Post by Oniryukain on Aug 9, 2006 19:47:18 GMT -5
Preface
The reopened gate resides in the country of Pherin, which at one point was the principal province of Arbon, where the now ruined city of Verzhul lies. The actual location of the gate is in a cavern at the coastal fjords of Kira by the budding city of New Pherin. In relation to the Ark of Quain, the city sits a fair ways northwest of it, far beyond the Larberius Mountains and the various sand seas.
The ruined city of Verzhul is a sacred place to many of the faithful of Adonis despite the ruins being haunted by many of the fallen. People claim they have seen the spirit of Lady Melja, a heroine of the Arbon-Jaia wars, wandering several portions of the ruined citadel. Often the outlanders and drifters are paid to serve as guards to these travelers, the guild office of the Wandering Bulwarks, a guild whose members are considered the best concerning this job, is found in New Pherin. It is also the location for the knighting of the Sol's Lumière, the main knight (paladin) order of Adonis.
With the death of the God Emperor Ensis, the Ark of Quain entered a premature eruption of power, while only a faction of the damage it did during the first incident, this eruption did enough damage to awaken the sealed evils and cause significant damage to many regions. Fearful and loathsome evil, including the great warlock Amun'nath of Indarkul, who nearly successfully resurrected the Demonic King Genarml which inevitably lead to the first eruption of power from the Ark. With such evils once more lurking about the lands, many have begun to take advantage of the protection offered by the older surviving guilds and such, such as the Azan Mob, a mafia that rules Azan a city of some power. Another example would be the Celestial Leylines of the Western Sea (which would be the Eastern Sea if you are looking at the posted maps), a renowned pirate organization, who are ruled by the Tendo King Shin.
FAQ[/size]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What is Fenmyr?
A) Fenmyr is a large landmass that sits east of Kara-Tur in the world of Toril, the world that Faerun is part of. It is basically what would appear to be this world's Australia. We decided to use this to setup our own custom ideas while keeping some familiar bits of Toril, such as races.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What races can my character(s) be?
A) Your initial character must be of any one of the standard D&D/NWN races. Those being: Human, Halfling, Gnome, Elf, Half-Elf, Half-Orc, and Dwarf. For any sort of “special” race, one must prove extreme skill in Roleplaying and have the Game Master's (GM) permission.
You may not play a Fenmyrian as your first character without expressed permission from the GMs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What classes can my character(s) be?
A) Your initial characters must be one of the standard D&D/NWN classes. Those being: Babarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorceror, and Wizard. If/when your character(s) have proven enough Roleplaying ability, background, and affect on the area – you may be permitted to take a Prestige Class based upon what you Roleplay.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
How are specific classes viewed in Fenmyr?
A) A character from Faerun will still function the same as normal, however, a person from Fenmyr will see you as the following:
I) Barbarian- Only for those of nomadic origins, literacy is highly uncommon amongst the Barbarian tribes. Brutal and savage, they're also unlikely to be very well mannered or well spoken.
II) Bard- Bards are bards, skalds, whatever you want to call them. Their power is directly linked to their ability to sing. They are also loremasters and news carriers.
III) Cleric- Typically similar to FR's, education level is moderate to high, considering they must learn all the rites, prayers, and such of their religion.
IV) Druid- Druids may follow a deity of nature, but draw their power directly from Fenmyr itself. They fall into two groups. The typical sort that protect and roam the woodlands, and those that travel the wastelands, seeking out precious bits of untainted land and protecting them savagely. The Druids are organized by the Hierarchies of their groves. Education levels may vary.
V) Fighter- Fighters follow many paths, from soldiers to sellswords, they are able to perform any task that involves fighting, though due to the short period of time since civilization was brought back to Fenmyr, many are rather uneducated, though certainly not all.
VI) Monk- Typically educated persons that search for the path of enlightenment, often through deep mediation and/or worship of a dogma or deity. They train both body and mind in order to achieve harmony. Monks often travel with Clerics and Paladins as protectors of the faith and to help spread it.
