Encyclopedia Athartannica 2.0

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Religion
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The Temples
The Temple of Many
There are three temples in Athart, and while they all give the initial impression of being oriented toward worship, they are rarely used for this. The northernmost of the three lies in the midst of the human housing section, and is the "least" of the three. It is called the Temple of the Many. This name has been assumed to refer to the fact that it is open to be used to worship any or all Immortals that any human might choose at a given time. The Avriel, of course, would not lower themselves to consider such a use. Not only is it in the human sector, a place they prefer to avoid, except when it is necessary to drag some wretch out and discipline him publicly. But also because they feel themselves above any obligation to give worship unto any Immortal.

Their ingrained racial history tells them that they, alone, were not created by an Immortal, and in fact, fought free of the Immortals' attempt at subjugating them them long ago, to establish their sovereignty over this part of the world. This distorted version of how they came to be contributes largely to their belief that enslaving 'lower' life forms is moral and proper. Clearly, the Immortals felt that slavery was morally correct. In fairness, there are many examples of this fact to be found all over Idalos. And since the Avriel believe themselves to surpass those Immortals in glory, there can be no doubt of their right to conquest and enforced servitude.

But there is also the newer thought that the name is better suited to refer to "the many" humans that inhabit the city. This interpretation has been secretly growing, as the rebellious awareness that humans greatly outnumber the Avriel has begun to take seed in the minds of the oppressed work force. There are simple ceremonies held in this temple with some regularity. But it is only feigned devotion occurring there, for the most part. It is mostly to establish a" cover" schedule for the real purpose of this temple.

Built by humans for humans, and with the directing authority of the Athartian Slave Raiders, this temple has many secrets within its walls, and is basically the raiders' headquarters for their plots and storehouse for equipment. They have planning meetings under the guise of worship, where the steps in advancing their various agendas are equipped, scrutinized, adjusted and occasionally tested. The worship services are also conducted by those sworn to secrecy, as it is well known that many humans hate the raiders as much as, or more than, the Avriel themselves. They feel the Avriel to be a more open, and honest enemy than their greedy fellow humans, betraying them into slavery. Whereas, other humans overlook this, seeing it as a necessary evil to lull the Avriel into complacency. The raiders couldn't care less about either sentiment, but they are not about to take a chance that some idealistic human will betray their secret stronghold to the Avriel.
The Shrine of Syroa
Needlessly large, The Shrine of Syroa sits in the upper part of the commerce section, which is to say it is north of the harbor wall and the slave stage, but south of the river. It is an indulgence in spaciousness, never drawing any great number of visitors, either human or avriel, but capable of holding hundreds. Humans inclined to give homage to Syroa, for whatever reason, are required, by law, to do so at this shrine, rather than at their Temple of the Many. And the Avriel would never give any particular honor to any but Syroa.

They view the Immortal of Transformation to be their 'Benefactor', but do not acknowledge any rumor of this deity as having contributed any effort towards their creation. To them, Syroa was simply one of many Immortals that needed to be taught to respect Avriel sovereignty and supremacy, and was just the first of few to see reason and befriend them. They built the shrine in recognition of this mutually beneficial relationship, and made it spacious, in the midst of this somewhat crowded area, specifically to set it apart from the fairly close-quartered requirements of the human constructions below.

Since they arrive from above, the grand entrance is on the roof, which also negates the need for them to deal with human crowding below. There are entrances at ground level, but while they are clean and attractive, they are nowhere near as ornate. Nor do they give access to the Avriel level above. Any humans who enter are expected to pay devotions to Syroa, for though the Avriel consider themselves equal or better than the Immortals, they will not abide the insult of humans behaving this way, and will feel compelled to punish such insult on Syroa's behalf.

But, as a shrine, rather than a temple, even the Avriel do not actually worship here. It is simply an honorarium. There are no rituals held here, but an occasional "themed" celebration may be held, to give tribute and honor, in hopes of initiating contact with the being. Then there may be quests asked and tasks offered in hopes of granted boons. But at the least, there is no shortage of pleasure and revelry.
The Temple of Glory
This grand structure is found atop a wide pillar in the Forest of Stone, the upper Avriel sector of Athart, outside and to the east of the city walls. It is made entirely of carved, polished marble, and adorned with a wealth of precious fittings and mosaic inlays, inside and out. The walls are draped with elaborate tapestries, offset by festooned cascades of pleated satin, finely embroidered silken cushioning, and carpeted with sensuous, downy layers of fur rugs. All wooden furniture is either Cambria, Scentwood, or the currently fashionable Weavewood wicker, treated with Cambrian oil.

The one exception to this opulence is the plain stone dais upon which any visiting human is expected to kneel, while presenting his purpose in attendance. This purpose can either be a response to a summons given him by the Avriel, or an audience granted him by his own request. The purpose of this audience could be anything from the begging of a boon, to a case of judgement against some transgressor.

If it is the latter, it has to involve a complaint against an Avriel, and it better be good, because The Aerie, the royal faction that makes the Temple its home, does not normally trouble itself with human-to-human issues. Such matters are either to be settled by the Overguard at the time of the incident in question, or by the formal House of Law in the lower city.

This does not mean that any human entering the temple is made to spend his entire visit groveling and scraping. But this initial show of contrition is expected, if the visitor harbors any real hope of being heard out. It also serves as a compulsory show of thanks for being lifted to the heights of the Temple doors by Avriel attendants, as there are no stairs to enable humans to make it alone.

Avriel do not need to kneel on the stone, but must give a deep, respectful bow, which is held until the sitting authority gives them leave to stand. Naturally, no weapons are allowed, save for those wielded by the Crown Guard, who are stationed around the chamber, and have their own barracks and training facility in the Forest of Stone.

The Temple has all the features of a palace, though it is smaller, due to the lack of any need to make room for fancy stairwells. Humans that are staying for whatever reason are given isolated chambers that are not as well furnished as those given Avriel visitors, but are still well above average for human dwellings. As a result, many of the rooms available to Avriel, are inaccessible to humans. This is no doubt by design.

Again, the deference humans are expected to pay to the Avriel does not truly constitute 'worship', so the term 'temple' is not entirely accurate. But the Avriel have learned much of the outside world from adolescent explorers who have returned from purging themselves of their more feral impulses. They have brought back this concept of a structure intended for lower beings to pay honor to their betters, having seen it in numerous other cultures and cities. They said such structures were called "temples", and the term stuck.

They have also brought back accounts of various foreign arts, crafts and wealth as well. The Avriel have taken advantage of some of these tales; the procuring of Cambrian furnishings, for example. Some other such matters they have yet to exploit. It should be noted that any future plans for aggressive campaigns against foreign cities would also be proposed and considered here.
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Culture
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Matrimony

The birds and the bees!

Divorce
To be written...

Food

To be expanded...

Music

Does a caged bird sing?

Language
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Education
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Slave Schooling

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For those that want more highly trained slaves, but can not afford the cost of an indoctrinated slave, Athart is proud to recommend their "Slave School", a feature that is largely unique in all of Idalos. Training of any kind can be had here, and it is done with the disciplinary attitude necessary to maintain the deferential attitude an owner expects from his slave, though more lenient approaches can be taken if requested.

A player will need to leave his slave for one full cycle to gain advancement in any skill, and he must do "schooling" threads for the points he seeks. Obviously, the more he threads in that time, the more points his slave stands to gain. This service costs 100gn for the first cycle, and 50gn for each cycle beyond that IF purchased at the same time. Debt will be accepted, but must be paid in full within one cycle of the end of schooling, AND the owning PC must reside in Athart for the duration. Some concessions may be made with pre-approval, but any departure from such an agreement, IC or OOC, risks loss of slave ownership with no refund, or even a verdict of servitude applied to the owner himself. Athart is always looking for slaves...

Maritime schooling is available at Windshear Bastion and IS available to slaves. But the cost is higher, due to the steps which must be taken to offset the increased opportunities to attempt escape, without diminishing the teaching environment or the slave's ability to learn. The initial cost is greater, but the price break for additional cycles works much the same as at the "Slaves' School. There is a cost of 125gn for the first cycle, with follow-up cycles running 75gn apiece. Again, the full term of the slave's attendance must be purchased beforehand to receive this price break.

Lastly, there is the Gladitorial School just inside the wall that marks the north end of the Harbor District. It has its own small arena which is as much a venue for sport is it is for routine training. Often the stands are filled with the slaves undergoing training as the spectators are rotated down to become the next participants. This is to give every aspiring gladiator a taste of performing before a crowd of bloodthirsty observers, completely lacking in sympathy.

There is no difference in tuition costs between citizens and slaves enrolling here, as nearly every "student" already IS a slave. Nor are there refunds for slaves killed or irredeemably maimed during "class". But there IS an unwritten understanding that if a student is a FREE man, and he should die at the hands of a student/slave during schooling, that slave will be executed. What this ultimately means is that those slaves that survive this school receive a better degree of training than free students, since they were truly tested to life-and-death degrees.

This is not to say that the trainers seek to get any slave/students killed. After all, Athart does prefer happy, satisfied customers, not arguments over non-refunded slave prices. But deaths in the arena DO happen. And those that survive have obviously learned their lessons better.
Slave Instructors

On both a personal and commercial level, Instructors are invited to Athart to add variety to the wealth of skills in which slaves can be trained. A number of cities have "arrangements" with the city of Athart to provide instructors in those skills that do not come easy to the rough-and-tumble inhabitants of Athart. This is not to say that there are no academicians in Athart. But most of those either have private pursuits with these skills, that take up their time, or are already teaching at the "Low" school.

It is an odd thing that the "free" humans of Athart have less opportunity to learn exotic skills than the slaves do. Those instructors that come from distant cities, per these arrangements, are not allowed to freely teach restricted areas of knowledge to free citizens. Some form of prior sanction is required to even teach a single student. It is almost exclusively to teach slaves that these arrangements have been made. The learned instructors come to help Athart craft better slave product. In return, the cities that provide this benefit gain from reduced prices.

