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Campaign Rules
- Stay in character at all times outside of the pre-session area. Only go OOC (using shout and parantheses)
if needed. Abuse may result in docked experience. Don't use party chat for OOC, DMs can see that.
- Tell the DM(s) before hand, if possible, if you're going to be late or miss a session. DMs are not
hearltess and can understand mitigating circumstances.
- A very miniscule amount of exp will be granted for killing enemies (1%). The majority will come from
roleplaying and making it to a session, so this goes hand-in-hand with the first rule a little bit.
- Treat your fellow players, and DMs, with respect. No verbal abuse.
- Generally when you char loses hitpoints they will be rendered incapacitated, not dead, unless you wish the
character dead. This is to compensate for mistakes. If it happens often, however, your character will die and
will need to be ressurected at a church, with a wand, scroll, or spell if the body is still whole. Regardless of how
many times your character rests, I will only allow the ressurection spell to be cast once per 24 hours of game
time.
- You will be able to rest almost anywhere, but do so at your own risk. Resting in the wilderness without
shelter or bedrolls will result in a penalty if a constituion roll is failed. Also, you may be attacked while resting
if the area is not secured beforehand. Travelling long distances or remaining active for a long time without resting
will result in penalties as well if constitution rolls are failed. The DC of the roll may be higher or lower
depending on how much time/distance has passed. While resting, your chars can also attempt to build a fire to cook any
food obtained from hunting or purchased from stores or to just keep warm and ward off hungry animals at night.
- Once the campaign starts any multi-classing not mentioned in your char sheet needs to be run
by me and the co-dm first. Most changes will likely be allowed but some will require very good reasons to do so, i.e. adding
on paladin levels to a rogue or wizard levels to a druid.
Campaign Information:
While Arcadia is in a state of peace, war is just on the horizon. Recently discovered ruins of an
ancient civilization have set off a race to explore beyond the Halo of Fire for more such ruins and perhaps even powerful artifacts.
The players will all be somewhat accomplished individuals all called together by the Pope to retrieve any artifacts
before the individual kingdoms do, as well as map out any place not yet explored. Players will start off as level 4
and hopefully end at level 20. Your characters can be any allowable race and class, and humans can be from any kingdom.
Motives for the characters can vary, but evil alignments will have to be played well and will have a hard time surviving
if not played skillfully.
As a side note, the campaign map is dynamic. As you explore Arcadia the map will be updated,
or you can ask for notes to be put on the map about places the party has visited. Think of it like a map the party would
be carrying with them. If the party loses their map, they will have to start from scratch from the area they are currently
in and by using memory (hopefully accurate memory). The referred to map is in the Geography section, not the in-game
map.
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Race Information
The players will be able to choose from the following races: Human, Elf, Gnome, Half-Elf, Half-Orc.
The NPC race of the Gorgo may be chosen if a way is found to allow someone to play using that model. Keep in mind Gorgo
require Elvish interpreters to speak and be understood. If no player decides to become an elf an NPC or device will
be provided if desired. All races other than Human will be prejudiced against to varying degrees depending on the kingdom
the players are in.
Now for some character creation tips. Elvish skin tones and hair color varies from golden-brown to
light green. Sometimes elves do develop darker hair color, but always in forest tones. Use the wood elf or sun
elf subrace. "Sun elves" are the nobility of the elven homeland. The average elf life span is 1,000 years.
Gnome skin tones and hair color varies from clay red to dark brown. There can be variations, but always use deep earth
tones. Use the rock gnome subrace. The average gnomish life span is 350 years. Half-elves and half-orcs
tend to take on their human side's physical characteristics, but can lean towards their other half's characteristics to varying
degrees. Half-elves live around 130 years while half-orcs live roughly 55 years. The average human lifespan
is usually 65 years with adulthood considered to be at 17.
For elf and gnome names you can just use the NWN2 (D&D) name generator if desired. Elves
generally don't have last names though unless it's a title, i.e. Anywwn the Graceful, which is relatively uncommon.
For human name tips look at the culture page. Half-orc first names are generally crude and short since they usually
name themselves in order to express their individuality. Their last names are taken from their known parents.
