Post by kalbaern on Nov 7, 2013 17:19:06 GMT -5
The Savage Frontier and Surrounds is a Role Playing Server based in The Forgotten Realms. It utilizes Rules and Guidelines from the Forgotten Realms Campaign Setting 3.0/3.5 (FRCS) and draws source inspiration from many AD&D and 2.0 Forgotten Realms sources as well "House Rules" set down by our original creators (Quendros and kalbaern). While we are a Role Playing Server, Role Play is rewarded, but not required. We simple ask folks to follow the rules set forth in this post and others found under our Rules Sections of these Forums and respect their fellow players.
Playable Races
Only the following races are playable here on the Savage Frontier and Surrounds. Non-Humans must choose a Sub Race, but the selection is for RP only and has no additional benefits or changes at this time.
We will not be adding playable subraces. If you're looking to play a drow, gnoll, tiefling or some kind of anime creature then this is not the place for you. We also only support Faerunian languages and races. Kara-Turan and Maxtican are not allowed (Your PC can be decended from other areas outside of Faerun [but still on Toril], but are assumed to have been raised in Faerun [I.e., your parents were true Kara-Turans, etc...])
Races and their Unique Rules:
Human:
- No subraces. (Barbarians will select a Tribe as a subrace in the future here)
- Humans will be granted bonus languages based on their region of origin.
- Humans may start as any standard class or alignment.
- Favored Class: none
Halfings (AKA Hins):
- Subrace choices are Lightfoot or Strongheart Halfings. There is no good way to impliment "Ghostwise Halflings" within the NWN Game and they are not a race that openly associates with others anyhow so will not be allowed.
- Halflings will be granted bonus languages based on their region of origin.
- Halflings recieve "Halfling" as a known language for free here.
- Barbarian as a class choice for halflings requires DM approval here.
- Halflings may start as any other class or alignment.
- Favored Class: Rogue
Gnomes:
- Subrace choices are Rock Gnome or Forest Gnome.
- Gnomes will be granted bonus languages based on their region of origin.
- Gnomes recieve "Gnomish" as a known language for free here.
- Gnomes as a rule are the only race with only a minor showing in our world here and are considered oddities by many.
- Barbarian as a class choice requires DM approval here.
- Gnomes may start as any other class or alignment.
- Favored Class: Wizard
Half Elven:
- Subrace choices are Half Moon Elf, Half Sun Elf, Half Wood Elf or Half Wild Elf.
- Half Elves will be granted bonus languages based on their region of origin.
- Half Elves recieve "Elvish" as a known language for free here.
- Half Elves are the result of Human/Elven pairings only.
- Barbarian as a class choice requires DM approval here.
- Half Elves may start as any other class or alignment here.
- Favored Class: None
Elves:
- Subrace choices are Moon Elf, Sun Elf, Wood Elf or Wild Elf.
- Elves will be granted bonus languages based on their region of origin.
- Elves recieve "Elven" as a known language for free here.
- Elves may not choose Paladin or Monk as a class.
- *No elves may be of an evil alignment without prior approval of a DM.
- Barbarian as a class choice requires DM approval here.
- Elves may start as any other class or alignment here.
- Favored Class: Wizard
Dwarves:
- Subrace choices are Gold Dwarf or Shield Dwarf.
- Dwarves will be granted bonus languages based on their region of origin.
- Dwarves recieve "Dwarven" as a known language for free here.
- *Dwarves may not be of evil alignment without prior approval of a DM.
- Dwarven Monks and Paladins require DM approval as well.
- Barbarian as a class choice requires DM approval here.
- Dwarves may start as any other class or alignment here.
- Favored Class: Fighter
Half Orcs:
- No subraces. (Barbarians will select a Tribe as a subrace in the future here)
- Half Orcs will be granted bonus languages based on their region of origin.
- Half Orcs recieve "Orcish" as a known language for free here.
- Half Orcs are the result of a pairing between Humans/Orcs. These pairings are seldom if ever by choice and playing a Half Orc will carry alot of resposibility in our setting here. Expect to be treated unfairly by many NPCs and Merchants due to the stigma attatched to being a Half Orc.
- Half Orcs that wish to start as Paladins will require DM approval first.
- Half Orcs may start as any other class or alignment.
- Favored Class: Barbarian
*Note Dm approval for any of the exceptions above will not be granted for your first PC on this server. There is no minimum timeframe either that you must wait before approval is given. We'll need to merely verify that players seeking the above exceptions have gathered the required background information and exhibit the maturity to portray their requests without being disruptive to the setting of this PW as a whole. An example would be a LE Elven Necromancer: Elves by nature and societal pressures are primarilly both Chaotic and Good. A LE Necromancer is an affront to all things elven and such a PC would be an outcast from his/her kinsmen. A player of such a PC will need to carefully think through the ramifications and likely isolationism on this server as well. The most opportunities for advancement and companionship will not favor any of the above exceptions.
Ability Scores
- Characters are allowed one ability to be 8 or fewer pts. All other abilities must be 9pts or higher. No exceptions.
- An ability score of 8 indicates your character below normal in the ability in question and should be role played in a way that reflects it.
Classes and Multiclassing
Barbarians:
- Barbarians must be of any Non-Lawful Alignment.
- A PC either is or is not a Barbarian. You may not multiclass into the Barbarian Class. It can be taken as your first class only. You can later multiclass into other classes though.
- If any class later equals or exceeds your Barbarian Levels, you'll not be allowed to take further Levels in the Barbarian Class.
- A Barbarian may start as any race allowed ingame, however only a "Human"or "Half Orc" may be created without DM approval. Any other race will require a short background story as to "why" they are a Barbarian to be sent in with their request. Don't let this be a hinderance to your imagination. A dwarven Barbarian would make a great "Battle Rager" afterall and the class could add apeal to those playing "Wild Elves".
- Perform is available as a cross class skill from level 2 on.
Being a Barbarian is less of a class choice than it is a way of life. Barbarians are considered unable to read even when they speak more than one language until such time as they stop being Barbarians and join the "cultured" world. (IE .. take another class and RP learning to read).
Bards:
- Bards must be of any Non-Lawful Alignment.
- Bards may be of any race allowed ingame.
- Multiclassing restrictions if any will be noted under the other classes if they exist.
Clerics:
- Clerics may be of any Alignment. However, they are required to have "Domains" and "Alignments" that match their chosen "Diety". See "Faiths of Faerun" for more imformation.
- There are no racial restrictions for playing a cleric.
- Perform is available as a cross class skill from level 2 on.
- Clerics may multiclass only in accordance with the guidelines listed under their chosen diety.
Link: Faiths of Faerun
Druids:
- Druids must be of a Neutral Aligment.
- Druids must choose a FR Diety that serves nature.
- Upon reaching 3rd Level, druids will also recieve "animal speak" as a language in game.
- Druids belonging to an actual "Circle" can later gain "druid speak" as a language.
