diplomat: Kelius DrakEye of the Wyrm: SabiruThe Holy Warden selects the High Justice [Royal Enforcer], Grand Diplomat [Grand Diplomat], and Oracle [Spymaster]. The first two are selected with the advice of the entire chamber of the Grand Order. However, the Oracle is selected privately, as their identity is usually kept secret and anonymous.

The High Justice [Royal Enforcer] deals with punishing criminals, working with the Speaker [Councilor] to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.

The Grand Diplomat is in charge of the kingdom’s foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom’s diplomats, envoys, and ambassadors. It is the Grand Diplomat‘s responsibility to represent and protect the interests of the kingdom with regard to foreign powers.

The Oracle [Spymaster] (also known as the Eye of the Wyrm) divines the kingdom’s criminal elements and underworld and scries on other kingdoms. The Oracle has a finger on the pulse of the kingdom’s underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.

## Religion, Magic, Technology & Military

L
o
y
a
l

g
h
o
s
t

o
f

i
c
e
,

F
o
u
n
d

h
i
s

h
o
m
e

a
m
o
n
g

h
i
s

f
r
i
e
n
d
s

F
i
g
h
t
s

n
o
w

w
i
t
h

p
u
r
p
o
s
e

−
H
o
n
o
k
a
,

S
e
n
e
s
c
h
a
l

o
f

A
v
a
l
o
n
i
s

{\displaystyle \begin{matrix} Loyal \ ghost \ of \ ice, \\ Found \ his \ home \ among \ his \ friends \\ Fights \ now \ with \ purpose \\ -Honoka, \ Seneschal \ of \ Avalonis \end{matrix} }

### Religion

Avalonis reveres mostly good and lawful deities, shunning evil and chaotic deities. Apsu is a popular deity, largely owing to the Holy Warden's faith. But the country has a variety of other gods that are welcome as well. There are many who simply worship the divinity in nature itself or honor the spirits of the land. Every major city in Avalonis has cathedrals dedicated to various deities and heroes, but there are no requirements to religion or worship, as long as it acts in accordance with the law.

While individuals of Avanonis may revere personal deities, pantheons, nature, spirits, or no deities at all, the country as a whole worships what is called the Dream of Avalonis. The Dream of Avalonis heavily resolves around maintaining a highly ethical, community-oriented society with a chivalric code and reverence for nature. There is no room for deities or religions that are evil, dishonorable, and destructive.

### Magic

Magic is a large part of the Avalonis, but it is regulated and watched heavily, in the event of abuse. Divine and nature magic is revered especially, but arcane and psychic magic is respected too. Evil Magic(any magic with the 'evil' descriptor) is entirely outlawed. Conjuration Magic that summons Outsiders of any kind also requires a permit, for safety purposes. Regardless though, magic is heavily involved in many aspects of Avalonis, to make the lives of it's people easier.

### Technology

Technology has it's own place within the Avalonis, as it pushes into the unknown of advancement and knowledge. Most of Avalonis's early developments were geared towards survival, as it is difficult to live in the harsh, cold South. However, as Avalonis developed, it became a hub of learning, especially in Chaldeus and Wintercrowne. Large engineering projects worked to help build up Avalonis. Today, railway lines run throughout the country, connecting it together. And due to various battles and wars, Avalonis has pushed forward military technology to ensure their armies do not become obsolete in the face of ever increasing advancements.

### Military

Focusing extensively on cavalry, infantry, dragons, and siege equipment, the army of Avalonis was founded by experienced veterans who joined Avalonis after extensive campaigns in Catonia and Helios. For the last two decades, the armies of Avalonis have engaged in extensive campaigns against a host of different enemies, even going so far as fighting enemies in the Abyss.

## Law & Crime

Law and Crime is slightly more complex within Avalonis; which is to be expected from a land that venerates the Lawful aspects. It is an array of permits, requests, and paperwork, but it works with surprising efficiency. Author's Note: Pretty much all of these laws are things that generally don't apply to players, outside of the Major Laws, it is assumed you have likely attained a permit of some sort.