There have been a few incidents of teachers "freelancing" to teach free citizens on their own time. These incidents do not turn out well for either the teacher or student. Slavery is the ironic result in most cases. There have been a couple of executions, as well as some cases of the offenders disappearing with the aid of the "Door Wardens". These events often escalate, as the both the avriel and the human population seek victims to punish as retribution.

For the most part, however, jobs are available for nearly every skill imaginable, as slaves of every kind of training are going to be desired by someone somewhere. So if you have a decent level of "Teaching", are looking for a place to provide gainful employment, like the thought of defying a tyrannical authority and aren't cowed by the possibility of occasional violence outside your door; come to Athart and become an instructor.
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City NPCs
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Syvanek


TITLE: Spymaster for the "Hidden Agenda"
BASICS: 46-arc-old male avriel

PARTICULARS: Cryptography: 90 / Linguistics: 80
Investigation: 75 / Intimidation: 70 / Research: 70
Intelligence: 70 / Politics: 70 / Disguise: 60
Stealth: 60 / Flight: 60 / Glie-av Orien: 60 / Dagger: 60

Appearance: This is difficult to pin down beyond the basics of being an avriel male. Even his 46-arc age is rarely evident due to his disguise skill. He knows that a good disguise goes beyond the merely cosmetic. Non-descript attire, limps, hunched shoulders, and other handicaps are frequently employed to make him seem unworthy of notice, as he makes his way around Athart in search of information, those who pass it, and to whom it is passed. Even the spread, fold and color of his wings can change from trial to trial.

It is perhaps most noticeable that he walks more often than the average avriel. This is one reason he goes to the trouble to change his appearance. He has found that the fitness of leg muscles is a boon many of his race do not consider; and this exercise has given him a considerable edge in those occasional bouts of Glie-av Orien, the avriel form of wing-to-wing dueling, that are forced upon him, by his avriel rivals. Humans are more likely dealt with by dagger, talon or gravity.

So the sight of an uncertain-aged, distracted-looking avriel loner, wandering about Athart, draws nowhere near the attention that Svanek's target should be giving. As a member of the Hidden Agenda, it is easily overlooked by the unaffiliated, when the signal for a desired meeting between members is announced with a casual "HA!", in the form of a laugh. This signal can be responded to in nearly any manner short of outrageous to confirm that it has been received. Most often, the operative's head is only one of several that turn casually to see what was so funny; usually dismissing it quickly as something they must have missed.

Syvanek gives no surname to anyone, not even his superior in the Hidden Agenda, who of course, already knows it. Among the security agencies of the city itself, his Superior's unspecified rank is equal to 'Shadrem' Truluk, the commander of the Shadow Wings, and 'Griffeon' Vakier, commander of the Overguard. He likewise shares rank with the 'Scapulars Medial' of the Storm Front military, being subordinate only to the Prime Scapular himself.

Syvanek himself answers to none of these figures. And while they do not technically answer to him, they know that whatever instructions and scheduling he gives them is assumed to come from authority that supersedes their own. They do not like it; and avriel are known to be impulsive and reactionary.
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Government
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The High Council

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This name not only refers to the level of status those members of Athartian society that are allowed to attend council meetings enjoy; it also refers to actual elevation of the meeting site. These are held in the Temple of Glory, in the Forest of Stone, the avriel sector of Athart; in a chamber that commands a view of a dozen miles or more in every direction.
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These meetings are consistently attended by:

1. The Grand Aeolian, Gleneah, the current ruler-in-chief of Athart, and three advisors.
2. 'Griffeon' Vakier, the commander of The Overguard,
3. Kooloona, the Grand Mother of the Nest, highest rank among the Nestkeepers,
4. Krenda and/or Whilliki of the Path Markers,
5. 'Shadrem' Truluk, commander of the Shadow Wings,
6. Lynrae Fara, 'Raider-General' of the Athartian Slave Raiders,
7. Fre'Gahn Claspell, elected representative of the Lower (human) Commercial District,
8. His counterpart, 'Crawdek' Trakko, of the Avriel Production Union,
9. Petreni Ban'Drahl of the Windshear Naval Coalition,
10. Larkin Trevender of the Trevender Agricultural Group,
11. Burke Corley, the head of the C & S (citizens and slaves) Education Committee,
12. Crovak, Administrator of the Overland Transportation Combine.

Every one of these members are regularly accosted by those with sub-proposals, favors or outright bribes, that may sway the direction in which they apply their vote. Many socially elite members of the community have no connection to this political body, but have interests that overlap those of various members of the Council, human and avriel alike. There are other, more shadowy, factions that use different methods to see their interests met in council.

It should come as no surprise to anyone that there are more avriel on this council than humans. But even just 15 arcs ago there were no humans whatsoever, so none are of a mind to protest this remaining imbalance. The humans of the council have learned that when the avriel appear to be about to take a party-line stand on a racial basis, the best strategy is to "inadvertently" drop subtle suggestions of veiled insult by one avriel leader against another, and hope that wounded pride will undo any previous pro-avriel arrangements.

Every representative is allowed to send a replacement once a cycle; and every representative is allowed a single bodyguard. Any drastic escalation of hostility would see the humans outnumbered not only by the imbalance of membership, but also by the presence of the Crown Guard, who keep a discrete distance, but still hear most everything that is said. But such an incident is extremely unlikely in that there is no place for the humans to fight through to, since the Temple is atop a tall tower of stone with no descent that does not require wings. One of the first things a human representative learns is to suffer insult at the hands of the Avriel without reacting.

There have been a few times that tempers grew so short that the following meeting was held on low ground because the human attendees declared legitimate fear of being "accidentally" dropped on the way up or down, and refused to attend, and damn the consequences. The fact is, this tactic remains one of the cheapest, simplest and most common forms of interrogation by the avriel against a human subject. This concern also applies to the one additional 'expert' per meeting that every representative is allowed, to support their view of one project. Only the Grand Aeolian herself attends every meeting with three advisors. They do not vote, but their word carries weight.

The council meets four times a cycle. Everything from progress reports on current projects, to proposals for new projects, to military actions, to civil disturbance, to escaped slaves, to diplomatic takes on feigned reverence to this or that Immortal, as a diplomatic gesture to some visitor, to exploratory incursions to find new resources, to commercial upswings, to competition on the world slavery market, to new cuisines and dress styles is discussed. Many commercial projects are found to require adjustments in approach, to achieve more lucrative results. And as these often require concessions by one faction, for the benefit of another, a heated debate is a frequent occurrence, usually resulting in a vote. Even the date of the next meeting is up for a good argument most of the time, as one representative ends up feeling insulted by having the 'personal convenience' issues of another take precedence over his own.

Often, after such contentious meetings, the avriel look back with surprise on how many things turned out favorably for the humans. The strategic point being that they end up blaming each other for this result, as they can not qualify the concept that their impulsive behavior may have been "played" by such riff-raff as a bunch of humans.

Both the humans and the avriel have other levels of council that are usually race-exclusive in nature. But these are primarily to secure the exact nature of the vote that one single member will be bringing to the high table.
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Justice System
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Crime & Punishment

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Human (Non-Avriel) vs. Human


The Avriel do not concern themselves much about what humans do to each other, beyond any ways in which it might negatively affect them. This would mostly only involve property damage that could reduce profits and the smooth operation of businesses that bring in slave buyers. If someone was to burn down a wood carver's shop, it would be less of a concern to them than someone wrecking a tavern, because taverns serve to keep more visitors happy. Rape, however, has potentially severe repercussions. This is not out of any outrage over the violation of the victim. But, rather, the disruption of possible breeding plans, for slave babies. If a "grade A" woman is raped by a "low-grade" man, it is not believed that a "quality" child can result.

So, while the motivation for preventing this crime is reprehensible, there are almost no incidents of rape in Athart. Even "quality" men are hesitant to test their rating in this regard. Judgments of many crimes are only severe because of concerns over slave health. But this is left to the Slavers to rule on. For the most part, the Avriels' level of concern only matters when they have reason to add their support to a punishment decreed by the humans' House of Law. And usually, this is only when the Pit of Reflection is the sentence.

Slavery is, of course, the most common measure of law enforcement. This can be a term of defined length, which runs its course and is not extended unless the transgressor continues to transgress during the term. It can be one of indefinite length, where the victim of the crime is allowed to show mercy or malice as time goes on. The possible severity of this sentence can vary wildly, depending on who the victim was. It can also be a permanent term. This is most often a sentence to a galley crew, but can be to any other community endeavor where manpower is needed.

Now, any of these sentences can be overruled by the command of a high-level Avriel, though this is a rare occurrence. Only the Slave Raiders and the two high families have an exemption from this kind of intervention. Other sentences include "Corporal Punishment", which basically means the transgressor is beaten or whipped; "Civil Retribution", which is being restrained in public and suffering the abuse of passersby; "Compensation", which is simply a payment of a fine; "Exile", which is considered a death sentence by most, but is often an arranged method of escape for someone with the right connections; and "Execution", which is self-explanatory. The nature of the execution can vary though, being anything from a quick beheading, to some truly vicious slow deaths. Like "Indefinite Slavery", this depends entirely on the malice of the victim.

Almost anything can be twisted to fall under the definition of a crime. And this tactic is frequently employed only for the purpose of encouraging a bribe to have it dismissed. The best way to stay out of trouble is to go about your business quietly, without stirring up resentment against any of the city's powerful factions. Doing an unsolicited service for one of these factions can earn you a "Notice of Absolution", which can be used to offset a judgment against you, or anyone you wish, unless the plaintiff is an avriel.