VII) Paladin- Paladins are a cross between the fighter and cleric. Dedicating their worship to a deity, they draw power from their deity yet are trained in the traditional arts of combat to accomplish their deity's will. The Paladin is often somewhat educated.
VIII) Ranger- The Ranger falls into two groups. The typical Ranger is a warrior of sorts who lives off the land for the better portion of their life and is rather uneducated. The other sort of Ranger being to Druids what the Paladin is to Clerics, often becoming the front line in any actions made by the Druid Groves, and education level for these being as varied as the Druid.
IX) Rogue- The rogue is easily the most diverse class available. Ranging from the lowly uneducated pick pocket in the city, to the Jack-of-all-Trades adventurer, rogues are often viewed with distrust until proven otherwise. Of course, how unrogueish of them for letting their roguish nature be revealed and gain that distrust in the first place.
X) Sorcerer- A person born with the innate ability to call upon arcanic forces. Often it is uncontrollable, especially when they are young and emotional. It is said they draw their power from the guardians of Fenmyr, the Dragons, but it is complete speculation. It is rare to run into one outside of Elven lands, as they are hunted for this power. It is believed they had a hand in helping the Ark of Quain incident occur. Often the Sorcerer will pose as a wizard to seem more under control. Most sorcerers are moderately to highly educated.
XI) Wizard- Person who learn arcanic lore from the lost manuscripts of the past, often documents obtained from pricy trades with the Elven people. In most civilized portions of Fenmyr, they are feared yet desired, as they have the power to make life easier in many ways. Most wizards are trained in Veluan – The Academe of the Magi, and are given documents stating they are permitted to do magic. Often, they will wear a specific color of robe, indicating their school of magic. All Wizards are highly educated.
XII) Warlock- Persons of great magic power, associated with the arcanic lores. Their power is said to be born forth from the demons that gathered before the great incident at the Ark of Quain. Most hide their abilities for fear of death, but the mighty of their kind fear nothing of death. They are said to make pacts with demons for great power, but it is unknown if this is true as it is rare to find a warlock willing to talk. All Warlocks are highly educated.
B) Prestige Classes:
I) Arcane Archer- Champions of Elven society as a whole, these great archers draw in the power of the arcane to improve their already legendary skill with the bow. Very rarely, found amongst the Sillilnyme and Ilmnfeml Elves.
II) Assassin- The assassin is not as the name might imply. These ruthless killers have no sense of honor in what they do, and will use any dirty trick they can think of to get the job done. They require training in the arts of crippling their opponents with relative ease, and are often looked upon as champions of Arkelon, the reason for which being that the only known (Or rather, suspected) assassins of this sort, and therefore the only trainers, are members of the Azan Mob.
III) Blackguard- Daemonguard. (Un)Holy-warriors of the evil deities, often in league with warlocks who worship specific deities or demons. They are the exact opposite of Paladins in terms of attitude and view on life, they are dark and twisted.
IV) Divine Champion- Similar to FR's, education level is at least moderate, considering they learn quite a number of feats and must know about their deity.
V) Dragon Disciple- Those whose power was said to come from the guardians of Fenmyr, the dragons, their bodies enter a state of change. Their mighty hertiage boils to the surface and alters their very being. Causing them to utlimately become half dragon, a being rare to behold. They are also usually quite feared and chased out of regions.
VI) Dwarven Defender- The stoutest of the Dwarven warriors, these are the champions of the Lodestone, chosen by the Dwarven deity to serve the Lodestone cause and protect their people at all costs.
VII) Harper Scout- Almost identical to their FR's counterparts, education level is moderate to high, considering they must learn various techniques, spells, passwords, and such.
VIII) Palemaster- Those of the arcane who have chosen to mutilate their very existance to become closer with death, and undeath. The Palemasters often associate themselves with Warlocks, leaving a widespread fear and hatred towards them, making them as hunted as even a Warlock.