If they don't know their parents they make up a last name that's similar to their first name. Gorgo names are heavy
on vowels, if I find a way for players to use that character model.
Some races favor certain weapons over others, but there's always exceptions. Half-orcs prefer large,
powerful weapons like two-handed axes, two-handed flails, dire maces, and mauls. Elves prefer bladed weapons like kukri,
long and short swords, katanas, and two-bladed swords. Try and use curved blade models with these weapons when possible
if making custom equipment. They also favor bows, shurikens, and chakrams. Gnomes don't like fighting with
weapons and prefer magic, but when they do use weapons they tend to use simple weapons Outside of the human kingdoms'
armies and certain classes, humans don't favor any particular weapon.
Class and Skill Information
For every class that favors a weapon there can always be exceptions.
- Arcane Archer: Arcane Archers are elves or half-elves who use their magic to make their bow
an extension of themselves. No other archer can rival their skills and they are much sought after by armies as mercenaries.
- Arcane Scholar (of Candlekeep): Arcane scholars are typically wizards, but sometimes sorcerors,
who seek a deeper understanding about the innate workings of arcane magic. They spend their life devoted to seeking
knowledge of the nature of arcane magic, and as a result they retain better and more powerful control over their spells.
Most heads of wizardry schools are Arcane Scholars.
- Arcane Trickster: Arcane tricksters are as varied as the rogues they derive from. They
can be good or evil, depending on how they want to use their new magical skills. Whatever their intentions, they are
generally regarded as being a mild nuisance to established society.
- Assassins: Whether for gold, pleasure, or other reasons, assassins kill someone by the will
of another. Because of the evil alignment requirement these characters will be scrutinized more closely. Assassins
are known for using short swords, daggers, rapiers, short bows, and light crossbows.
- Barbarian: Barbarians are fighters who concentrate on offense. Not necessarily uncivilized,
although some barbarians do originate in the more remote areas of Arcadia among clans of humans who tend to shun the
rest of the world. Most barbarians use weapons too large to use a shield in conjunction.
- Bard: Troubadours and minstrels who use their art and sorcery to either help others or help
themsleves.
- Blackguard (Not Playable): Blackguards, or otherwise known as Black Knights, seem to exist for
the sole purpose of destroying what took so long to create. They work closely with necromancers and pale masters, usually
acting as their bodyguards and frontline troops.
- Divine Champion: Champions are the blessed who decide to take up arms for the gods, usually
concentrating on the teachings of one or the other. They are usually the ones sent out to destroy Black Knights and
their comrades.
- Duelist: Duelists are the embodiment of Aurunian ideals, even though they can come from anywhere.
Instead of relying on hardened steel for protection and giant claymores to cleave their opponents in two, they use their quickness
and agility to stab at the vulnerable points on their foe. They are a sign of changing times, and the realms of Celestia
and Edenia would do well to follow Aurun's example in warfare.
- Cleric: Clerics are the blessed who use their art for healing or more destructive spells as
support in battle. While trained to fight, they usually are not in the frontlines of battle. Clerics who concentrate
on forbidden domains are usually captured and burned at the stake if they do not repent. Most clerics tend to use blunt
weapons for their effectiveness against undead.
- Druid: Druids are usually reclusive but do help towns and people who require their aid.
They usually live in a forest in a grove and tend to follow the teachings of Yestreigh. If there are no forests nearby
they tend to live in a cave or makeshift shelters. Druids tend to use staves as their main weapon for they try to shy
away from using metal.
- Dwarven Defender: Why are you looking at this class? There are no dwarves!
- Eldricht Knight: Another class that originated in Aurun, Eldricth Knights generally serve as
the heavy infantry in the army and act as the personal bodyguards of the king. Some develop a more adventurous
spirit, wandering the lands to uncover lore and perhaps split open a goblin's skull in the process.
- Favored Soul: Favored souls are to divine magic as sorcerors are to arcane magic. They
are feared and respected for their natural connection with the gods. They can utilize divine magic much more often than
clerics, although their repetoire is a bit more limited. Favored souls are the elite of the church, and many become
papal candidates.
- Frenzied Berserker: These warriors are feared by all, usually encountered in Angarok raids.