- Perform is available as a cross class skill from level 2 on.
- Wildshape Feats can now be customized using the in game crafting conversation.
- There are no racial restrictions for playing a druid. Druids like clerics are restricted by the diety they serve as to their multiclassing options. See "Faiths of Faerun" for more imformation.
Link: Faiths of Faerun
Fighters:
- Fighters may start as any Alignment or Race.
- Perform is available as a cross class skill from level 2 on.
- Multiclassing restrictions if any will be noted under the other classes if they exist.
Monks:
- Monks must have a Lawful alignment.
- Elven monks are not allowed and Dwarven monks will need DM approval prior to creating them as this class is outside of their societal norm.
- Perform is available as a cross class skill from level 2 on.
- Monks will also be required to claim an "Order" to which they belong. See "Monk Orders" for a listing of Orders available here. - Monks may multiclass as per their Orders rules only. A PC wishing to to multiclass into the monk class will need to be accepted by an order in game before taking the class. (Contact a DM)
Link: Monk Orders
Paladins:
- Paladins like Barbarians are only allowed as a PCs first class.
- Paladin is a "Calling" as much as a class.
- The class is open to any race except elves as it goes against the core of elven beliefs.
- Dwarves and Half Orcs will require DM approval prior to creating and playing a Paladin as well as these are not a normal choice for those races.
- Perform is available as a cross class skill from level 2 on.
- Paladins will serve a Diety that allows them and follow that Diety's guidelines when multiclassing.
- Paladins are required to have a mimimum Charisma of 12 here as well.
Link: Faiths of Faerun
Special notes regarding "Fallen" Paladins: Fallen Paladins do not simply become Blackguards here, nor is it certain they would later qualify to become one. Paladins that fall from grace here will be remade by an Admin using "Leto". Their paladin levels will be replaced with fighter levels and their paladin abilities stripped. They will not gain the extra feats a fighter of their level normally would. They will retain only the feats they previously held minus their paladin abilities. From this point on they can continue as a fighter or any other class combinition as they see fit. If a fallen paladin wishes to regain his/her deity's favor and once more become a paladin, then no additional classes/levels may be taken until such time as they have redeemed themselves. Redeemed paladins will then be restored to their previous state.
Rangers:
- Rangers may be of any race or alignment. They must however choose a "nature" deity though. (Some diety exceptions exist, please review them if needed)
- At class level 2, Disarm Trap becomes a class skill for the Ranger.
- At class level 17, the Ranger receives the feat Hide in Plain Sight here.
- The HIPS Feat here uses a timer to prevent spamming it. HIPS is limited to once per 2 mins RL here.
- Perform is available as a cross class skill from level 2 on.
- Multiclassing will be as per their deity's guidelines. If there are no guidelines listed under the deity chosen you may multiclass freely so long as the other classes have no further restrictions.
Link: Faiths of Faerun
Rogues:
- Rogues may be of any race, but cannot ever be Lawful Good here.
- Rogues only gain "Thieves Cant" after admission to a guild teaching it here.
- Rogues may multiclass freely so long as their other classes have no restrictions.
Sorcerors:
- Sorcerors may be of any race or alignment.
- Sorcerors may multiclass freely so long as their other classes have no restrictions.
Wizards:
- Wizards may be of any race or alignment.
- Wizards may multiclass freely so long as their other classes have no restrictions.
Other Restrictions: In addition to the above rules, we place a minumum levels taken requirement when multiclassing. You MUST have at least 3 levels in all of your standard classes prior to to reaching 20th level or taking a prestige class here. (whichever comes first)
Base Requirements for all Prestige Classes.
- All PCs must have at least 3 levels in all other classes before taking a Prestige Class (or reaching 20th level).
- All Prestige Classes require DM Approval here. Regardless of when approved, a PC may only take a prestige class after they have reached 10th level here. (So 11th level is the earliest any can be gained.)
- A character may only ever pursue 1 Prestige Class.
- You must take at least 3 levels in your Prestige Class before again taking levels in your other class(es).
Arcane Archer:
- Being an Arcane Archer is a divine gift to those that are faithful defenders of elven culture and faith despite its arcane requirements.
- Must have chosen a Good or Neutrally aligned Elven Deity.
- May never be of an evil alignment.
**Note: An AA's Imbued Arrows do 1d6 points of damage per AA level here.
Assassin:
- At 11th class level, Assassins will receive the feat Hide in Plain Sight here.
- The HIPS Feat here uses a timer to prevent spamming it. HIPS is limited to once per 2 mins RL here.
- Must have chosen a Deity that supports this class.
- Must be of an evil alignment.
- Members of an Assassin's Guild may recieve "Assassin's Cant" as a new language.
Blackguard:
- Must have chosen a Deity that supports this class.
- Must be of evil alignment.
- Must have made a pact with an evil deity or demon/devil to become a Blackguard (IE, a DM has helped facilitate this prior).
Divine Champion: replaces Champion of Torm
- May be used as the Champion of any Good or Neutral Deity.
- Must have chosen a Deity that supports this class.
- Non-Evil alignment.
Dwarven Defender:
- Dwarven Defenders combine skill of arms with divine blessings to champion their peoples causes and faiths.
- Lawful Evil not allowed here.
- Must have chosen a Non-Evil Dwarven Deity.
Harper Scout:
- This class is not a requirement for joining or advancing within the "Harpers" organization.
- Must be a Member in good standing of the "Harper's" Guild. This is our only current PrC requiring guild acceptance before taking.
- Must have chosen a Deity that supports this class and cannot be evil.
- This PrC is expanded and levels no longer max out at 5th.
- 7th level / Defensive Awareness (1&2) - The Harper Scout is always aware of his environment.
- 10th level / Hide in Plain Sight - The Harper Scout is a master of his environment.
- The HIPS Feat here uses a timer to prevent spamming it. HIPS is limited to once per 2 mins RL here.
Pale Master:
- Must have chosen a Deity that supports this class.
- Minimum Constitution of 10 required. (Minimum CON reflects the fortitude required to begin ones transformation into a partially undead being)
- Must possess the Feat; Spell Focus:Necromancy.
- Must be of an Evil Alignment and at least 3rd level as an arcane caster.
Dragon Disciple: replaces Red Dragon Disciple
- This class is a choice and not a curse here. Those that pursue it do so to develop the powers of their bloodline willingly as an arcane course of study.
- Must have at least 8 ranks in Lore.
- Must be able to cast 5th level spells. (This is an additional requirement to reflect the fact that RDD is an academic based class and not a curse of an innate casters bloodline here.
- You must be 10th level as a RDD before using the appearance changers to set your wings and tail.
- When you initially level up as a Dragon Disciple, our custom system will delevel you and issue you a widget. Use this widget to gain entry to the "Dragon Disciple Selection Area" attached to our Welcome Room. There you may target the dragon color you desire and relevel as a disciple of that color with appropraite breath weapons and immunities from then on.