### Law Enforcement

Law Enforcement within the Avalonis is largely upheld by three different aspects. Cities are assigned up to three Judge. These Judges work closely with the second aspect, the Guards. The third, and final branch, are the Oathwardens. Oathwardens are the third and final aspect of law enforcement, and uphold the law in areas where a judge is not present. These are typically in rural, or distant areas of Avalonis, or in freshly claimed/conquered lands.

### Minor Laws

Avalonis has numerous small, minor laws, the vast majority of which are intended for people's safety, or the betterment of their lives.

1. All individuals entering Avalonis must register officials in immigration/customs.
2. Foreign currency can only be used in certain locations, such as the foreign quarter of any given city. Currency from the Helios Imperium is not considered foreign.
3. In peacetime, all non-sanctioned Adventurers or individuals who are not apart of the Military must have their weapons peace-bonded; peace-bonding involves tying peacestrings around the hilt and scabbard of a weapon to prevent them from being drawn in a hurry. Author's Note: This is largely symbolic. Peacestrings will not prevent anyone with 12 strength from drawing their weapons.
4. All members of the Military who serve their term (5 years) are granted a small parcel of land, measuring approximately 10 acres of unclaimed land, in owned territory of their choice. Individuals who have seen combat increase this to 20 acres.
5. All work (community service, internships, artwork, etc.) must receive pay. Mandatory community service as part of a judicial decree has a maximum of five years.
6. An individual may not be fined more than a quarter of their yearly income, for any reason.
7. A contract signed by both individuals must be heeded; any breakage may be brought before a court.
8. Searches conducted by Officers of the Avalonis Guard, and the Avalonis Military generally require a warrant, except in exigent circumstances.
9. A warrant must be attained for the arrest of any individual from the local territory's Judge. These writs only apply within this local territory, but may be further signed by another local judge to give jurisdiction in that territory. Any writ signed by the High Judge of Avalonis, the Ruler of Avalonis, or the Imperator of Helios applies throughout Avalonis.
10. As part of diplomatic agreements or treaties, criminals can be extradited for prosecution. Citizens of vassalized and conquered states adhere to the laws provided by the Avalonis.
11. It is illegal to hunt on privately owned land without the owner's permission. Hunting for sport is prohibited. Hunting endangered species is prohibited.
12. Accidents caused by technological mishaps, magical mishaps, wild magic, or similar, will be covered in cost by the one who caused the mishap.
13. Anything considered a misdemeanor is considered to be on the list of 'minor laws', unless otherwise specified.
14. Purchase of a vehicle; land, sea, or air-based, requires a permit and a registration of intent for that vehicle.
15. Constructs are disallowed from citizenship. Undead are prohibited from entering the country without express permission of the government.
16. Adventurers intending to adventure within Avalonis lands should be fully registered with the Adventurer's Guild.

### Major Laws

The Avalonis major laws are much harsher, and many of which are important to the core society of Avalonis.

1. Hiding one's alignment or impersonating a different alignment.
2. Impersonation of an Officer of the Military is disallowed.
3. Class One Materials require an explicit permit to be transported into Avalonis. Class One Materials include any Skymetals, parts of powerful creatures, such as Dragons, or magical materials that are utilized for powerful spells, particularly components that cost more than 1,000 gold pieces.
4. Magically binding contracts should be used sparingly; usage of a magically binding contract without a permit, or without knowledge of the signatory is disallowed. Permits of this kind are usually attained at the same time as one acquires a permit for a Calling Spell.
5. Oathwardens are empowered to handle any issues that may arise, and may pass judgement on situations that have yet to be ruled upon by a formal Judge. An individual may appeal to the Courts to get an Oathwarden's decision overturned, should the Court agree with the individual.
6. Magic has significant regulations based on general dangers to society and other individuals, detailed below.