However, some of the warriors of Edenia have been known to reach this mental state, going into a frenzy so wild their own
body does not even know the lethality of the wounds inflicted upon it. Their tempers are usually just as wild, they
rarely make good companions.
- Fighter: The typical warriors, fighters use a balance of offense and defense and make up the
bulk of Arcadia's human armies. The less skilled or weaker fighters usually become archers and skirmishers.
- Harper Agent: Called so because most are bards with military inclination, they are usually
employed by generals as scouts and usually operate alone, relying on the wilderness and their own training to survive.
Sometimes they are employed by groups of adventurers heading of into dangerous territory. Harper agents tend to
prefer weapons that benefit from finesse rather than strength.
- Invisible Blade: Invisible Blades are a semi-secret sect of rogues and fighters that honor the
dagger more than any other weapon. Their belief is that with the right skill, a warrior with a dagger can beat a warrior
with a claymore. They are masters at deception and are generally hired for more public assassinations.
- Monk: Monks are individuals who reside in monestaries and focus their life on the study of the
gods' teachings. Most shun combat, but there are a few who pick up the stave and head out to enlighten the enemy in
their own way. Keep in mind I want to try and stay away from monks using unarmed combat, although one monk order does
exist that practices such an art.
- Paladin: A general term for blessed individuals who devote their life to the church and enforcing
its laws. They are sometimes used in Celestia's army as shock troops, but most directly serve the Pope. Other
duties including investigating heretics and other church matters that might require more force than a cleric is prepared for.
In Celestia, paladins are called Crusaders. In Aurun, paladins are called Templars. In Edenia, paladins are called
Knights. Fallen paladins are generally referred to as Dark Knights for the fact some still try to do good in their own
way but have fallen from the lighted path. They are hunted down and are usually converted back or excommunicated or beheaded.
Most paladins use bladed weapons.
- Pale Master (Not Playable): Pale masters are necromancers who desire lichdom and usually
head the strongholds of Black Knights. They are killed on sight.
- Ranger: Rangers are similar to druids but concentrate on the art of combat to defend the works
of nature. Most rangers reside far from any town but close to travelled areas so that they can keep an eye
on bandit activity. Many rangers take it upon themselves to fight off marauding giants.
- Red Dragon Disciple (Restricted): Thought to be half-demons, all half-dragons are exiled
and tend to migrate to the Gorgoth mountains to live with the Gorgo. Many also harbor heretical ideas similar to the
elvish views of the gods.
- Red Wizard: Red wizards are named so because of their official academy colors. They hail
from Vulcan Academy and are arrogant, powerful, and specialized mages. They devote their whole life to study of one
school of magic and master it, giving them great control over the magic of their particular field. Rarely altruistic,
the students tend to serve themselves before serving others.
- Rogue: Usually used as scouts or spies, some rogues are nothing more than simple thieves.
Their motivations can vary wildly but most are not trusted. Rogues prefer the same weapons as Scouts.
- Sacred Fist: Monks who devote their body to becoming a weapon of the gods are referred to as
Sacred Fists. They see their body as a weapon not to be wasted and devote their martial arts to divine service.
Despite being looked down upon by paladins for their strange ways, Sacred Fists do perform valuable services for
the communities that spring up around their monestaries. They protect the people and their souls.
- Shadowdancer: Called so because of their ability to dissapear into thin air, most shadowdancers
work directly for the kings to ferret out traitors and spies. Shadowdances prefer the same weapons as Rogues and Scouts
but can vary depending on race.
- Shadow Thief: Similar to rogues, shadow thieves tend to form guilds and organize themselves
in major cities. They are a thorn in every captial, feared by the merchant-class, and elusive to the city watch.
High-ranking shadow thieves tend to get discounts from merchants they "buy" from.
- Sorceror: Sorcerors are feared because of their power and are closely watch as they are required
to attend sorceror academies. Any sorceror found without a license is thrown in jail equal to the amount of time they
would have missed in school plus the number of years afterword they were operating without one.
- Spirit Shaman: Spirit shamans are druidic in their nature, but they have a much more close connection
with the soul of nature than with its elements. They can commune with the ghosts of dead animals and with the ghosts
of humanoids who respected nature. They are feared, and most keep to the Anarock Desert or mountains to avoid persecution
from the more "civilized" kingdoms.