Most common families are allowed one "surrogate" action, whereby a family member can step in to take the punishment decreed against a different member. This is actually a new measure added by the Avriel to keep the Slavers and the two high families in line. A capable member of a family aggrieved by one of these factions can use this measure to commit a drastic crime of retribution against members of this high faction. They then use the "surrogate" action to designate some sickly member of their family, who dies mercifully and conveniently, by his own hand, before judgment can be rendered. Case dismissed.

For the most part, however, this simply becomes another service to be bribed and bartered, since it does little to prevent counter-retribution by the angry members of the high faction. What it ultimately comes down to is that the House of Law is a power, a commodity, subject to bribes and liberal interpretations, whose main purpose is to ensure the smooth continuity of the economy, and not to strive for justice. This is not to say that no one can ever hope for justice. But it is far more likely to occur when the two adversaries are of equal status and wealth.
Grand Arena Challenge
In the course of an escalation of a conflict that a human may feel will result in either a death or a sentence, be it his own or his adversary, a human may call for an "Arena Challenge". If there are no witnesses, or if they are all on the side of the adversary, this will probably be fruitless. But this is an honor point among the humans of Athart, and even the most furious antagonist will hesitate to risk being exposed as having refused. Even if all his friends are about, there only needs to be a single contrary witnessing party to throw his honor into doubt.

This then becomes a scheduled gladiatorial event, which is held in the Grand Arena, often as a precursor to some regular community event. It is rarely a death match, nor a means of deciding a legal ruling, though it can be either or both. Often, the two parties, having had time to calm and realize the likely stupidity of their conflict, will recruit friends to form teams for some sort of sporting match, with bragging rights being the only reward or penalty. Wagering on the outcomes of such contests is common, as are congratulatory drinks afterwards.

In the case of more hostile meetings, champions may be employed to conduct either side's part in the battle. Slaves with a "Permanent" term are often employed in this fashion, as are trained gladiators. Most participants will bring several possible representatives, if they can, and decide who to send in depending on who their enemy sends in. Opportunities to replace initial selections must be purchased from the city, and increase in cost with each change.
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Avriel vs. Avriel

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The Avriel consider themselves above the measures of behavior that humans hold for themselves. And since they have these same humans to vent their abuse upon, there are not that many incidents of criminal judgment in their part of this society. However, they still are held to the concern for a smooth running economy and the attraction of foreign slave purchasers. So it is mostly a matter of punishing disruptive influences. And since they send their burgeoning adolescents out into the wild, to vent their ravages, before returning to settle down, or not to return at all, there is not that much that is considered "crime" among them.

There are, however, issues of pride that require satisfaction, which frequently erupt between one or more of these quarrelsome peers. But when it is not such an explosive issue as to escalate to violence immediately, 'The Race' may be challenged. The very fact that this is a means of resolution unavailable to earth-bound humans makes it all the more appealing to these arrogant Avian. "Only a truly grand, flying being can resolve their issues this way!" is how they look at it.

All this involves is the charting out of an agreed-on course though the Forest of Stone - naturally, a narrow, obstacle-laden course, with many hairpin turns, and quick pull-ups and dives required - and the contestants simply race for victory in whatever issue they were at odds about. Watchers are set at strategic points to ensure honestly by the contestants.

Now, though it is never admitted, or even discussed, these watchers can be persuaded to "get something in their eye" at a crucial point and miss some treacherous cheap shot perpetrated by one of the contestants to hedge his efforts. And at the speeds they are flying at, through columns of unforgiving stone...well they don't call it "break-neck" for nothing.

The Avriel feel that the strong and the clever survive, and are therefore meant to rule. So violence is generally considered to sort itself out as it should, the end results usually being viewed as justice, not crime. However, an ambush of superior numbers over a vulnerable foe is looked down upon as cowardice. And while this will not usually result in an actual judgment of punishment, it will greatly curtail the growth of the perpetrator's esteem, in the eyes of his fellows.

The only real crimes are "Property Damage" and "Betrayal", which can be upgraded to "Treason" in severe cases. The basis of property damage is the same as it is among humans, the disruption of the smooth operation of the city, and the resulting affect on the status of the city among foreigners. Betrayal can be civil or social in nature. Like the inexplicable harboring of a human against the plans intended for that human by the Avriel. This can, however, be justified if those plans are perceived to be so overly harsh or unproductive, that they may cause a disruptive level of resentment within the human population at large.

Or the equally disdained romance that occasionally occurs between a human and an Avriel. This is a violation of a "taboo" nature, often inciting an intuitively subconscious reflection on their origins among the Avriel. So it becomes a transgression of an almost religious degree to them. Anything that brings thoughts of shared origins or equality is intolerable to them.

Then there is the crime of actually undermining Avriel rule or designs upon the entire human community. This can be helping humans to escape, be they citizens or slaves, or the destruction of facilities designed to keep human subjugated. Naturally, there is the mitigating circumstance of simple incompetence and not outright rebellious intent. But an avriel judged to be actually trying to elevate humans to equal status, either by oration or action, is on a par with an actual murder attempt against the members of The Aerie themselves.

It is worthy of note that such an attempt, if successful will be viewed as justice rather than treason, since clearly the strongest and cleverest prevailed. But the loyalty of the Crown Guard makes this a very dicey prospect, as the winners will find themselves greatly weakened, and therefore also vulnerable. Any Crown Guard that survive a coup are executed as cowards and traitors, so they are motivated to fight with absolute ferocity. While their regime rules, they enjoy tremendous perks and status, just short of the royals themselves. But only the greatest of warriors are allowed to join this elite force. The problem is that this means the Guard will be replaced by warriors that were not acceptable the first time they applied.

What it comes down to is that all Avriel can see that coups ultimately weaken the Avriel as a whole. So it is only a regime that displays constant ineptitude that might be so targeted. The first clue of an impending coup will be the sudden retirement of members of the Crown Guard. Since this is a tip-off to a possible coup attempt, makes plain the former member's position regarding the current rulers, and is a willing rejection of the perks of membership, it is not considered cowardice. The former member may even be considered to be part of the ensuing Guard after a successful coup, as he will be viewed to have been quite insightful and clever, as well as strong enough to have been a member in the first place. In the case of a failed attempt, the former member will not be persecuted, but he will never have status of any kind again.
Forms of Avriel Punishment
There are, of course, the Avriel versions of the disciplinary sentences of "Lashings" and "Shaming" that humans also employ against civil offenders. But recalcitrant avriel will soon earn more severe penalties. Initially, an avriel viewed as deserving of penalty will incur a term of "Restraint". The Avriel are loathe to even consider slavery as a penalty, seeing it as a uniquely human condition, and falling under the aforementioned "taboo" category. So an offender will be locked in a cell, possibly with the additional indignity of having their arms chained, or an actual cage preventing them from fully extending their wings. These cells are cut into the pillars of the "Forest of Stone", so humans do not see them in this state.

A worse crime, or continuing to commit lighter crimes will result in "Trimming", which is having the wings set ablaze, the feathers burned away so they cannot fly until the feathers grow back. This takes many cycles, so the transgressor has a lot of time to think about the consequences of their behavior. After this, come additional Trimmings or Restraints, eventually culminating in a Death penalty if the perpetrator does not change their ways. It should be noted that "Death" is not the worst thing an Avriel can consider, and the two following punishments frequently result in the suicides of the victims.

"Grounding" is the permanent stripping of wings from the former Avriel. They are no longer considered a member of that race and are shunted to the human sector. What the humans may do to them after that is of no concern to them. Not only is this a horribly painful ordeal, the breaking and ripping of the joint, coupled with the cauterization of the wounds, but is emotionally devastating as well.

After that there is only "Slavery", the additional penalty of being made a slave of one or more humans. Most Avriel are so near-catatonic in shock from Grounding, that they make poor slaves anyway. But the owner may be pressured to take steps to keep the offender alive, so they can suffer a long life of shame and wretchedness. This is one of only a very few ways in which a sentence from any crime in Athart will ever be ruled against an Avriel in a human's favor. The other ways will have to involve either the Slavers or one of the two influential families. And even then, it will surely necessitate absolute proof and a hefty bribe.
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Military
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The avriel have a significant instinctual background, an ever-present residue of their more savage days. Such instincts are often useful, but also hard to ignore and train into disciplined ranks that will ignore tribal mentality. Up to a certain size (let’s say 50-70), avriel armed forces readily self-organize much like the warbands of old. Any larger groups would fall beyond this instinctual setup.

In the old, uncivilized times, groups would be fragmented and pushed away from each other by inner conflicts and competition for limited local resources if they got too large. In the more civilized age, the individual groups are bound together by chain of command that has little to do with instincts and a lot with bureaucracy, even politics. The organizational gap between the instinctual and bureaucratic grouping is very large.


Vane:
5-10 soldiers, led by a "Quill".

The smallest unit of the Avriel armed forces. A small team of individuals expected to always stay near and directly support each other. On a guard duty, they might be one guard shift; a group of soldiers manning the post at the same time. Vane members are trained and equipped for a shared role, and should be able to seamlessly fill in for each other. To an extent, they are even responsible for each other’s behaviour.

Vanes of elite fighters or other specialists like corpsmen tend to be smaller, whereas vanes of line regulars can be much larger. Vanes are created, modified and disbanded ad-hoc, much like shifts in a manufactury. Vanes are led by a Quill, who is appointed upon creation, from among the members of the vane, by the Calamar, based on seniority, popularity and expertise with the task at hand.

Vanes are temporary in nature, as is the Quill role, their creation and composition considered to be an internal affair of the covert to which they belong. Outside of their coverts, neither vanes nor quills have any meaning. It is fair to say, however, that performance by individuals belonging to vanes, or designated as quills, will have significant bearing on the future pecking order within higher groupings to which they may be assigned. Since they have no permanent status, there is no official way of marking them. Some coverts prefer numbers, color-coding or names to be attached to their vanes.


Covert:
50-100 soldiers, led by a "Calamar".