Ordered Knight: replaces Purple Dragon Knight
- This class may be used to represent any Lawful Knightly Order.
- Must be Non-Evil and Non-Chaotic.
- This PrC is expanded and levels no longer maxes out at 5th.
- Feats: Weapon Proficiency (Martial).
- Skills: Spot 2 ranks, Intimidate 2 ranks, Listen 2 ranks, Persuade 2 ranks.
Shifter:
- This class is a choice here, a path pursued. It is not a curse or form of lycanthropy here.
- Expanded Shape options can be set from the crafting conversation in game.
Shadow Dancer:
- Must have at least 3 levels of Bard before taking this class.
- The HIPS Feat here uses a timer to prevent spamming it. HIPS is limited to once per 2 mins RL here.
Weapon Master:
- Must have a minimum Inteligence of 13. (Posted as a reminder as it enables the other feats required for this class)
In Character Rules Here:
Once your PC leaves our start area the following rules apply.
- Stay in character and limit OOC remarks to others unless there is the actual need for an open OOC discussion to help someone with rules or a group discussion with a DM.
- No character names that are directly from novels, published lore or movies are to be used. This goes for paradies of these same names.
- No names with noble titles shall be allowed.
- Characters with names like "Tester" or "OOC Visitor" are also not allowed here.
- Character descriptions should be limited to what others would see and notice of you from a half dozen paces away only. Race, height, weight, tatooes, etc ... are fine to list. Saying you are eternally cheerful or hail from Waterdeep or anything else that someone wouldn't know at a glance just opens your character up to metagaming issues.
- Characters may not refer to being of nobility (landed or not) or having any predetermined political clout here unless it has been granted to them through RP. Furthermore, none may make a PC and presume membership in clans, families or associations within the gameworld. (IE ... you can hail from one of our towns and areas, you just can't claim to be an NPCs relative or for example make a dwarf and claim them a member of our current named clan just by birth.)
- PCs may not use affiliations with select merchants and supply equipment to others that the merchant will not deal with IG. Merchants dealing only those that are of certains races, classes, levels or guilds would not take kindly to having your PC deal with them on behalf of others that they refuse to deal with. There are both IC and OOC consequences if you are caught doing this. Unless such purchases were OK'd and overseen by a DM, all parties will be punished as if "Twinking" had occured. If the purchases and transfers are overseen by a DM, then the DM team will discuss what is reported and determine whether or not the PC(s) involved would be noted and dealt with in some IC fashion afterwards. (IE ... the rogue merchant finding out you bought items from him on behalf of a paladin, in which case the merchant would likely "hire" someone to either "deal with" you and the paladin or recover his goods and refusing to ever deal with you again.)
OOC RULES for playing here.
Bannable Offenses
Bans will range from weeks up to lifetime depending on the specifics of each incident and whether or not the player(s) in question has been violating other rules here. Incidents will usually be discussed by the DM Team at large, but the issuing of and enforcing of bans is the sole responsibility of our Admins.
Personal attacks
- Personal attacks whether on the Forums or Ingame will not be tolerated here. This does not mean characters cannot have IC rivalries and conflicts. It simply means we'll not put up with personal harrassment of any type here. If you believe someone is harrassing you, then I expect screenshots and copies of your logs be sent to one of our Admin so it can be dealt with quickly.
Stealing/Shorting
- Stealing/Shorting other players when dividing loot. Being "Evil" or playing a "Rogue" does not make this acceptable. Players found stealing from their party will be dealt with severly. It's extreme Metagaming to assume no one saw what you picked up or how much it sold for. Rather than a script to broadcast everything found in loot .. and what something sold for ... we'll simply ban players found stealing from others this way. No second chances when caught with this rule either.
This does not mean you cannot PP your party .. or occasionally pocket a little extra coin or a small valueable. It means you need a DM to oversee such infrequent events and determine if you were actually successful or not. Doing so without DM oversight even if you've the permission of other players will still not be allowed here.
Intentionally Not Levelling Up
- Not levelling up merely to keep revisiting an area that you know will be locked at your next level is a bannable offense. This doesn't mean level up immediately either. It's fine and encouraged not to level while in a hostile area. So if you're a few hundred points past levelling in a restricted area you're finishing ... no sweat. It's when caught entering such areas prior to levelling there will be issues.
Leaving Excesive Spawns/Corpses
- We encourage folk to RP their adventures here. If your character wouldn't kill animals or needs to stealth past a few creatures inorder to make good an escape, that's fine and we encourage it heartilly. However, stealthing or being invisible through complete areas and leaving a map full of spawns is another issue altogether.
If you cannot deal with the creatures you are spawning, then you shouldn't be travelling in such areas. this doesn't mean you are required to scour an entire map looking for spawns either. If your merely traversing a map inorder to reach a farther destination, then we ask you at least deal with the spawns you would ICly have no problem facing and that are insight of your PC. We've a very robust set of area cleaners here, but leaving entire maps of spawns will tax even the best of such systems.
The same goes for corpses here. Slaughtering foes by the hundreds and never bothering to check their corpses and leaving several maps full of such is not a good thing though. It only takes a few players leaving spawns and corpses over a few maps before it will start affecting the rest of folks gameplay here. We have an in game "trashcan" feature you can access from the crafting conversation. Any items you don't want to haul around can be sold to it when not in combat. "Trash" sales are capped at 1gp each.
**Logging out of the game from a map will not fire off our area cleaners. Only transitioning or porting to a new map will clean the left over encounters, bodies and trash. (encounters will reset upon relogging though) We expect all players to do their best to log off only in towns and resting areas. It's fine to occasionally log out in a dungeon or wilderness area due to a RL interuption, but those that do so repeatedly will be dealt with when it comes to our attentions.
Other Punishable Offenses
Metagaming
This covers several issues. As a rule, Metagaming is using data, game mechanics or information to your advantage that your character has not yet actually seen or experienced ingame. Halforcs with low intelligence that constantly "solve" all the riddles ingame are metagaming as the player is not accurately playing their abilities. PCs that assault a player based on his/her putting a too detailed bio on their character that lists them as an "enemy" are metagaming.
Metagaming is one of the hardest things "not" to do for even the most veteran players. Here's some tips to help you avoid it.
- Constantly remind yourself of your characters abilities and aligment. Think of how that affects what you do and know.
- Only put information into your character biography at creation that folk would notice at a glance. Eye color, height, weight or noticeable accents and such. Putting that you're a Priest of Bane or that you like picking starwberries isn't information another character would know by merely seeing you on the street.
- Even if you've cleared the same dungeon or encounter area a dozen times, it's Metagaming to assume you "know" now exactly where each creature is hiding and where the good loot is. Had you really "cleaned" it out that often .. odds are that the area would now be empty now ... duh! We will occasionally "clean" areas by emptying them when well picked over and perhaps leaving them empty to show that adventurers are doing what they do best. At a later date we might have something else "find" that area and "move in" to fill the void as well. I'm a big fan of fluid areas where encounters change at times and will gladdly do so once the core of the module is up and being used.
