Player's Lounge
   This is the place to come if you've got questions regarding anything and everything about being a player in our campaign. If the answer isn't here feel free to look for it on the forum. Jon and I will be checking it pretty frequently so that we can answer your questions. Don't ask us to give away secrets, though.

Choose a topic to find your information:

Polls     Classes    Races
NPC's    Religion   Sects   Society
Topic of the Week
(Last one went a little longer than a week... Doh!)
-Campaign Feedback-
Time to make your opinion known. Head to the forum to speak out, for or against, the direction of the campaign.

Sorry, the ads are getting nasty
Old Polls:

Choose a poll to view

Classes

   All of the classes which come in the Neverwinter Nights© full version, will be available for use in our campaign. They are as follows:
  • Wizard
  • Priest
  • Paladin
  • Druid
  • Ranger
  • Fighter
  • Rogue
  • Bard
  • Sorcerer
  • Barbarian
  • Monk
In addition, our campaign will have the following limitations on those classes.
   Wizards and Sorcerors are given their power from the Father, therefore any male who chooses these classes may advance without penalty. Although, should a female choose either of these classes, she will be unable to advance beyond the third level of experience. This rule does not apply to the magical abilities gained by Bards at high levels.
   On the other side of the coin, priests receive their divine magics from the Mother. Therefore, any female who chooses to be a priest may advance without penalty. As in the case of wizards, should a male choose this class he will be unable to advance beyond the third level of experience. Druidic power is derived, mainly, from nature. Therefore, Druids and Rangers are not subject to this restriction. Paladins are also exempt from this restriction because they have pledged their life in service of the Mother.
   The remaining classes which have not been mentioned, are free of any restrictions for either gender and may advance without penalty.
Top...

Races

   We are not going to limit the choice of races for your characters. However, you may want to read the section on the society for some direction.
The available races are as follows:
  • Human
  • Elf
  • Half-Elf
  • Dwarf
  • Gnome
  • Halfling
  • Half-Orc
Top...

Religion

   The religion of this society is based on a small pantheon of gods and goddesses. They are ruled by the greater powers who are known only as the Mother and the Father. Sometimes they are called, "The Nurturing Mother", or "The Vindictive Father". The Mother represents the understanding of the gods. She is the overseer for wisdom, temperance, justice, and knowledge. The Father represents the fury of the gods for he oversees storms, war, strife, and magic.
   The Mother and Father have spawned two well-known, immortal progeny. They are known as the Son and the Daughter. According to a well known legend, at on time, the Son was young, quick tempered, and felt that he was more powerful than the Father. When the Son challenged him for the celestial throne, the Father cast him down into the underworld where he holds sway over death, tyranny, suffering, deception, and illusion. The Daughter is quite the opposite of her tempestous brother. She is content to influence events in her own way. She is the goddess of peace, loyalty, duty, luck, and the hunt.
Top...

Society

   As players in our campaign you will be starting in a nation which is based on a largely human society. For the most part, our society is like any other. However, there are some things that make it markedly different.
   In the society we are creating, women hold sway in the government and, verily, most political and economical aspects of the society. This is not to say, men do not have any power in this world. They can, and do, hold positions that carry political and economic influence. However, in order that a man might gain this status or, indeed, even be recognized as a citizen, he must prove to be more than the average man.
   This can be done in several ways which include, but are not limited to; providing a valuable service to the republic, coming to the aid of a lady in danger or need, or selfless sacrifice for those less fortunate than oneself. Many times, this reward is given, after the man's death, in a special ceremony at his burial. He is recognized as better than his peers and given a citizen's funeral at the expense of the republic. Being recognized by the republic often brings money and power to the family of the man, regardless of their situation. For families living in destitution, this is a good way to gain a foothold in society for the woman of the family.
   The government for the nation is based upon a republic, lead by a council of rulers. They are known as, 'The Council of Six'. This group of ladies determines what is best for the nation and their decree passes down through the beauracracy to the surrounding towns. The members of the council are selected based on the qualifications of the candidates rather than by blood relation, as in a monarchy.
   Each of the individual towns and cities within the nation are ruled by appointed officials who oversee the workings of their respective towns. Some of the smaller towns do not have an officially appointed ruler, rather the most important persons in the town will meet to discuss topics and policies that will affect their town. Most often this would be people such as the inn keeper, the smithy, an influential warrior, or the wealthiest merchant in the town. Those persons would then hold a town meeting to inform the townspeople of the changes in the laws that govern the republic.
   Due to the largely human population of this nation, demi-humans are often viewed with mistrust, and in some instances, open hostility. Often, this is more acutely apparent in border towns, where the citizens of the republic must deal with demi-humans more frequently than in the cities closer to the heart of the nation. In addition, outposts and towns on the border of the nation are more succeptible to raids from hostile territories that border on the republic, thereby increasing their circumspection of anyone they perceive to be less than friendly. This is not to say that demi-humans are never trusted. Some have made a niche for themselves offering rare items, or special services. Suffice it to say, they are not common.
Top...

Sects

   This is some of the information we have on the sects you may encounter, or be a part of in the campaign. At the moment, they are primarily class based, and there are some we haven't finished developing yet. So, do not worry, there is more to come.
  • The Rangers in our world have no formal organization. However, they do give respect to one another in passing and most are willing to help a fellow Ranger.
  • Little is known about the organizational structures of the Druids. There are some who say they are a highly structured organization with a strictly outlined internal hierarchy. There are others who claim they are little more than uncivilized hermits. In any case, they are very secretive and the little that is known is circumspect.
  • Sorcerors have no known established organizations. As a general rule, they are free willed and shun any pretense of control. Occassionally, an experienced Sorceror will take an apprentice in order to help the younger man hone his abilities. They tend to be loners, but may associate with other adventurers during the exploration of their talent.
  • The Paladins of this world are structured almost to the point of being militarized. Being the strong arm of the clergy, they are usually assigned to specific temples. However, they are faithful only to the Mother.
  • Rogues, as in many fantasy settings, have structured guilds with established pecking orders. They are fairly secretive to anyone but members and not all rogues are members of a guild.
Top...

Valid XHTML 1.0!

Hosted by www.Geocities.ws

1