The main building block of avriel armed forces. As mentioned above, much of its size, hierarchy and dynamics is a direct product of the avriel instinctual background. Many current coverts started as autonomous tribal warbands, but now they are (at least officially) integral parts of an organized army. Over time, the coverts started to differentiate themselves within the army; some preferred and excelled at skirmishing, man-hunting and scouting, others at ranged combat, others still preferred using heavier weapons whilst being clad in strong armor, including crude variants of the iconic wing valance.

In the modern trials, there are even specialized non-combat groups of bureaucrats, logisticians, corpsmen and the like, as dictated by necessity or (more often) the high command. Members of the martial coverts derisively refer to those groups as the ‘roost warriors’ or just ‘roosties’, right until the time they actually need their support. However, the majority of coverts still consists of well-equipped generalists, a true backbone of the army, known as the ‘barbs’ or ‘gusts’.

In these current times, coverts are generally kept intact to encourage bonding among its members. After all, soldiers tend to fight harder and be more confident when surrounded by familiar faces. Soldiers within the same covert often know each other by name, and allegiance is a large part of each soldier’s almost tribal identity. Much like the old tribes, individual coverts develop their own specific traditions as well as friendships and feuds with other coverts.

A covert is led by its Calamar, who is in charge of and responsible for the whole unit. He receives orders from the higher officers, generates the relevant Details and assigns the soldiers to them. The Calamar is chosen by the covert members however they see fit, often relying upon the instinctual power dynamic that reflects the old avriel tribes. The higher officers can overrule this choice at any point and forcibly appoint a Calamar of their own choosing, but this doesn’t happen often. Forced appointment is considered a very extreme measure, as it often results in a demoralized and deeply resentful covert. Forcibly appointed Calamars are strangely accident-prone. Such accidents are known as the ‘rat splat’, as they often involve dropping the dead or incapacitated victim from great height to crudely conceal any possible signs of foul play
.
Every covert goes under many names, shorthands and nicknames both boastful and pejorative. It is such a mess that the command soon started stamping them with numbers to enforce order. The usage of covert nicknames in any official capacity is strongly discouraged. Individual coverts are officially identified by their unique number, such as 203rd, 681st, etc. While the numbers are a sufficient identifier on their own, they are often followed by a semi-official specification, such as 418th regular, 203rd scout, or 681st heavy.

Lower two-digit and especially one-digit covert numbers are associated with elite status. It is an exclusive club with the member amount limited by its very definition. Such elite coverts might have their own rules and privileges - the 1st is the Crown Guard itself; other special groups are also in the single or low double digits. Among the most prominent special groups are the guardrel like the Shadow Wings and the Overguard, each of which consists of several privileged coverts. They have excellent martial skills as well as intelligence and discipline great enough to act as respectable law enforcers.

Colloquially, the Shadow Wings are referred to as ‘Shades' or 'Glooms' for obvious reasons, and the Overguard gets often dubbed as ‘shinies’ or ‘tips’, for their distinctive wingtip armor and tower guard posts. Those and other such slang names are offensive, even downright dangerous to use in public or in any official capacity.

On the other end of the spectrum, there are coverts with conspicuously high identification numbers. These are the ‘shites’, the dumping grounds for soldiers with behavioral and/or physical issues, as well as other undesirables. These are routinely assigned the least desirable tasks, often well away from the public eye.

Over the arcs, a few of those wretched coverts have gained a significant amount of notoriety. Because they are appointed from one dangerous task to another, they have by far the most casualties. However, the long-time survivors that inevitably concentrate under such conditions are a particularly colorful, hardened and quite deadly bunch, fanatically loyal to their own.

Those groups, colloquially known as ‘kites’ for flying high on a proverbial leash, have a very low official status. However, the smarter commanders quietly consider them to be a particularly useful tool, and often find private ways to bribe themselves into their favor. Conversely, ‘tugging on a kite’ is ill-advised despite their low official status. From an outsider perspective, it can often be very hard to tell the ‘shites’ and the ‘kites’ apart, especially when the former tends to turn into the latter over time.

Every covert's official number should be visibly displayed on each uniform, but there is also certain leeway for each unit to personalize their armor with colors and symbols; all within reason, of course. This helps to cement the group identity and also serves as a convenient visual aid for the higher commanders.


From this point on, any number of coverts can be combined to form a "Wing", their multiple Calamars answering to a single "Scapular". This is, of course, to combine the unique specializations found among several coverts into a more versatile force. Two or more wings form a "Gale". The Scapular commanding this unit is specifically called "Scapular Tertial" by those above him. These are the Scapulars "Medial", who command "Cloud" units formed of multiple Gales; and "Storm" units, formed of multiple Clouds, which are said to 'darken the skies and rain death over the enemy'.


Image
Wing Valance Armor


This is essentially light mail shielding on the limbs of their wings, with feather-shaped slats of light metal that is both functional and decorative. It is not only a defensive addition to traditional armor, but it allows them to use their wings as formidable bludgeons in a pinch. Often they will sharpen the leading edge on the outermost "feathers" as well, to use as a slashing weapon.
Image


Wing Tips


These are not considered armor, as they offer little protection against most attacks, but they are allow greater agility and can still deliver a lethal slashing attack, as well as a decent bludgeoning. Both of these additions will increase wing strength over time, with the heavier Valance obviously doing more.

These are normally only made available to avriel in some sort of martial service, be it the Storm Front Military, or one of the Guardrel factions. Those who retire with honor are allowed to keep those that were assigned to them, which then often end up on the wings of younger family members who seek to strengthen both their wings and their reputations. There is no stigma attached to this "handing-down".

It is not unknown for these specialized items to be found for sale, however; though it will not be common knowledge, as the avriel that was given them in honor will quickly lose that honor if the sale puts them in the hands of a member of some "lower race". And if such items are ever found in actual use by an enemy, against Athart's interests, treason will be the likely verdict.
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Avriel Factions
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The Aerie
This is the family and court of the current leader of the Avriel, Grand Aeolian, Gleneah. This does not include the leaders of the military, craftsmen or merchant groups, except for where those individuals are also the leaders of rival families. These are the privileged that have ranks of servants and subordinates seeing to the mundane concerns of the day. These are the heads of rival families that work their way up the tiers of protocol, abiding their time, strengthening their alliances, tallying favors owed and paid while they await the opportunity to step into the throne.

Many increase their standing by catering to the current leader, garnering privileges which can be converted to support when the time comes. Some seek the amassing of equal or lower levels of support to bolster them, so there will be no impression of betrayal of any current partnership with the Grand Aeolian, should fate open a path to the throne for them.

It is not uncommon for the Grand Aeolian to send a delegate to council on her behalf. This person will wear the "Subordinate Crown", and will have been counseled as to the leader's position on the anticipated issues.

This is generally done for two reasons. The first being some hint of exceptional threat to the Aeolian's safety. The second being that she does not want to hear any argument that might persuade her from a politically pre-agreed course on some key issue. So she sends someone who "simply does not have the authority to overrule her position, and am only here to present her decision, regardless of what debate any may bring".

The current delegate is the head of the Grand Aeolian's cadre of personal servants, Kawleen, someone who is used to issuing commands, but also knows how to act deferentially to those above her.
The Crown Guard
The Crown Guard is the elite guard of the Aerie, and the Council chamber, be they in session or not. Traditionally, the head of the Crown Guard is the consort of Grand Aeolian, and this regime is no exception. High Griffeon Moruk leads the Crown Guard by day, and warms the Grand Aeolian at night.

It is not uncommon for other members of the Crown Guard to serve in like capacities for other high families among the Avriel. They train with The Dominion until they surpass those masters in at least one weapon skill, and match them in at least one more, preferably one ranged, and one melee. It is unavoidable that they will learn to fight unarmed as well.

Like many of his peers, Moruk is a traditionalist, opting for heavier armor on his torso, and leaving his wings natural. But many newer guardrel prefer to exercise their flight with weighted armor to strengthen their wings so that they can then wear the new "Wing Valance" armor with little hindrance.

This is essentially light mail shielding on the limbs of their wings, with feather-shaped slats of light metal that is both functional and decorative. It is not only a defensive addition to traditional armor, but it allows them to use their wings as formidable bludgeons in a pinch. Often they will sharpen the leading edge on the outermost "feathers" as well, to use as a slashing weapon.
The Overguard
This is the guard that watches over the human portion of Athart, from atop the towers that have no ground-level entries. There are many of these towers, and they are located strategically throughout the city. And the guardrel have them perpetually staffed with at least one guard, usually two. They do not watch in order to be there to render aid to the humans, but rather to protect Avriel property, keep the commercial peace, and guard against acts of sedition or insurrection.

These are the guardrel that did not measure up to the expertise of the Crown Guard, but showed high levels of competency nonetheless. Their loyalty is no less than their martial superiors though. And it is noteworthy that the Overguard have no patrons among the Aerie, since they would not be on hand to act in support of any action beyond the walls of the lower city. So they are perhaps even more loyal to the Grand Aeolian than some of the Crown Guard may be.

It is equally noteworthy that they have a representative seat in council, where the events of the city are relayed for consideration. And their advice and requests are given high priority in return. In this way, they have one sort of precedence over even the Crown Guard. Their leader, Vakier, also has rank of "Griffeon", though he is subordinate to the High Griffeon, Morduk.

Many of their ranks have also adapted the use of wing armor, though they only use "Wing Tips", and not the Valance style that the Crown Guard use. But they also frequently sharpen the lead edges of these attachments for slashing attacks.
The Nest Keepers
Ssssh...You'll wake the babies....

This may seem like one of the kindlier factions involved in the Avriel's subjugation of the human population of Athart. They may even feel this way themselves. But don't you believe it. These are the ones that tend the nursery of slave children. And while they are quite nurturing to those babies in their care, there are the peripheral tasks of enforcing certain breeding programs and selective couplings of individual slaves, regardless of these slaves' actual loves or attractions.