IX) Shifter- The Shifter has learned to manipulate their very outward form at will, having no true form to call their own. They've learned to see themselves and others as what is in their soul, not what is in the flesh. - Recently learned this PrC will not be in NWN2.
X) Shadowdancer- Those persons with the ability to enter shadows willingly and hide within them from all those that seek them. They learn to blend themselves, through much training, into shadows by means of ancient lores passed down by masters of the arte. No Shadowmaster can do so without first being taught how to.
XI) Weapon Master- The Weapon Master is a very educated and enlightened warrior who has learned to become one with the weapon they have chosen to master, and wield it as if it were a part of their own body. Considered some of the finest warriors around, few think to cross a Weapon Master in melee combat. Only former Weapon Masters and the most enlightened of Monks are able to pass on the secrets to this rare art.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Why the focus on education in the class descriptions?
A) Education is very important to the level of Intelligence a character should have. The character should be roleplayed having at least a suitable amount of intelligence for the class. A Barbarin in Fenmyr who can speak and write to a degree that would make them appear above average, would make them stick out quite a bit.
For example a Half-Orc fighter with eight intelligence likely shouldn't ever dream of becoming a Weapon Master, despite the fact the class requires at least thirteen points. However, this isn't to say if the Half-Orc Fighter were to go out and Roleplay learning from books, train with their weapon, and of course from other Player Characters or NPCs, as well as feed stat points into Intelligence over the next several levels, they couldn't become a Weapon Master in time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.
The reopened gate resides in the country of Pherin, which at one point was the principal province of Arbon, where the now ruined city of Verzhul lies. The actual location of the gate is in a cavern at the coastal fjords of Kira by the budding city of New Pherin. In relation to the Ark of Quain, the city sits a fair ways northwest of it, far beyond the Larberius Mountains and the various sand seas.
The ruined city of Verzhul is a sacred place to many of the faithful of Adonis despite the ruins being haunted by many of the fallen. People claim they have seen the spirit of Lady Melja, a heroine of the Arbon-Jaia wars, wandering several portions of the ruined citadel. Often the outlanders and drifters are paid to serve as guards to these travelers, the guild office of the Wandering Bulwarks, a guild whose members are considered the best concerning this job, is found in New Pherin. It is also the location for the knighting of the Sol's Lumière, the main knight (paladin) order of Adonis.
With the death of the God Emperor Ensis, the Ark of Quain entered a premature eruption of power, while only a faction of the damage it did during the first incident, this eruption did enough damage to awaken the sealed evils and cause significant damage to many regions. Fearful and loathsome evil, including the great warlock Amun'nath of Indarkul, who nearly successfully resurrected the Demonic King Genarml which inevitably lead to the first eruption of power from the Ark. With such evils once more lurking about the lands, many have begun to take advantage of the protection offered by the older surviving guilds and such, such as the Azan Mob, a mafia that rules Azan a city of some power. Another example would be the Celestial Leylines of the Western Sea (which would be the Eastern Sea if you are looking at the posted maps), a renowned pirate organization, who are ruled by the Tendo King Shin.
FAQ[/size]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What is Fenmyr?
A) Fenmyr is a large landmass that sits east of Kara-Tur in the world of Toril, the world that Faerun is part of. It is basically what would appear to be this world's Australia. We decided to use this to setup our own custom ideas while keeping some familiar bits of Toril, such as races.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What races can my character(s) be?
A) Your initial character must be of any one of the standard D&D/NWN races. Those being: Human, Halfling, Gnome, Elf, Half-Elf, Half-Orc, and Dwarf. For any sort of “special” race, one must prove extreme skill in Roleplaying and have the Game Master's (GM) permission.
You may not play a Fenmyrian as your first character without expressed permission from the GMs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What classes can my character(s) be?
A) Your initial characters must be one of the standard D&D/NWN classes. Those being: Babarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorceror, and Wizard. If/when your character(s) have proven enough Roleplaying ability, background, and affect on the area – you may be permitted to take a Prestige Class based upon what you Roleplay.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
How are specific classes viewed in Fenmyr?