- "Floaty Names". These are abused to no end at times. I'll post in our FAQ section later to explain how to disable them for those that wish it. A druid shifted into the form of a bear though wouldn't be recognised as anything other than a bear, regardless of what "name" appears over their heads when you hold down the tab button or set a cursor over them ingame. We'll expect players to keep this inmind constantly. Seeing players that are helmed or hooded is the same. In any of these cases unless you already ICly know the character very well, ignore the "names" over their heads. Nothing spoils RP quicker than a player bringing their character into a group setting in disguise and having someone say "Hey Jim ... long time no see" even though they've never seen "Jim" in this form or disguise. Whenever in doubt ... send the player a private "tell" to ask first if they'd recognise you. Also ... meeting a character and asking their name and being given a false one is no reason to grab the "PC Dicebag" and ask for "Bluff Checks". You'd have to know the character through your own interactions well before calling for such a check ingame. I'll post guidelines for making skill checks for RP and outcomes elsewhere soon.
- Fountains of endless knowledge. If your character "knows" every trivial aspect of lore and creatures and magic because you have read all the source materials a dozen times over, that's metagaming. We'll be instituting ways for players to know what if any lore they actually know ingame. Writing knowledge into your biography that you haven't actually experienced on this server is not only metagaming but an extreme form of it known commonly as "god modding". *see below*
God Modding
God modding is the act of "telling" others how they will react to your IC actions using emotes or bringing your own "history" into the game unapproved. I'll make some examples below to clear it up.
Ex.1) Emoting something like the following: *reaches out quickly and snatches the dagger from her hand* This emote robs the other player involved of any choice or chance to object and is highly frowned upon. Such emotes should be given as *attempts to .... * or *tries to ....* so that the opposing player has a chance to participate in the outcome. these are instances where the "PC Dicebag" are best used to solve any differences it what would happen next.
Ex.2) Putting into your biography (whether the one seen ingame or one on the forums here) that your character is being hunted by an ancient family foe, is the bastard child of a mother raped by a demon or the long lost heir to a throne somewhere is God Modding. You're dictating to the rest of the player base and DMs here when you do this. Any "special" background stories will be required to be submitted in advance for approval by DMs. These cases often require "special" attention to be played out and will only be approved for players that have already proven to us here that they have the needed maturity to play them. In no cases will a player's first character here be allowed any "special" backgrounds or needs. It doesn't matter how well "we" may know you as a player elsewhere either. If we consider knowledge from certain servers that reflects well, then we also have to consider knowledge from them that does not. This is a new server with new chances for all and we'll treat all here the same to the best of our abilities.
Hoarding Skill Points
- Not using all of your skill points when levelling up inorder to save them for a level/class where they will prove more useful is an exploit. This is most commonly done by those that start as one class and later take another mostly to gain a favorable skill buying cost or access to a skill set they desire with few levels invested. IE ... hoarding skill points as a fighter to dump into "Appraise" or "UMD" when you suddenly take a rogue level.
We don't make it a habit to closely track any players progression here though. But, if there has been behior we question or applications for quests, guilds, prestige classes, etc .... we do review your build first. If there is any doubt as to whether or not you've been "skill hoarding" a DM will reset your PC to 1rst level and relevel you as he/she observes to ensure the build was done without the hoarding of points over one or more levels. You may carry over a single skill point each level, but no more than that. You don't need to spend that last point each level if there are no viable choices for your build left. But, only 1 single point can ever be carried over. If you cannot remake your PC as before, then the first offense your PC will be reset to 1rst level and stripped of all equipment and wealth and reissued starting gear and coinage. Second and third offenses will be bannable.
Things Heavilly Frowned Upon
Levelling Up in a Hostile Area
- Levelling up in the middle of a dungeon or other hostile areas is frowned upon here. No, you'll not get banned for it. Yes, you'll likely find applications to take prestige classes and join guilds denied for it. Completely clearing a hostile area and then taking a break to level up your character is fine though. (even when in a multi level dungeon ..... just clean the area you are in first and all is well) If you are in a party, we expect that you'll make sure they too do not mind waiting a few minutes for you to level in such cases. Use common sense and when in doubt ask a DM if one is online.
Running
- Unless you are fleeing from something big and nasty, you've no reason to be running constantly here.
**Holding down your SHIFT key as you click to move will enable all PCs to "walk". Non-Elves can also use Detect Mode to "walk".
Modern Slang
- We expect players to stay in character and a big part of that is often how they speak IG. While we don't expect everyone to constantly use "thee" and "mylord" and other archaic terms, we do expect you'll avoid purely modern slang. Terms like "dude" or "chill" have no place in our setting. The use of Leet Speak is also not tolerated when used ICly. Be creative. Use your imaginations.
Specific Rules RE: Towns
- No spell casting in civilised areas unless in defense of that area or yourself. Most commoners and guards wouldn't know the difference between a curative sell or a caster preparing to level the town, so anyone casting in civilised areas should expect some IC grief for it.
- No familiars / companions / summons in civilised areas. Many "folk" in the local populaces would hold prejudices against any thing that you could call up. Some communities will be more relaxed in what they consider a threat, but as a rule any civilised area will see your "friends" as either a nuisance or an outright threat. (On a purely OOC Note: Towns with PCs and NPCs wandering cause lag and adding a summoned creature does not help) Calling upon "help" in defense of the area or yourself is of course permitted, though could still have IC consequences.
- No drawn weapons in civilised areas. Having a weapon displayed is a hostile act and players should expect IC repercushions if/when a DM sees them in towns with weapons drawn and no hostilities ongoing. Players claiming they cannot sheath a large weapon should RP that it was left with guards instead. This was a common Medievel practice and also something done in Wild West Towns with regard to firearms afterall.
- Placing of traps in civilised areas is not allowed unless a DM has approved it and observes it. This ensures a better chance there could be a witness to your actions is all. It also ensures that traps are not left that will harm innocent parties too.
In Game Miscellany
Killing NPC Merchants and Quest Givers.
- Killing of normally "non-hostile" NPCs results in no XP or Loot for killing them.
- DMs also recieve a message when these NPCs are killed.
Threatening NPCs.
- By "Threatening" I mean trying to barter or interact with NPCs while waving a weapon around. NPCs will react in any number of ways when you attempt to interact with them while waving your sword or poking them in the ribs with that bow you never put away.
- Some Merchants will apply a penalty to your appraise checks and hurt you where most will feel it the most.
- Some NPCs like the "Mayor in Orlbar" may even percieve you as a threat and attack.
- Use common sense when playing and interacting though and you'll never have to worry about what may or may not occur.
Alignment Shifts:
- Some actions will incure an alignment shift here. In some cases the type and amount of the shift will differ based on race or class.