This is then followed up by the heartless stripping of these newborns from the arms of their exhausted mothers at birth. Milking mothers are made to give their milk to random babies, so any attachments will be confused and eliminated. By the time these babies become toddlers, there is no true understanding of parent or sibling relationships.

These nest keepers become the only parents these children know, and the children are endlessly indoctrinated into a mindset that these so-called "parents" only find pride in how perfect a servant they will become for some future master. And even more disturbing is how deeply rooted this mindset becomes in the majority of these children, and how much they want to please both the Nest Keepers and the masters.

The Nest Keepers are the ones that chart the desired tendencies and talents of various slaves, deciding which couplings are most likely to result in a slave baby of particularly valuable talents. There is nothing more important to them than this, and they attend all council meetings, emphasizing how much priority these concerns should be given. And though this often results in the suspension of a punishment, or a lenient or seemingly merciful grace being extended to a slave that might otherwise have been sent to the Pit, it is in no way based on compassion. Most likely, the "breeding stock" is given an even stiffer sentence once this chore is discharged.
The Path Markers
From the Nest Keepers, promising slave children go to the Path Markers. This is the group that truly assesses what tendencies the children display, and decide what courses of learning they will follow. Most of the children come with a designation of the skills for which they are anticipated to have an affinity. A few of these youngsters are already showing a willingness to apply themselves to whatever course of learning their Avriel overseers have planned for them. Some have a good, cooperative attitude, but fail to meet the expectations they were bred for. Still others are just not working out as hoped.

There is little tolerance for those children that do not at least try to prove the Nest Keeper's original assessment accurate. They are usually put to demeaning and physically demanding work. It is not something beyond a child's capability or endurance, but it is used to convince them what kind of life awaits them if they do not try harder. Not surprisingly, a few cycles of digging, or carting around small wheelbarrows of rocks, makes these children more willing to give less demanding jobs a more serious effort. Some need a few visits to the Pit of Reflection to understand the point being made.

Those that are either capable of following the path set for them right from the beginning, or those that come around quickly after these lessons in less attractive futures, are sent to Krenda for assignment to appropriate trainers. The trainers are not always those initially anticipated by the Nest Keepers, but they are those judged to be best suited to put the slave children on the most productive paths of learning.

Those that continue to resist accepting their designations are sent to Whilliki. She has the "gift" of being able to truly embrace the role of harsh taskmistress. It does not take much time, under her tutelage, to learn what it is to have a master that enjoys punishing them for virtually anything. It is not too late, at this point, for a child to grovel his way back to Krenda, if they cannot take the abuse. But there are some children, the severe cases, that actually benefit from the extremes of disciplines inflicted by Whillika. These are the slave children that grow up to be bodyguards and gladiators. Some even advance to become the head trustee of some rich master's slave gang. They often find it effective to employ the same methods she did.
The Dominion
This is the prestigious school of weapon masters who train Avriel in the arts of combat. They do not take students of any other race, feeling that these lesser races can damned well see to their own. This is where those who eventually reach the ranks of even the Crown Guard will have gotten their start. This is also where PCs will begin any desired advancements into the ranks of avriel guardrel. Characters are certainly free to learn weapon skills from any source they choose. But if they intend to ever advance into the ranks of the Avriel military, they must begin here.

From this school, they would be recruited into the Shadow Wings, provided they measure up. From there, they would step up to the ranks of the Overguard, and from there, lastly, the Crown Guard. An Avriel does not have to intend any membership in the ranks of the guardrel, but personal training will not include group-style tactics or capture tactics and weapons, like nets or bolas. Nor will it include techniques using wingtip weapons or valance armor bashes, since these features are unique to the guardrel corps.

These armor additions are available from Avriel smiths, but civilians making these purchases are typically exploited. And then, it is no simple matter getting training in their use. But other than these restrictions, most any weapon can be learned from Dominion trainers. They are also the best source of learning aerial combat moves, both fly-by styles, archery-on-the-wing, and hovering techniques. These special styles may require separate charting from standard weapon skills.

Sword master Hawrek and Spear master Cree are the two heads of the facility. There are a number of other trainers on staff there, but they are the two that meet with the leaders of the guard factions to give their advice on promising applicants. They are not, however, privy to the political council meetings.
The Shadow Wings
The Crown Guard and Overguard are both relatively stationary at their posts, being tasked to watch for trouble that comes their way.
The Shadow Wings are of another sort. They do not take to the air until dusk, and they keep on the move as they circle areas all around Athart. They wear dark armor and color their wings and skin, if they are not dark colored naturally, to blend with the night.

They do not keep only to the lower city, like the Overguard, or only to the upper city, like the Crown Guard. They do surveillance on both areas, as well as extending their eyes into the wilds of the Peninsula, the borders of the Hotlands and even running patterns of search over the waters of the Crescent Sea. Because they range so far, their leader, "Shadrem" Truluk, is often at council meetings with news from beyond their borders.

Technically, the Shadow Wings are the lowest level of guardrel in Athart. But they are the group most hated by the human population. This is because the Crown Guard and Overguard, while being more skilled with weapons, are quite visible and stationary, keeping to well-known posts. The Shadow Wings are far more insidious and versatile, employing stealth and speed, ambushes and traps, in addition to weapon skills not far below their so-called superiors.

They fly far and wide, searching out enemies of any number. If they think they need back-up, they send a message back. Often, the human Slave Raiders are the ones to respond. Likewise, if the Raiders need aerial reconnaissance on one of their jobs, the Shadow Wings are usually the ones to answer the call. As a result, the two groups have formed a sort of bond, like "brothers-in-arms". This has not endeared either group with either race, though.

Still, a member of the Wings that has performed well will still be strongly considered for membership in the Overguard, which is the first step toward membership in the exalted Crown Guard. His chances will be even better if he declares that he never actually liked working with the Raiders.
The Twisted Winds
These are the few Avriel that are tasked with trying to develop a program of magic, for new aspects of strengthening their hold on the Peninsula. This is a very secretive group, as many Avriel think of magic as a tool of the weak. In the distorted version of their racial history, they are taught that magic was used against them by the Immortals and their minions. Since they cling to the belief that they triumphed over those that tried to subjugate them, they think of magic as a failed weapon, a crutch for inferiors.

Much of this stems from the inherent impatience and arrogance of the race. Since very few Avriel have the discipline to learn even the most basic forms of magic, they tell themselves that they weren't really interested in it anyway. For this same reason, the Aerie does not let the existence of this group become known. While the Avriel population would likely feel this to be a concession to human weaknesses, the current Aerie are a little more open-minded, seeing any new type of power as a plus. But this on-again-off-again acceptance of developing magic has prevented it from advancing very far.

For the most part, what little they have learned has been from slaves and prisoners they have seen display these powers. They offer lenient sentences and various perks to encourage prisoners otherwise doomed to miserable fates to teach them what they know. But they often threaten to reverse these benefits if they feel the victim to be holding back. There is also the detail that the members of this Avriel faction simply do not have the focus to learn some things. Even the most calm and focused Avriel is still an Avriel, given to impulsive behavior and disruptive outbursts. So, much of the time, any avriel lucky enough to be allowed to learn from this faction, are actually learning from a human prisoner, who is being bullied into cooperation.

There are two main heads of this faction, Kratoo
and Meleeka. But, for obvious reasons, they do not attend council meetings. They have secret briefings arranged with the Aerie. These are scheduled as if they only involve disciplinary actions against recalcitrant prisoners, so there will be no questions asked. But the guards at the Pit of Reflection, where the prisoners and the bulk of the program is located, are considered part of the faction, as they are sworn to secrecy about its existence. Some of these guards, as a result, have learned a trick or two.
The Hidden Agenda
It took some time for this organization to establish itself, as the innately impulsive nature of the avriel brought injury and death to early members. But it has now fully taken root, and is feared and obeyed.

All of the above factions, save The Aerie itself and the Crown Guard are subordinate to its instruction. It is unknown who the exact leader of this faction is, but many a "face" was killed by reprisals during the early arcs. Those who brought these deaths about were made into grisly object lessons shortly thereafter, and it was thereby repeatedly emphasized that the guess at leadership was incorrect.

This is not an overtly active faction, but one that is essential in policing the erratic behavioral difficulties in coordinating strategies among such a "hasty" race. It is not uncommon for the leader of one faction to have a grudge against the leader of another, and refuse to cooperate with them. It often requires scandalous threats of blackmail, extortion or other means of coercion to achieve the required willingness to work together.

So even though the Hidden Agenda is a faction that is fiercely loyal to the goals of the avriel government, they are the recognized embodiment of the necessity of bullying their own to bring them about. They have friends, enemies and infiltrators in all the other factions, and are at least peripherally caught up in near every incident that brings the threat of ruin to any member of avriel society. They gather the means to insure cooperation and only hint at it when some key figure falls into a state of detrimental stubbornness. Usually the threat is sufficient, and no scandal is exposed.

The early downside of this was that too much pressure often brought about a suicidal determination to kill the agent that had put the proverbial screws to some politician or businessman. To prevent this, it was allowed to be known early on that family members would suffer the retribution for such violent and fatalistic refusal to cooperate. Since then, cooperation among these factions of proud, easily insulted avriel has been smoothed out considerably.
The Wing Clippers
While there is much hostility between the humans and Avriel of Athart, it is easily surpassed by the animosity of those Avriel who have been "grounded". They are the one class that even the humans are encouraged to show scorn to. And many do. These former Avriel, stripped of their wings and cast from the Forest of Stone, have no place to find true welcome.

None but each other anyway. And this brotherhood has begun to grow as the growing tension raises suspicious natures in the higher tiers of Avriel authority. Many who might only have been charged with property damage or mischief before, are now finding themselves accused of sedition and treason, and being thrown from the caste of avriel superiority. The rulers may think they are playing it safe by guarding against even the barest hint of disloyalty, but they may find this to backfire on them before long.