* Evil Magic of any type is outlawed.
* Chaotic Magic requires a permit.
* Magic that affects another person generally requires consent of that individual.
* Necromancy - Anything that's not evil and does not assault another person (except in self-defense) is generally permitted.
* Conjuration - Conjuration spells that fall under the subschools of Calling, Summoning and Teleportation require a permit and anything involving evil is outright banned. Teleportation may not be used to avoid immigration/customs rules, trespass, stalk, and/or invade the privacy of another. Any form of permanent portal, rift, or similar is entirely forbidden without a permit. Usage of **COQS** is permitted freely, as issued by the Adventurer's Guild.
* Divination - Divining another individual, such as through standard divining spells, or through scrying, is disallowed without permission. Divining a Government Official, or member of the Military is forbidden entirely. Sanctioned Mages of the Military or the Avalonis Government itself do not have to adhere to this law if it is used as part of their duties.
* Enchantment - Enchantment Spells of any kind require a permit.
* Illusion - Illusion spells that effect other's outside of your private home require a permit; individuals entering a home with illusion spells woven into them must be informed prior of entry.
* Widespread Destruction Magic - Any magic that is deemed 'widespread destruction magic' is forbidden without permit; even War Mages of the Military must abide by this law. Spells and Magic that fall under this category tend to be areas of effect that effect an area of 1,000 feet or more, or spells that linger for an excessive period of time, such as diseases, plagues, or large amounts of summoned creatures.
* Transmutation - Standard Transmutation Magic is fully allowed, but transmutation magic that changes your physical appearance significantly enough to make you unrecognizable must be registered with the local Adventurer's Guild, along with a description of your preferred form, or identifying markers that would allow authorities to recognize you.
* Creation Magic - Any magic that allows to create, duplicate, replicate, or similar methods of expensive material reproduction requires permission. A distinction must be made for magic that encourages, enhances, or improves growth or extraction of materials from natural areas.
* Magic Item Creation - Magic Items worth more than 1,000 gold pieces requires registration.
* Time Magic - Magic that allows alteration of time is disallowed without a permit.
* Soul Magic - Magic that directly alters one's soul is generally considered illegal without permission of the individual. Temporary possession of a soul if permitted if the purpose is to resurrect them as soon as it is reasonably possible to do so. Long-term or permanent possession of souls is not permitted.

### Misdemeanors

Punishments for misdemeanors are typically very minor; a few days in jail, a small fine to the victim or the court, confiscation of possessed goods, and/or short-term community service.

* Hiding one's alignment or impersonating a different alignment. (Doing so while under investigation or holding office carry higher offenses. See below)
* Trespass
* Stalking
* Petty theft
* Assault/battery without major injury
* Disturbing the peace
* Public drunkenness or lewdness
* Selling shoddy or adulterated goods
* Possession of illicit drugs
* Using outlawed magic without a permit that didn't result in the harm of other's.
* Impersonation of a member of the Military
* Breaking of a minor law

### Felonies

Felonies are usually accompanied by lengthy jailtime, long-term community service, hefty fines, and more.

* Hiding one's alignment or impersonating a different alignment while under investigation.
* Breaking an oath of office.
* Riot
* Inciting a riot
* Major Destruction of Property
* Major Crimes Against the Environment
* Major Theft, Embezzlement, and Financial Crimes
* Bribery
* Counterfeiting
* Robbery
* Distribution/Creation of Drugs
* Using outlawed magic without a permit that did result in the harm of other's.
* Aggravated Assault/Battery
* Desecration of Corpses
* Being needlessly cruel or abusing an animal is strictly prohibited, unless you are under direct threat of bodily harm from the beast. Dangerous animals are to be reported to the authorities.
* Bribery of an Official
* Counterfeiting
* Impersonating a Government Official.
* Tax evasion

### Capital Crimes

Capital Crimes are the highest form of crime one can achieve. Typical punishments are execution, banishment/exile, or long term imprisonment.

* Hiding one's alignment or impersonating a different alignment while holding office or applying to an office.
* Murder
* Treason
* Usage of Forbidden Magic.
* Rape
* Anything related to Demons/Devils/Daemons is forbidden; this includes, but is not limited to, worship, summoning, harboring, or glorification of them.

S
t
a
n
d

M
r

M
a
y
o
r
,

W
i
t
h

a

w
i
n
k

a
n
d

c
h
e
e
r
y

g
r
i
n
,

S
i
m
p
l
y

u
s
e

C
o
i
n

S
h
o
t

−
H
o
n
o
k
a
,

S
e
n
e
s
c
h
a
l

o
f

A
v
a
l
o
n
i
s

{\displaystyle \begin{matrix} Stand \ Mr \ Mayor, \\ With \ a \ wink \ and \ cheery \ grin, \\ Simply \ use \ Coin \ Shot \\ -Honoka, \ Seneschal \ of \ Avalonis \end{matrix} }