- Some quests as part of their rewards will also provide a shift. These are usually minor and were added as a means of PCs auto-correcting previous shifts is all. You'll also find that some temples allow a tithe which will provide a shift in alignment.
- Some spells, especially those with a definate evil bent can at times invoke a shift also.
Updated 11/07/13 - kalbaern
Playable Races
Only the following races are playable here on the Savage Frontier and Surrounds. Non-Humans must choose a Sub Race, but the selection is for RP only and has no additional benefits or changes at this time.
We will not be adding playable subraces. If you're looking to play a drow, gnoll, tiefling or some kind of anime creature then this is not the place for you. We also only support Faerunian languages and races. Kara-Turan and Maxtican are not allowed (Your PC can be decended from other areas outside of Faerun [but still on Toril], but are assumed to have been raised in Faerun [I.e., your parents were true Kara-Turans, etc...])
Races and their Unique Rules:
Human:
- No subraces. (Barbarians will select a Tribe as a subrace in the future here)
- Humans will be granted bonus languages based on their region of origin.
- Humans may start as any standard class or alignment.
- Favored Class: none
Halfings (AKA Hins):
- Subrace choices are Lightfoot or Strongheart Halfings. There is no good way to impliment "Ghostwise Halflings" within the NWN Game and they are not a race that openly associates with others anyhow so will not be allowed.
- Halflings will be granted bonus languages based on their region of origin.
- Halflings recieve "Halfling" as a known language for free here.
- Barbarian as a class choice for halflings requires DM approval here.
- Halflings may start as any other class or alignment.
- Favored Class: Rogue
Gnomes:
- Subrace choices are Rock Gnome or Forest Gnome.
- Gnomes will be granted bonus languages based on their region of origin.
- Gnomes recieve "Gnomish" as a known language for free here.
- Gnomes as a rule are the only race with only a minor showing in our world here and are considered oddities by many.
- Barbarian as a class choice requires DM approval here.
- Gnomes may start as any other class or alignment.
- Favored Class: Wizard
Half Elven:
- Subrace choices are Half Moon Elf, Half Sun Elf, Half Wood Elf or Half Wild Elf.
- Half Elves will be granted bonus languages based on their region of origin.
- Half Elves recieve "Elvish" as a known language for free here.
- Half Elves are the result of Human/Elven pairings only.
- Barbarian as a class choice requires DM approval here.
- Half Elves may start as any other class or alignment here.
- Favored Class: None
Elves:
- Subrace choices are Moon Elf, Sun Elf, Wood Elf or Wild Elf.
- Elves will be granted bonus languages based on their region of origin.
- Elves recieve "Elven" as a known language for free here.
- Elves may not choose Paladin or Monk as a class.
- *No elves may be of an evil alignment without prior approval of a DM.
- Barbarian as a class choice requires DM approval here.
- Elves may start as any other class or alignment here.
- Favored Class: Wizard
Dwarves:
- Subrace choices are Gold Dwarf or Shield Dwarf.
- Dwarves will be granted bonus languages based on their region of origin.
- Dwarves recieve "Dwarven" as a known language for free here.
- *Dwarves may not be of evil alignment without prior approval of a DM.
- Dwarven Monks and Paladins require DM approval as well.
- Barbarian as a class choice requires DM approval here.
- Dwarves may start as any other class or alignment here.
- Favored Class: Fighter
Half Orcs:
- No subraces. (Barbarians will select a Tribe as a subrace in the future here)
- Half Orcs will be granted bonus languages based on their region of origin.
- Half Orcs recieve "Orcish" as a known language for free here.
- Half Orcs are the result of a pairing between Humans/Orcs. These pairings are seldom if ever by choice and playing a Half Orc will carry alot of resposibility in our setting here. Expect to be treated unfairly by many NPCs and Merchants due to the stigma attatched to being a Half Orc.
- Half Orcs that wish to start as Paladins will require DM approval first.
- Half Orcs may start as any other class or alignment.
- Favored Class: Barbarian
*Note Dm approval for any of the exceptions above will not be granted for your first PC on this server. There is no minimum timeframe either that you must wait before approval is given. We'll need to merely verify that players seeking the above exceptions have gathered the required background information and exhibit the maturity to portray their requests without being disruptive to the setting of this PW as a whole. An example would be a LE Elven Necromancer: Elves by nature and societal pressures are primarilly both Chaotic and Good. A LE Necromancer is an affront to all things elven and such a PC would be an outcast from his/her kinsmen. A player of such a PC will need to carefully think through the ramifications and likely isolationism on this server as well. The most opportunities for advancement and companionship will not favor any of the above exceptions.
Ability Scores
- Characters are allowed one ability to be 8 or fewer pts. All other abilities must be 9pts or higher. No exceptions.
- An ability score of 8 indicates your character below normal in the ability in question and should be role played in a way that reflects it.
Classes and Multiclassing
Barbarians:
- Barbarians must be of any Non-Lawful Alignment.
- A PC either is or is not a Barbarian. You may not multiclass into the Barbarian Class. It can be taken as your first class only. You can later multiclass into other classes though.
- If any class later equals or exceeds your Barbarian Levels, you'll not be allowed to take further Levels in the Barbarian Class.
- A Barbarian may start as any race allowed ingame, however only a "Human"or "Half Orc" may be created without DM approval. Any other race will require a short background story as to "why" they are a Barbarian to be sent in with their request. Don't let this be a hinderance to your imagination. A dwarven Barbarian would make a great "Battle Rager" afterall and the class could add apeal to those playing "Wild Elves".
- Perform is available as a cross class skill from level 2 on.
Being a Barbarian is less of a class choice than it is a way of life. Barbarians are considered unable to read even when they speak more than one language until such time as they stop being Barbarians and join the "cultured" world. (IE .. take another class and RP learning to read).
Bards:
- Bards must be of any Non-Lawful Alignment.
- Bards may be of any race allowed ingame.
- Multiclassing restrictions if any will be noted under the other classes if they exist.
Clerics:
- Clerics may be of any Alignment. However, they are required to have "Domains" and "Alignments" that match their chosen "Diety". See "Faiths of Faerun" for more imformation.
- There are no racial restrictions for playing a cleric.
- Perform is available as a cross class skill from level 2 on.
- Clerics may multiclass only in accordance with the guidelines listed under their chosen diety.
Link: Faiths of Faerun
Druids:
- Druids must be of a Neutral Aligment.
- Druids must choose a FR Diety that serves nature.
- Upon reaching 3rd Level, druids will also recieve "animal speak" as a language in game.
- Druids belonging to an actual "Circle" can later gain "druid speak" as a language.
- Perform is available as a cross class skill from level 2 on.
- Wildshape Feats can now be customized using the in game crafting conversation.
- There are no racial restrictions for playing a druid. Druids like clerics are restricted by the diety they serve as to their multiclassing options. See "Faiths of Faerun" for more imformation.