For the most part, the human population is inclined to revel in the disgrace of the 'grounded', and add insult to injury whenever possible. But a few have taken the opportunity to consider how these tempestuous emotions may be put to use. Many of the grounded Avriel have begun to see how it is to be a human in Athart, and some degree of compassion has been returned their way, provided they aid in the workings of resistance against their former fellows. Most are all too eager to offer this retribution.

But they need the support of the human population to fit in, so that they can operate unnoticed. As well, they can offer insights that the increasingly rebellious human factions can capitalize on. So humans do what they can to disguise the now-wingless Avriel as humans. In return, the Avriel relay military and political tendencies, as well as scheduling arrangements, for exploitation.

This is the only faction in Athart with both human and Avriel members. There is still a great deal of separation, both sides preferring the company of their own. But with the need to teach Avriel to walk and talk and act deferential, like humans, as well as covert strategy meetings, and human intermediaries that are ready to step in when a grounded Avriel is spotted by a citizen that is not aware of this faction, the two have begun to mix more often.

For now though, there is an Avriel division of this faction, led by a grounded Avriel named Greeshek. He considers himself to be the leader of the Wing Clippers. For now, the humans humor him, trusting to their own leader to truly run the group's affairs, and keep Greeshek enough in the dark to know no better.
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The Athartian Slave Raiders
The slave raiders of Athart are a well-known and well-feared force around the City of Slaves. They treat the entire Crescent Peninsula as their property, and punish trespassing with slavery. Known for their quick and stealthy tactics, it's difficult to predict an attack, and even harder to properly defend against one. The slave raiders use poisoned weapons and rarely go for the killing blow, as that would deprive them of the profit their targets would bring as slaves. They would much rather see them in chains on the market. If one is taken by the raiders, their best hope is a rescue before they reach sight of Athart. After that, the chances of their victims escaping their fate is slim at best.

The Athartian Slave Raiders primarily wear red or brown leather armor and carry small to medium arms, such as swords or daggers, though they can occasionally be found using spears and other pole arm like weapons. It is rare to see a raider using large, heavy weapons or axes, as it is harder for them to avoid causing heavy injury to those they seek to capture when using these weapons.

Among the most skilled, scythes, whips and chain-types are preferred weapons, due to the advantage in reach and entanglement these weapons provide if used right. In addition, the weapons these slavers use are coated in a paralytic venom that immobilizes their targets, making them easy to bind and prepare for the journey back to Athart. They do not hesitate to use ranged weapons either, but the arrowheads are usually designed to deliver a paralytic toxin, rather than cause severe tissue damage. They are, of course, perfectly capable of delivering lethal damage, if a foe is determined not to be taken alive. But the slave trade is their primary purpose.

The Raiders like to encircle the areas they target and attack in the middle of the night, hoping to catch their prey unawares. If they get interrupted in their attack, they prove to be formidable opponents in pitched combat. That said, if they feel they are truly outmatched, these raiders will prefer to retreat with their current catch, rather than risk losing what they've already acquired in hopes of gaining new stock.

Their frequent support from the airborne Avriel gives them a tremendous edge in devising strategies to undermine the strength and position of their targets. They, in turn, provide occasional ground troops for their winged overlords' incursions as well.

Led by Raider-General Lynrae Fara (pictured above), The two groups have become so well-coordinated that members of the raiders are granted the nearest thing to complete freedom that any human is likely to enjoy in Athart. General Fara has even been granted a prominent place on the Athart Council as leader of this military faction. This is not to say that they are on "friendly" terms with the Avriel, but both sides enjoy the profits of their partnership enough to put up with the other. It is noteworthy, however, that the Avriel have begun to become complacent in the certainty that the raiders will never seek higher status than this.
Free Minds
Fre'Gahn Claspell is a Biqaj blacksmith and weapon smith of considerable reputation. He has done quite a bit of work for the Slave Raiders, providing them with their arms. He has not developed much talent for forging armor, and this is probably one of the reasons the raiders rely on leather armor for protection. This collaboration may give one the notion that Claspell does not oppose slavery, but that would be an incorrect assumption.

He is, however, a pragmatic individual, and sees that a complete refusal to cooperate is a losing battle. Early on in this "partnership", though, before the raiders got as established as they are now, he made them agree to some concessions before he would begin manufacturing weapons for them. He has established a guild system, with a pyramid of franchise rights, placing him at the top. As a result, the entire commercial district is his faction.

While this is not a military power, per se, its hold on the needs of the population give him quite a bit of clout. He knew from the start that the Slave Raiders intend to make a play for power at some future date, so he gave them very good prices on his goods. But at the same time, he has amassed hidden reserves of supplies and set up behind-the-scenes training for those seeking weapon skills, so that he can bring this faction to bear where it will have the greatest impact.

Ideally, his hope is that the Avriel and the raiders will battle themselves to near mutual annihilation; whereupon he can either wipe them both out, or join forces with whoever gives him the best deal for the future freedom of the citizens of Athart. He has no illusions about the ambition and capacity for cruelty of either side. Nor does he fool himself into thinking that either side will truly honor any deal when push comes to shove. He knows he will have to back up his support with strength. In the meantime, he bides his time, and has established a deep network of eyes and ears throughout the city.

He knows he plays a dangerous game, and has also made inroads establishing contacts with the two high families of Athart. Depending on how things fall out, he will either count on a monopoly of food supplies in collusion with the Trevenders, to bring opposition to a truce; or a collaboration with the Ban'Drahl to bolster their sailing force with trained men-at-arms to defend the walled harbor and possibly even sail free of Athart altogether.

Being a Biqaj, he is inclined towards the latter, towards racial bonds. But as stated before, he is more pragmatic than he is sentimental. And though he knows there is a tight affiliation between the Raiders and the Ban'Drahl family, he trusts that this same pragmatism will bring that family around, if the Raiders look to be on the losing end of an attempted coup.
The Ban'Drahl Family
Petreni Ban'Drahl came to Athart thirty-five arcs ago, in command of his own Ne'haeran ship. Strife and triumph highlighted this half-biqaji's early encounters with the denizens of this part of Idalos, and both impressed and infuriated his adversaries, eventually persuading them to become allies of sorts.

The first were bands of Mer raiders, who launched a series of attempts at boarding and scuttling his vessel. His crew was well trained, from past encounters with other tribes of the sea warriors, and repelled the assaults with little trouble. Shadow Wing spies of the Avriel watched this closely, without offering assistance.

Next came confrontations with the meager naval force of the city, who called for his surrender. Though outnumbered five to one, the Ban'Drahl ship fought to a running stalemate with the Athartian ships. But what impressed the Avriel watchers the most was that he refrained from greatly damaging the opposing vessels when he could have. This odd generosity was later recalled as a debt, when the eventual talks of truce and partnership occurred.

The greatest impression however, was made just a few trials after that, when Naerikk ships tried to capitalize on what they assumed was a weakened Athartian navy. Ban'drahl had departed from the bay, seemingly abandoning any further contact with the city. But he turned about to come at the Naer vessels from behind, forcing a great disruption of their formation to defend against it. Again, there was no clear victor, but the Naer were repelled and city knew it had been saved from losing its sea-faring protection.

At this point, the Ban'Drahl vessel, 'Windshear', anchored in the center of the bay, making no approach with longboats for several trials. He knew he was under threat of the numerous catapult batteries, but trusted his intuition. He did not assume that the city would feel any sense of debt towards him, prior to talks, but felt it likely they would consider him too valuable as a potential ally to fire on him. And if they did fire, and failed to sink him with their catapults, they would have made an enemy of him. And they clearly had enough of those already.

Eventually, the city sent emissaries, and an alliance was proposed, where his family and crew would be granted a special "untouchable" status, as long as they did not oppose the slaver culture of the city. Ultimately, his family became the founding force for an increasingly sizable and well-trained Athartian Navy. Seeing the growth of the Raiders into partnership with the Avriel, the Ban'Drahl family elected to insinuate themselves into this team, resulting in the construction of their stronghold, The Windshear Bastion.

The Bastion has many secret chambers, with numerous assets ready to back up allies, or change colors at the drop of a hat, depending on how the winds of fate blow.
The Windshear Brotherhood
With his father now retired to council politics, Maderon Ban'drahl now leads the actual military sphere of the Athartian Navy, or 'Windshear Brotherhood'. Called "Mad Ron" by many, he is a master of tactics, employing radical maneuvers and almost suicidal daring. Many opponents have made assumptions about the seeming folly of his strategy. The bodies and crews of such men now litter the bed of the Crescent Sea.

His goals never seem to be the same in any given confrontation, one time seeking to disable a ship for boarding and capture, another time settling for nothing but smoldering waterline wreckage and shark bait. Yet one more time, he is approaching with flags of truce, opting for diplomacy. But such overtures should never be looked at as a sign of weakness or uncertainty. At the first sign of disrespect or attempted intimidation, opposing captains quickly find themselves scuttled and gutted.

He is not averse to giving defeated crewmen the opportunity to surrender and serve in his navy, though it will be some time before they will enjoy the trust granted his own crew. Opposing captains are not given this choice, as tradition demands they never surrender. It is perhaps the constant awareness of the city's grim culture of slavery, that causes his crew to accept defectors more readily than other navies. As yet, this policy has never backfired on Mad Ron, and he enjoys the absolute loyalty of all the ships of The Brotherhood.

He himself, is almost always to be found aboard the flagship, 'Windshear', the captains of other Brotherhood vessels being subordinate to his command authority. He acknowledges no official rank above 'Captain', and needs none. Everyone knows who is the master of the Windshear Brotherhood. But he does not impose himself upon the commanders of those vessels beneath him. If he did not trust the captains of those other ships to perform with competence and loyalty, they would be removed.