- Stormlord: Masters of lightning, Stormlords are typically druids or belligerant clerics who
have taken an interest in the most destructive aspect of nature. Borderline illegal, stormlords are universally feared
and given a wide berth in which to do their business. Clerics who become stormlords are typically used by the church
to hunt down anyone they feel deserves death, but is too powerful to send in regular soldiers to deal with.
- Warlock: Practicioners of demonic negative energy, they are shunned by any righteous worshiper.
They are outcasts, doomed to live among the blackguards and necromancers who plot the destruction of all that is holy.
Any warlock who is found out and does not manage to flee the church undergoes a ritual of purification, usually involving
heavy torture. Those that survive and have proven that they only wish to use their magic for the greater good are allowed
to do work for either the church or Mage's Guild. The alternative is death by burning at the stake.
- Warpriest: Warpriets are clerics, or sometimes even druids, who do not shun the art of war,
and instead embrace it to further the cause of the church. Instead of staying towards the back of an army's ranks- healing-
they are at the front providing inspiration that can turn the tide of battle. Most of Celestia's generals are very charasmatic
warpriests and some are rumored to be able to convert enemies in the middle of battle with their power and bravery.
- Weapon Master: Like barbarians, weapon masters are fighters who concentrate on offense.
Unlike barbarians, they do not shun plate mail and rather than fall into a rage, their weapon becomes an extension of themselves,
like bows for Arcane Archers. Most weapon masters are used to train soldiers instead of being sent off to fight in the
frontlines. Some set up schools for the wealthy and nobles to train in combat. Others go on adventures to find
a worthy foe.
- Wizard: Wizards are individuals who seek to control arcane magic through the process of learning
and with knowledge. Almost without exception wizards are sent to academies to properly learn the different schools of
magic and tend to focus on only one. Generalist wizards are viewed with disdain by their peers for their supposed lack of
focus.
Crafting
Potion creation, armor creation, and weapon creation will be allowed and materials will be available.
Weapon and Armor creation will be rare, however and sometimes involved non-game mechanics (RP). "Grenade" weapons
can also be made if the correct components are obtained. They are: alchemist's fire, acid flask, choking powder, caltrops,
and thunderstones. There is one other type of grenade weapon but its components are not known outside of Aurun's military.
All of the following materials are common knowledge, although to humans and gnomes adamantine is little more than hearsay
and legend.
Minerals
Iron- The most common mineral in use among humans and lesser races for weapons and armor
Cold Iron- Magically augmented iron usually found in Aurun, it is slightly harder
and lighter than regular iron. It is called such because the forging process does not involve heat.
Its hue is barely distinguishable from regular iron but can be slightly darker. This mineral and the following
ones are rarely used by monstrous/evil races due to lack of smithing knowledge. They are usually obtained by raids.
Darksteel- Stronger than cold iron, it is typically only used by knights and
the elites of the respective armies or the very, very wealthy. It is called darksteel because the army elites and knights usually
tint their armor to a darker hue than regular iron to signify the difference from common iron. The name is generally
shortened to steel in conversation. It weighs about the same as iron.
Alchemical silver- A material used in weapons and armor exclusively for the church.
Only middle to high-ranking church agents and members are granted items crafted with alchemical silver. It is resistant
to undead and outsiders and equal to cold iron in strength, yet it weighs less.
Mithral- Used by gorgo and elves, it is sometimes traded to other races. It
is as light as padded cloth, stronger than darksteel, and tends to naturally resist magic.
Adamantine- The strongest mineral known, its use outside of the elvish realm has never been
heard of (rare among even elves). The gorgo mine it, but are known to trade it only to the elves. It
is heavier than mithral but lighter than darksteel and can only be pierced by magic weapons or magical beasts.
Arboreal
Duskwood- A common wood on the mainland used in all aspects of life.
Zalantar- A type of wood found only on the elven isle, some seedlings were brought
to the mainland by elvish colonists but they are fiercely guarded and planted in controlled groves. The wood is
stronger yet lighter and more flexible than what can be found on the mainland.
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