Link: Faiths of Faerun
Fighters:
- Fighters may start as any Alignment or Race.
- Perform is available as a cross class skill from level 2 on.
- Multiclassing restrictions if any will be noted under the other classes if they exist.
Monks:
- Monks must have a Lawful alignment.
- Elven monks are not allowed and Dwarven monks will need DM approval prior to creating them as this class is outside of their societal norm.
- Perform is available as a cross class skill from level 2 on.
- Monks will also be required to claim an "Order" to which they belong. See "Monk Orders" for a listing of Orders available here. - Monks may multiclass as per their Orders rules only. A PC wishing to to multiclass into the monk class will need to be accepted by an order in game before taking the class. (Contact a DM)
Link: Monk Orders
Paladins:
- Paladins like Barbarians are only allowed as a PCs first class.
- Paladin is a "Calling" as much as a class.
- The class is open to any race except elves as it goes against the core of elven beliefs.
- Dwarves and Half Orcs will require DM approval prior to creating and playing a Paladin as well as these are not a normal choice for those races.
- Perform is available as a cross class skill from level 2 on.
- Paladins will serve a Diety that allows them and follow that Diety's guidelines when multiclassing.
- Paladins are required to have a mimimum Charisma of 12 here as well.
Link: Faiths of Faerun
Special notes regarding "Fallen" Paladins: Fallen Paladins do not simply become Blackguards here, nor is it certain they would later qualify to become one. Paladins that fall from grace here will be remade by an Admin using "Leto". Their paladin levels will be replaced with fighter levels and their paladin abilities stripped. They will not gain the extra feats a fighter of their level normally would. They will retain only the feats they previously held minus their paladin abilities. From this point on they can continue as a fighter or any other class combinition as they see fit. If a fallen paladin wishes to regain his/her deity's favor and once more become a paladin, then no additional classes/levels may be taken until such time as they have redeemed themselves. Redeemed paladins will then be restored to their previous state.
Rangers:
- Rangers may be of any race or alignment. They must however choose a "nature" deity though. (Some diety exceptions exist, please review them if needed)
- At class level 2, Disarm Trap becomes a class skill for the Ranger.
- At class level 17, the Ranger receives the feat Hide in Plain Sight here.
- The HIPS Feat here uses a timer to prevent spamming it. HIPS is limited to once per 2 mins RL here.
- Perform is available as a cross class skill from level 2 on.
- Multiclassing will be as per their deity's guidelines. If there are no guidelines listed under the deity chosen you may multiclass freely so long as the other classes have no further restrictions.
Link: Faiths of Faerun
Rogues:
- Rogues may be of any race, but cannot ever be Lawful Good here.
- Rogues only gain "Thieves Cant" after admission to a guild teaching it here.
- Rogues may multiclass freely so long as their other classes have no restrictions.
Sorcerors:
- Sorcerors may be of any race or alignment.
- Sorcerors may multiclass freely so long as their other classes have no restrictions.
Wizards:
- Wizards may be of any race or alignment.
- Wizards may multiclass freely so long as their other classes have no restrictions.
Other Restrictions: In addition to the above rules, we place a minumum levels taken requirement when multiclassing. You MUST have at least 3 levels in all of your standard classes prior to to reaching 20th level or taking a prestige class here. (whichever comes first)
Base Requirements for all Prestige Classes.
- All PCs must have at least 3 levels in all other classes before taking a Prestige Class (or reaching 20th level).
- All Prestige Classes require DM Approval here. Regardless of when approved, a PC may only take a prestige class after they have reached 10th level here. (So 11th level is the earliest any can be gained.)
- A character may only ever pursue 1 Prestige Class.
- You must take at least 3 levels in your Prestige Class before again taking levels in your other class(es).
Arcane Archer:
- Being an Arcane Archer is a divine gift to those that are faithful defenders of elven culture and faith despite its arcane requirements.
- Must have chosen a Good or Neutrally aligned Elven Deity.
- May never be of an evil alignment.
**Note: An AA's Imbued Arrows do 1d6 points of damage per AA level here.
Assassin:
- At 11th class level, Assassins will receive the feat Hide in Plain Sight here.
- The HIPS Feat here uses a timer to prevent spamming it. HIPS is limited to once per 2 mins RL here.
- Must have chosen a Deity that supports this class.
- Must be of an evil alignment.
- Members of an Assassin's Guild may recieve "Assassin's Cant" as a new language.
Blackguard:
- Must have chosen a Deity that supports this class.
- Must be of evil alignment.
- Must have made a pact with an evil deity or demon/devil to become a Blackguard (IE, a DM has helped facilitate this prior).
Divine Champion: replaces Champion of Torm
- May be used as the Champion of any Good or Neutral Deity.
- Must have chosen a Deity that supports this class.
- Non-Evil alignment.
Dwarven Defender:
- Dwarven Defenders combine skill of arms with divine blessings to champion their peoples causes and faiths.
- Lawful Evil not allowed here.
- Must have chosen a Non-Evil Dwarven Deity.
Harper Scout:
- This class is not a requirement for joining or advancing within the "Harpers" organization.
- Must be a Member in good standing of the "Harper's" Guild. This is our only current PrC requiring guild acceptance before taking.
- Must have chosen a Deity that supports this class and cannot be evil.
- This PrC is expanded and levels no longer max out at 5th.
- 7th level / Defensive Awareness (1&2) - The Harper Scout is always aware of his environment.
- 10th level / Hide in Plain Sight - The Harper Scout is a master of his environment.
- The HIPS Feat here uses a timer to prevent spamming it. HIPS is limited to once per 2 mins RL here.
Pale Master:
- Must have chosen a Deity that supports this class.
- Minimum Constitution of 10 required. (Minimum CON reflects the fortitude required to begin ones transformation into a partially undead being)
- Must possess the Feat; Spell Focus:Necromancy.
- Must be of an Evil Alignment and at least 3rd level as an arcane caster.
Dragon Disciple: replaces Red Dragon Disciple
- This class is a choice and not a curse here. Those that pursue it do so to develop the powers of their bloodline willingly as an arcane course of study.
- Must have at least 8 ranks in Lore.
- Must be able to cast 5th level spells. (This is an additional requirement to reflect the fact that RDD is an academic based class and not a curse of an innate casters bloodline here.
- You must be 10th level as a RDD before using the appearance changers to set your wings and tail.
- When you initially level up as a Dragon Disciple, our custom system will delevel you and issue you a widget. Use this widget to gain entry to the "Dragon Disciple Selection Area" attached to our Welcome Room. There you may target the dragon color you desire and relevel as a disciple of that color with appropraite breath weapons and immunities from then on.
Ordered Knight: replaces Purple Dragon Knight
- This class may be used to represent any Lawful Knightly Order.
- Must be Non-Evil and Non-Chaotic.
- This PrC is expanded and levels no longer maxes out at 5th.
- Feats: Weapon Proficiency (Martial).