His only departure from complete uniformity with his father's agenda is his open opposition to Slaver-General Fara and her Slave Raiders. However, his own sense of honor compels him to work with them on his father's command, to repay the cost of construction of the Windshear Bastion. His father assures him, in private, that he does not trust the slavers either, but Mad Ron dislikes the political chicanery that necessitates such unreliable alliances. He prefers the integrity of Fre'Gahn Claspell and the 'Free Minds' of the commercial faction, and does what he can to further their goals. If any have taken notice of this preference, none have acted upon it.
The Shipwrights
Petreni's cousin, Lordan Can'Drosi, was the head of the repair crew on the Windshear from the first day that it sailed from Ne'haer. He did not always agree with his captain's strategies, but he never protested in front of the men. He told his captain once, over a mug of grog, that "the only time I will truly want to say 'I told you so', is the one time I will be unable to, because we'll both be dead. So you'll have to do it for me". This is one promise Captain Petreni has never had to keep.

Many a battle was fought against beasts and hostile minions of Immortals, on foreign shores, in the process of chopping down trees for new masts, or gathering fresh water. Even treacherous ambushes, by rival seamen in foreign cities, put shipwright Can'Drosi in frequent peril. And though he was never an outstanding man-at-arms, he was able to hold his spot in a formation. It was his skill at ship repair, and his knowledge of woods, resins, tars, waxes and hemp that made him an indispensable part of any landing party. Though he was not a true maritime commander, everyone heeded his words and warnings, including the Captain himself.

The formation of the Shipwrights arm of The Windshear Brotherhood in Athart was a dream come true for the now elderly gentleman. Glad to put his sea-faring days behind him, he still loves the craft of constructing inventive new vessels for other, more intrepid, men to put to sea. His faction encompasses all the workers and craftsmen involved in the sizable shipwright enterprise in Athart. And much of his workmanship involves the dismantling of captured foreign vessels, for new innovations to apply to his designs.

It has been some time since he has found something truly revolutionary in ship design, but new materials are every bit as important. The tracing down of geographic origins of this sealant, or that oil, or this rope material, or that cloth is as important as discovering an exotic new wood. Even a rust-resistant metal from which to make hinges for storage crates is a boon to a lengthy sea voyage.

And while it's true that this branch of Ban'Drahl's family does not enjoy the same degree of status that Petreni and his navy do, his need of a wide range of craftsmen has gotten many a wretch free of prison to go to work for him. Some abuse this opportunity by making an escape attempt. And though Can'Drosi sympathizes, he knows that each escape makes it harder for him to get the next man free. For this reason, he is harsh in his reprisals against those that betray his trust this way. He feels that it is not he himself, but rather all those he would seek to free from the Pit of Reflection, that have been betrayed.

Still, many only see that he pursues and punishes those that try to escape slavery. So he is not as popular a man as he perhaps should be. But with the loyalty of those that do NOT try to escape, and the powerful friends he has, he is no one to trifle with.
The Trevender Family
It has been almost fifty arcs since Freddik Trevender was pulled from a slave line and ordered to prove his claim. He had seen some of the avriel Overguard munching on snake fruit as the raiders moved the prisoners from the docks to the cells. At this time, there was no Windshear Bastion, so he could see the guardrel members, and how consistently the quality of their fruit was less than what he knew he could achieve.

He was an arborist by trade, focusing on pomology, or fruit-bearing trees. When he'd been captured, he'd been in the process of selecting some samples of the exotic fruit in the wilds of the Crescent Peninsula. The fact was, he did not even know about the city of Athart, being an expatriate from the far-off city of Rharne. He was on an indefinite mission for the brewers of that city to locate some exotic new fruits from which to make innovative new wines and liquors.

He was on his way back to his ship when feathered warriors swooped down upon him with nets and ropes and dragged him off to Athart and slavery. His bushel of snake fruit was left to rot in the jungle. His protests initially netted him nothing more than beatings. But later, he was fortunate to be expounding upon the poor look of the fruit his winged oppressors were snacking on, when one of them choked and spat out a mouthful of wormy pulp.

He promised them that such an indignity would never again occur if he were allowed to cultivate a genuine orchard. Fierce looks were cast his way, and he was delivered an ultimatum: he would be granted a measure of freedom, provided he used it to back-up this boast. He was further warned that if he accepted this boon, and failed to deliver, his fate would stand bold in the annals of horror.

He knew enough about arbor sources of toxins, that would bring a far more merciful death, should he fail. So he did not hesitate to accept, even displaying a measure of confidence bordering on arrogance. His captors were impressed, and let him pursue this course. His success was even swifter than anticipated and his was the first human family to gain status equal to a common Avriel. Freddik now grows too old to oversee the maintenance of this high quality of produce, but he has several sons that are aware of what keeps their family positioned above the riff-raff.
The Crop Cartel
The younger of Freddik's two eldest sons, Merris Trevender is loyal to his father and enjoys his status and privilege. Though his expertise was directed toward field crops, rather than orchards, he is the more favored of the two, as well as the more spoiled.

He is building upon his father's established contacts and is likely to become the master of the family, over his older brother. His carousing in town is very public, and has not served him well in making contacts of his own. He is often overly entitled in his treatment of merchants, presuming tributes from them in return for continued honoring of contracts. This is not to say that he has no friends, but they are friendships based only upon mutual gain. The sincerity of those friendships inherited from his father have yet to be confirmed.

As the overseer of the entire farmland to the north, Merris wields great influence and authority. The only reason he does not try to claim that his farmlands have greater economic importance than the orchards to the south is that he does not want to offend his father. But he works constantly to one-up his brother, in hopes his father will arrive at that conclusion on his own. And he is not above sabotage to accomplish this.
The Arbor Alliance
Larkin Trevender is very much aware that his younger brother seeks to supplant him as heir to the family's rule. He does not truly blame his brother for this. It is a hard world, and he knows that Merris never really took the brunt of his father's need to learn how to raise a child. Larkin was a strong-willed child, and while an experienced father might have realized this suited an heir, Freddik only seemed to be aware that his eldest son was stubborn and uncooperative.

This opened the way for Merris to worm his way into his father's favor. Larkin quickly began to judge that the two deserved each other, and it was not as if his father was completely disowning him. He was still the overseer of the orchards, his father's pride-and-joy. He decided that if his father chose to give precedence to Merris, he would be a "good son" and yield the title to him. He would run the orchard the best he knew how. But he would take precautions to ensure that it would fail if his younger brother tried to take it over from him.

The boundaries were drawn. He ran the orchard, his brother ran the farmlands. As long as they both were lucrative, he would not miss the extra pressure of being head of the family. Instead, he made friends and contacts of his own, without the benefit of his father's influence. Both of these older brothers have built extensive crews of loyal men that are not interchangeable. He has become fast friends with Fre'Gahn Claspell, and counts the "Free Minds" among his assets. Claspell has made it clear that he does not want this affiliation known to Merris. Larkin understands and respects this request, but hopes it will not ever be a factor in any coming events.

Time will tell...
The Door Wardens
Not all the hidden tunnels in Athart are known to the Slave Raiders. Nor are all the citizens content to accept that an economy based on slave trade is simply the way things will always be. A very secretive segment of Athartian society have chosen to establish escape routes from the City of Slaves. These are the members of The Door Wardens.

Hidden doors can be found in a number of locations, if one knows the secrets to opening them. And members of this organization range from wilderness guides, to lead those with few survival skills out of the jungle, to maids, that wipe away the marks made by muddy feet passing through what look solid walls.

But those seeking this passage from Athart are given to understand that great perils await them beyond the walls of the city, many unforeseeable even by those who have traveled the peninsula. By the time passage is arranged though, the recipients of this freedom have long since decided that the oppressive, yet relatively safe, life of a slave is not preferable to taking their chances in the wide and hostile world of Idalos.

But there are perils for those remaining in the city as well. There is no faction more hidden than the Door Wardens. In spite of their efforts, it has still been recognized that such a faction exists. Members now keep a dose of fast-acting, lethal poison on their persons at all times, so they will not be made to betray what segment of knowledge they possess. And a few have already been forced to use them.

There is always the fear of an infiltrator. For this reason, the Door Wardens do not admit their existence to anyone that approaches them. They watch, and they assess. When they see someone that they think may wish to leave and dare the dangers of the world beyond the wall, they approach them. But even this has been faked by those willing to suffer whippings to garner belief in their sincerity, for they know the rewards of capturing a Door Warden would be rich indeed. So even when they approach, it is done in shadowed secrecy. And at the first sign of betrayal, the contract is terminated, in every sense of the word. It is likely that some genuinely innocent slaves have been slain out of the Warden's need to safeguard their identities. They place the responsibility for these deaths at the feet of those who have created the need for such caution.

None are sure who is the actual leader of this faction. Even those who have spoken to this person have not seen the face attached, nor the build or gender revealed in voice, silhouette or movements. Code words are the only way that identity has ever been established. If you have ever walked the streets of Athart, if a movement has ever caught your eye in the shadows, if you have looked again and seen nothing, you may have caught a glimpse of a Door Warden.
The Wing Clippers
The thought of using the knowledge of ostracized Avriel against their own people has a legitimate feel of poetic justice to a population that has been in a stranglehold for the last few hundred arcs. The humans of the Wing Clippers have only begun to develop a little genuine compassion for the grounded Avriel members of their faction. They have accepted that the loss of their wings is one sacrifice no Avriel would willingly make for any cause pr purpose.

Still, there is a great deal of lingering resentment to overcome. For their part, the wingless Avriel have begun to develop some empathy for what their culture has inflicted upon these humans. But it does not alter the sad revelation that the loss of something as glorious as winged flight seems to be the only thing that could bring the two races to some measure of understanding. In true mortal style, however, this seems more to generate a new source of resentment than mutual respect.