- Skills: Spot 2 ranks, Intimidate 2 ranks, Listen 2 ranks, Persuade 2 ranks.
Shifter:
- This class is a choice here, a path pursued. It is not a curse or form of lycanthropy here.
- Expanded Shape options can be set from the crafting conversation in game.
Shadow Dancer:
- Must have at least 3 levels of Bard before taking this class.
- The HIPS Feat here uses a timer to prevent spamming it. HIPS is limited to once per 2 mins RL here.
Weapon Master:
- Must have a minimum Inteligence of 13. (Posted as a reminder as it enables the other feats required for this class)
In Character Rules Here:
Once your PC leaves our start area the following rules apply.
- Stay in character and limit OOC remarks to others unless there is the actual need for an open OOC discussion to help someone with rules or a group discussion with a DM.
- No character names that are directly from novels, published lore or movies are to be used. This goes for paradies of these same names.
- No names with noble titles shall be allowed.
- Characters with names like "Tester" or "OOC Visitor" are also not allowed here.
- Character descriptions should be limited to what others would see and notice of you from a half dozen paces away only. Race, height, weight, tatooes, etc ... are fine to list. Saying you are eternally cheerful or hail from Waterdeep or anything else that someone wouldn't know at a glance just opens your character up to metagaming issues.
- Characters may not refer to being of nobility (landed or not) or having any predetermined political clout here unless it has been granted to them through RP. Furthermore, none may make a PC and presume membership in clans, families or associations within the gameworld. (IE ... you can hail from one of our towns and areas, you just can't claim to be an NPCs relative or for example make a dwarf and claim them a member of our current named clan just by birth.)
- PCs may not use affiliations with select merchants and supply equipment to others that the merchant will not deal with IG. Merchants dealing only those that are of certains races, classes, levels or guilds would not take kindly to having your PC deal with them on behalf of others that they refuse to deal with. There are both IC and OOC consequences if you are caught doing this. Unless such purchases were OK'd and overseen by a DM, all parties will be punished as if "Twinking" had occured. If the purchases and transfers are overseen by a DM, then the DM team will discuss what is reported and determine whether or not the PC(s) involved would be noted and dealt with in some IC fashion afterwards. (IE ... the rogue merchant finding out you bought items from him on behalf of a paladin, in which case the merchant would likely "hire" someone to either "deal with" you and the paladin or recover his goods and refusing to ever deal with you again.)
OOC RULES for playing here.
Bannable Offenses
Bans will range from weeks up to lifetime depending on the specifics of each incident and whether or not the player(s) in question has been violating other rules here. Incidents will usually be discussed by the DM Team at large, but the issuing of and enforcing of bans is the sole responsibility of our Admins.
Personal attacks
- Personal attacks whether on the Forums or Ingame will not be tolerated here. This does not mean characters cannot have IC rivalries and conflicts. It simply means we'll not put up with personal harrassment of any type here. If you believe someone is harrassing you, then I expect screenshots and copies of your logs be sent to one of our Admin so it can be dealt with quickly.
Stealing/Shorting
- Stealing/Shorting other players when dividing loot. Being "Evil" or playing a "Rogue" does not make this acceptable. Players found stealing from their party will be dealt with severly. It's extreme Metagaming to assume no one saw what you picked up or how much it sold for. Rather than a script to broadcast everything found in loot .. and what something sold for ... we'll simply ban players found stealing from others this way. No second chances when caught with this rule either.
This does not mean you cannot PP your party .. or occasionally pocket a little extra coin or a small valueable. It means you need a DM to oversee such infrequent events and determine if you were actually successful or not. Doing so without DM oversight even if you've the permission of other players will still not be allowed here.
Intentionally Not Levelling Up
- Not levelling up merely to keep revisiting an area that you know will be locked at your next level is a bannable offense. This doesn't mean level up immediately either. It's fine and encouraged not to level while in a hostile area. So if you're a few hundred points past levelling in a restricted area you're finishing ... no sweat. It's when caught entering such areas prior to levelling there will be issues.
Leaving Excesive Spawns/Corpses
- We encourage folk to RP their adventures here. If your character wouldn't kill animals or needs to stealth past a few creatures inorder to make good an escape, that's fine and we encourage it heartilly. However, stealthing or being invisible through complete areas and leaving a map full of spawns is another issue altogether.
If you cannot deal with the creatures you are spawning, then you shouldn't be travelling in such areas. this doesn't mean you are required to scour an entire map looking for spawns either. If your merely traversing a map inorder to reach a farther destination, then we ask you at least deal with the spawns you would ICly have no problem facing and that are insight of your PC. We've a very robust set of area cleaners here, but leaving entire maps of spawns will tax even the best of such systems.
The same goes for corpses here. Slaughtering foes by the hundreds and never bothering to check their corpses and leaving several maps full of such is not a good thing though. It only takes a few players leaving spawns and corpses over a few maps before it will start affecting the rest of folks gameplay here. We have an in game "trashcan" feature you can access from the crafting conversation. Any items you don't want to haul around can be sold to it when not in combat. "Trash" sales are capped at 1gp each.
**Logging out of the game from a map will not fire off our area cleaners. Only transitioning or porting to a new map will clean the left over encounters, bodies and trash. (encounters will reset upon relogging though) We expect all players to do their best to log off only in towns and resting areas. It's fine to occasionally log out in a dungeon or wilderness area due to a RL interuption, but those that do so repeatedly will be dealt with when it comes to our attentions.
Other Punishable Offenses
Metagaming
This covers several issues. As a rule, Metagaming is using data, game mechanics or information to your advantage that your character has not yet actually seen or experienced ingame. Halforcs with low intelligence that constantly "solve" all the riddles ingame are metagaming as the player is not accurately playing their abilities. PCs that assault a player based on his/her putting a too detailed bio on their character that lists them as an "enemy" are metagaming.
Metagaming is one of the hardest things "not" to do for even the most veteran players. Here's some tips to help you avoid it.
- Constantly remind yourself of your characters abilities and aligment. Think of how that affects what you do and know.
- Only put information into your character biography at creation that folk would notice at a glance. Eye color, height, weight or noticeable accents and such. Putting that you're a Priest of Bane or that you like picking starwberries isn't information another character would know by merely seeing you on the street.
- Even if you've cleared the same dungeon or encounter area a dozen times, it's Metagaming to assume you "know" now exactly where each creature is hiding and where the good loot is. Had you really "cleaned" it out that often .. odds are that the area would now be empty now ... duh! We will occasionally "clean" areas by emptying them when well picked over and perhaps leaving them empty to show that adventurers are doing what they do best. At a later date we might have something else "find" that area and "move in" to fill the void as well. I'm a big fan of fluid areas where encounters change at times and will gladdly do so once the core of the module is up and being used.