But for now, it is said that those that share an enemy also share a goal. And that goal is retribution. The Avriel have no doubt that their pain is being exploited by their human counterparts. And the humans harbor the certainty that once these grounded Avriel gain what measure of revenge they feel is their due, they will return to their attitude of superiority, wings or no.

But for now, there is an alliance between those that wish to bring down the high and mighty, human and Avriel alike. The Wing Clippers consider the Athartian Slave raiders to be as much an enemy as the Avriel overlords. There is a leader of the human side of this alliance, as much as there is the avriel counterpart. His name is Rulon Barner, and he has as much mercy in his heart as he has kindness in his eyes. The life of an insurrectionist in Athart is not conducive to tenderness.
The Cult of Valtharn
An underground organization located in Athart, The Cult of Valtharn is a two-tiered group. Both tiers share a goal of overthrowing the Avriel who currently rule Athart and setting up a new government. To recruit new members, the cult tells citizens that Avriel have not, as they claim, always ruled Athart, that they are exiles from a city now ruled by The Eternal Empire. Whether the cults members actually believe this or not is irrelevant to some, as they desire to overthrow the Avriel out of resentment of their arrogance, envy of their flight, or a desire for a better city. The cults main headquarters is in the Temple of Many, as the Avriel frequently don't bother to investigate this building, believing it to be a place of weakness. That being said, they do operate a few other locations around Athart. Underneath the Temple of Many is the secret chambers of the Inner Circle, accessible only by Valtharn's worshipers.

The Outer Circle

The majority of the cult is in the outer circle, which serves as the recruiters and main force of the cult. Most of the outer circle is only interested in freeing Athart of the oppressive Avriel rule, though some members have ulterior motives of their own. Not privy to the secrets of the inner circle, the outer circle believes Valtharn's involvement with the cult to be of selfish intent, as the sadistic Mortalborn, whenever she appears to the outer circle, claims that she desires the aid of Athart in defeating The Eternal Empire at a later date and knows she cannot procure this aid while the Avriel rule the city. While many believe this, due to the common conception of Valtharn being as intelligent as a battle axe, there are some who doubt her altruism. Regardless, they know that without her, the cult and it's rebellion would not exist.

The Inner Circle

While Valtharn's public intention of wanting Athartian aid against The Eternal Empire in the future is true, the inner circle knows that it's far from the whole truth. While the outer circle believe the inner circle to be no more than the leaders of the cult, the reality is that the inner circle is made of up Valtharn's true worshipers, her servants that know of the intelligence she normally hides and have learned cruelty and malice at her feet. While the inner circle does indeed desire to overthrow the Avriel, that is as far as their goals align. The true goal of Valtharn and her worshipers is to raise Valtharn up as the empress of a new empire with Athart at it's center and begin a reign of a cruelty and terror that will make many long for the days of Avriel rule, as all who are not part of Valtharn's immediate followers are reduced to little more than slaves.

Joining The Cult

Before one can join the cult, they are watched for some time by members of the outer circle. Once it's decided that they might be of a right mind to join the outer circle, they are approached by a member of the cult, who carefully questions them as to their political beliefs. If they pass, the applicant is instructed to bring a precious object the Temple of Many, where they are offered a place in the cult. If the applicant chooses to accept, they are then instructed to destroy the item they brought as a sign of their dedication to freeing Athart from the Avriel, though this in reality a chance for Valtharn and her worshipers to revel in forcing someone to destroy something they hold dear. Once they have been accepted, the member makes a cut somewhere on their body so that they may be recognized by others of the cult.

Admittance to the inner circle is much more restricted, as applicants are watched not only for their ability to keep a secret, but also for signs of the sadism and cruelty prized by Valtharn and her worshipers. Once a member of the outer circle is spotted as a potential member, they are brought to the inner circle's secret headquarters, along with one of their loved ones. There, they are told about the true intentions of the cult and given the opportunity to bow before Valtharn and pledge their service. If they do this, they are then taken to one of the many torture chambers located within the inner circles headquarters. There, they will find their loved one chained to a table and will be made to take the final test. If the potential member can not only torture and ultimately murder their loved one, but enjoy the suffering they inflict, they will be accepted into the inner circle, signified by Valtharn herself making a cut on the body of her new worshiper. If, at any time, they refuse one of Valtharn's order or show reluctance or remorse in the murder of their loved one, both the applicant and their loved one are doomed to be mere victims of the inner circles sadistic impulses.

Activities and Methods

The two circles engage in different activities, though towards the same goal of overthrowing the Avriel. The outer circle takes riskier moves, such as public protesting of certain laws, spreading word of the Avriel's deception, and freeing slaves or prisoners who have displeased the Avriel. Some of these, such as telling the truth about the Avriel's deception, are regarded as mere slander or acts of terrorism and punished accordingly. The outer circle regard those who suffer or die for the cause as martyrs and heroes, while the inner circle regards them as sacrificial lambs, pawns to be used and discarded.

The inner circle engages in activities that, while secret, would certainly doom them if they were caught in the act. While they frequently kidnap innocent citizens and slaves for their sadistic games, they also kidnap favored citizens and slaves of the Avriel and will eagerly take Avriel captive at any moment it is safe to do so. These victims are not taken for mere pleasure, but are instead tormented for information and secrets. When Valtharn and her worshipers have finished with these victims, their bodies are left in such a way as to cast blame on others who might hinder their cause, while the innocents are left in such a way as to cast blame on the Avriel, thus causing more disruption and distrust between the two castes of Athartian society.

Avriel victims, however, only returned to the public in the event that one of Valtharn's worshipers gets over eager and kills the Avriel. Valtharn and her servants vastly prefer to keep them as slaves and toys upon which to practice their cruel arts for as long as possible. These unlucky Avriel are frequently stripped of their wings in a slow, agonizing process, or are left with their wings but grounded in other ways. Inner circle members who gain special recognition are given Avriel slaves who, after having stripped of any means of identifying them as Avriel, serve them in their homes and places of business. This includes stripping the unfortunate Avriel of not only their wings, but also their eyes and their tongues, as well as removing any feathers that might oust them as Avriel. Even then, this is risky and such slaves usually have a very short lifespan.
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Encyclopedia Athartannica 2.0?

Magic
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Non-Avriel & Magic

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Magic is outlawed for humans to practice in Athart. There are no exceptions to this rule. The penalties depend largely on what type of magic is being practiced, of course. But even something as relatively harmless as 'Attunement' is punished, if for no other reason than showing a disregard for the rules. The only exemption to punishment requires the practitioner to apply all use of his magic to Avriel interests. And even then, he will probably still be kept under "house arrest" when not serving them.

Now, of course, the practice of some forms of magic, 'Attunement' for instance, is not obvious to the casual eye. But care must be taken nonetheless. Humans that choose to risk dabbling in magic must remember the Avriel ability to literally "see" air currents, and realize intuitively when something contradicts the flow of winds. For instance, if a practitioner was to use Telekinesis to make something move in a way that contradicted the air currents, any Avriel watching would detect it immediately.

Many humans choose to take their chances anyway. But if caught, their entire families, or circles of friends, will be snatched up as hostages to ensure the cooperation of the practitioner. The Avriel are not fools. They know that magic is a powerful force, and that they may be unable to directly coerce the wizard into submitting to furthering Athartian interests alone, and not his own. Restrictions may be relaxed somewhat if those interest are one and the same.

The Slave Raiders alone are extended an exemption to this law. Even the two high families are not allowed a mage among their personnel. But the Raiders are not given this extension to the point that their mage(s) can freely wander the city, performing feats of marvel on a whim. He is only allowed to use his skills while on missions with the Raiders, whether they be search-and-capture missions or something more directly military.

What it primarily comes down to is that the Avriel do not want any human performing magic around them that is not by their order. If they are on a joint military mission with the Raiders, they fear the misfire of some rogue spell causing injury among them. When they are along, they do not feel magic should be necessary. They prefer the military clarity of always viewing magic as hostile when they are around. What they do not realize is that their slaver "allies" prefer it this way as well.

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Avriel & Magic
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But for all their awareness of the threat of hostile magic, the Avriel know little of it's practice and parameters. They have only a very limited grasp on the whole scope of its development. They of course, will not admit that it's because their flighty, impulsive personalities make something requiring such patient discipline and focus nearly impossible for them. Instead, they stand back with a huff and declare magic to be something only "lesser" beings resort to. Their creative take on their racial history suggest that they conquered the Immortals without the use of magic; that these mighty foes' use of magic did not bring them victory, so why should they even bother with it?

This is further distorted by the claim that the magic that humans know is only because they copied that knowledge from the Avriel of old. In a complete fog of arrogance, the Avriel consider magic to be something they once "toyed" with, but then discarded, only to see it used by Immortals in a failed attempt to subjugate them. They have cultivated an attitude that resorting to the use of magic is a sign of weakness, and an insult to Avriel superiority.

Now, of course, not all Avriel see it this way. This includes the Grand Aeolian, who supports a cadre of selected Avriel to try to master at least some forms of magic. She herself does not dabble in it. But she has recognized the members of this group to be more able to focus on long-term goals. They have not achieved much beyond what they can force their human captives to show them. But even this is of little use, since they do not trust that what they are shown is not a mystic trap of some sort. Consequently, very few of the Avriel mages have achieved even a low level of competency in even a single form of magic. And some forms are still completely alien to them.

They often demand the mage(s) in the Slave Raiders' ranks to attend the lessons, to ensure that the captives are cooperating. But these meetings often end up in heated arguments and challenges, since the mage's insistence that the captives are speaking the truth only serves to make them look stubborn and ignorant. And their anger keeps them from noticing the subtle signs exchanged between the captive human magic users and the attending Raider mage, which could be taken to mean that there actually may be some trap in what the Avriel mages are taught. Something currently inert, waiting some final element to become active and detrimental to the winged overlords' strategies.

As has been said before, only time will tell...
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