- "Floaty Names". These are abused to no end at times. I'll post in our FAQ section later to explain how to disable them for those that wish it. A druid shifted into the form of a bear though wouldn't be recognised as anything other than a bear, regardless of what "name" appears over their heads when you hold down the tab button or set a cursor over them ingame. We'll expect players to keep this inmind constantly. Seeing players that are helmed or hooded is the same. In any of these cases unless you already ICly know the character very well, ignore the "names" over their heads. Nothing spoils RP quicker than a player bringing their character into a group setting in disguise and having someone say "Hey Jim ... long time no see" even though they've never seen "Jim" in this form or disguise. Whenever in doubt ... send the player a private "tell" to ask first if they'd recognise you. Also ... meeting a character and asking their name and being given a false one is no reason to grab the "PC Dicebag" and ask for "Bluff Checks". You'd have to know the character through your own interactions well before calling for such a check ingame. I'll post guidelines for making skill checks for RP and outcomes elsewhere soon.
- Fountains of endless knowledge. If your character "knows" every trivial aspect of lore and creatures and magic because you have read all the source materials a dozen times over, that's metagaming. We'll be instituting ways for players to know what if any lore they actually know ingame. Writing knowledge into your biography that you haven't actually experienced on this server is not only metagaming but an extreme form of it known commonly as "god modding". *see below*
God Modding
God modding is the act of "telling" others how they will react to your IC actions using emotes or bringing your own "history" into the game unapproved. I'll make some examples below to clear it up.
Ex.1) Emoting something like the following: *reaches out quickly and snatches the dagger from her hand* This emote robs the other player involved of any choice or chance to object and is highly frowned upon. Such emotes should be given as *attempts to .... * or *tries to ....* so that the opposing player has a chance to participate in the outcome. these are instances where the "PC Dicebag" are best used to solve any differences it what would happen next.
Ex.2) Putting into your biography (whether the one seen ingame or one on the forums here) that your character is being hunted by an ancient family foe, is the bastard child of a mother raped by a demon or the long lost heir to a throne somewhere is God Modding. You're dictating to the rest of the player base and DMs here when you do this. Any "special" background stories will be required to be submitted in advance for approval by DMs. These cases often require "special" attention to be played out and will only be approved for players that have already proven to us here that they have the needed maturity to play them. In no cases will a player's first character here be allowed any "special" backgrounds or needs. It doesn't matter how well "we" may know you as a player elsewhere either. If we consider knowledge from certain servers that reflects well, then we also have to consider knowledge from them that does not. This is a new server with new chances for all and we'll treat all here the same to the best of our abilities.
Hoarding Skill Points
- Not using all of your skill points when levelling up inorder to save them for a level/class where they will prove more useful is an exploit. This is most commonly done by those that start as one class and later take another mostly to gain a favorable skill buying cost or access to a skill set they desire with few levels invested. IE ... hoarding skill points as a fighter to dump into "Appraise" or "UMD" when you suddenly take a rogue level.
We don't make it a habit to closely track any players progression here though. But, if there has been behior we question or applications for quests, guilds, prestige classes, etc .... we do review your build first. If there is any doubt as to whether or not you've been "skill hoarding" a DM will reset your PC to 1rst level and relevel you as he/she observes to ensure the build was done without the hoarding of points over one or more levels. You may carry over a single skill point each level, but no more than that. You don't need to spend that last point each level if there are no viable choices for your build left. But, only 1 single point can ever be carried over. If you cannot remake your PC as before, then the first offense your PC will be reset to 1rst level and stripped of all equipment and wealth and reissued starting gear and coinage. Second and third offenses will be bannable.
Things Heavilly Frowned Upon
Levelling Up in a Hostile Area
- Levelling up in the middle of a dungeon or other hostile areas is frowned upon here. No, you'll not get banned for it. Yes, you'll likely find applications to take prestige classes and join guilds denied for it. Completely clearing a hostile area and then taking a break to level up your character is fine though. (even when in a multi level dungeon ..... just clean the area you are in first and all is well) If you are in a party, we expect that you'll make sure they too do not mind waiting a few minutes for you to level in such cases. Use common sense and when in doubt ask a DM if one is online.
Running
- Unless you are fleeing from something big and nasty, you've no reason to be running constantly here.
**Holding down your SHIFT key as you click to move will enable all PCs to "walk". Non-Elves can also use Detect Mode to "walk".
Modern Slang
- We expect players to stay in character and a big part of that is often how they speak IG. While we don't expect everyone to constantly use "thee" and "mylord" and other archaic terms, we do expect you'll avoid purely modern slang. Terms like "dude" or "chill" have no place in our setting. The use of Leet Speak is also not tolerated when used ICly. Be creative. Use your imaginations.
Specific Rules RE: Towns
- No spell casting in civilised areas unless in defense of that area or yourself. Most commoners and guards wouldn't know the difference between a curative sell or a caster preparing to level the town, so anyone casting in civilised areas should expect some IC grief for it.
- No familiars / companions / summons in civilised areas. Many "folk" in the local populaces would hold prejudices against any thing that you could call up. Some communities will be more relaxed in what they consider a threat, but as a rule any civilised area will see your "friends" as either a nuisance or an outright threat. (On a purely OOC Note: Towns with PCs and NPCs wandering cause lag and adding a summoned creature does not help) Calling upon "help" in defense of the area or yourself is of course permitted, though could still have IC consequences.
- No drawn weapons in civilised areas. Having a weapon displayed is a hostile act and players should expect IC repercushions if/when a DM sees them in towns with weapons drawn and no hostilities ongoing. Players claiming they cannot sheath a large weapon should RP that it was left with guards instead. This was a common Medievel practice and also something done in Wild West Towns with regard to firearms afterall.
- Placing of traps in civilised areas is not allowed unless a DM has approved it and observes it. This ensures a better chance there could be a witness to your actions is all. It also ensures that traps are not left that will harm innocent parties too.
In Game Miscellany
Killing NPC Merchants and Quest Givers.
- Killing of normally "non-hostile" NPCs results in no XP or Loot for killing them.
- DMs also recieve a message when these NPCs are killed.
Threatening NPCs.
- By "Threatening" I mean trying to barter or interact with NPCs while waving a weapon around. NPCs will react in any number of ways when you attempt to interact with them while waving your sword or poking them in the ribs with that bow you never put away.
- Some Merchants will apply a penalty to your appraise checks and hurt you where most will feel it the most.
- Some NPCs like the "Mayor in Orlbar" may even percieve you as a threat and attack.
- Use common sense when playing and interacting though and you'll never have to worry about what may or may not occur.
Alignment Shifts:
- Some actions will incure an alignment shift here. In some cases the type and amount of the shift will differ based on race or class.
- Some quests as part of their rewards will also provide a shift. These are usually minor and were added as a means of PCs auto-correcting previous shifts is all. You'll also find that some temples allow a tithe which will provide a shift in alignment.
- Some spells, especially those with a definate evil bent can at times invoke a shift also.
Updated 11/07/13 - kalbaern