A) A character from Faerun will still function the same as normal, however, a person from Fenmyr will see you as the following:
I) Barbarian- Only for those of nomadic origins, literacy is highly uncommon amongst the Barbarian tribes. Brutal and savage, they're also unlikely to be very well mannered or well spoken.
II) Bard- Bards are bards, skalds, whatever you want to call them. Their power is directly linked to their ability to sing. They are also loremasters and news carriers.
III) Cleric- Typically similar to FR's, education level is moderate to high, considering they must learn all the rites, prayers, and such of their religion.
IV) Druid- Druids may follow a deity of nature, but draw their power directly from Fenmyr itself. They fall into two groups. The typical sort that protect and roam the woodlands, and those that travel the wastelands, seeking out precious bits of untainted land and protecting them savagely. The Druids are organized by the Hierarchies of their groves. Education levels may vary.
V) Fighter- Fighters follow many paths, from soldiers to sellswords, they are able to perform any task that involves fighting, though due to the short period of time since civilization was brought back to Fenmyr, many are rather uneducated, though certainly not all.
VI) Monk- Typically educated persons that search for the path of enlightenment, often through deep mediation and/or worship of a dogma or deity. They train both body and mind in order to achieve harmony. Monks often travel with Clerics and Paladins as protectors of the faith and to help spread it.
VII) Paladin- Paladins are a cross between the fighter and cleric. Dedicating their worship to a deity, they draw power from their deity yet are trained in the traditional arts of combat to accomplish their deity's will. The Paladin is often somewhat educated.
VIII) Ranger- The Ranger falls into two groups. The typical Ranger is a warrior of sorts who lives off the land for the better portion of their life and is rather uneducated. The other sort of Ranger being to Druids what the Paladin is to Clerics, often becoming the front line in any actions made by the Druid Groves, and education level for these being as varied as the Druid.
IX) Rogue- The rogue is easily the most diverse class available. Ranging from the lowly uneducated pick pocket in the city, to the Jack-of-all-Trades adventurer, rogues are often viewed with distrust until proven otherwise. Of course, how unrogueish of them for letting their roguish nature be revealed and gain that distrust in the first place.
X) Sorcerer- A person born with the innate ability to call upon arcanic forces. Often it is uncontrollable, especially when they are young and emotional. It is said they draw their power from the guardians of Fenmyr, the Dragons, but it is complete speculation. It is rare to run into one outside of Elven lands, as they are hunted for this power. It is believed they had a hand in helping the Ark of Quain incident occur. Often the Sorcerer will pose as a wizard to seem more under control. Most sorcerers are moderately to highly educated.
XI) Wizard- Person who learn arcanic lore from the lost manuscripts of the past, often documents obtained from pricy trades with the Elven people. In most civilized portions of Fenmyr, they are feared yet desired, as they have the power to make life easier in many ways. Most wizards are trained in Veluan – The Academe of the Magi, and are given documents stating they are permitted to do magic. Often, they will wear a specific color of robe, indicating their school of magic. All Wizards are highly educated.
XII) Warlock- Persons of great magic power, associated with the arcanic lores. Their power is said to be born forth from the demons that gathered before the great incident at the Ark of Quain. Most hide their abilities for fear of death, but the mighty of their kind fear nothing of death. They are said to make pacts with demons for great power, but it is unknown if this is true as it is rare to find a warlock willing to talk. All Warlocks are highly educated.
B) Prestige Classes:
I) Arcane Archer- Champions of Elven society as a whole, these great archers draw in the power of the arcane to improve their already legendary skill with the bow. Very rarely, found amongst the Sillilnyme and Ilmnfeml Elves.
II) Assassin- The assassin is not as the name might imply. These ruthless killers have no sense of honor in what they do, and will use any dirty trick they can think of to get the job done. They require training in the arts of crippling their opponents with relative ease, and are often looked upon as champions of Arkelon, the reason for which being that the only known (Or rather, suspected) assassins of this sort, and therefore the only trainers, are members of the Azan Mob.
III) Blackguard- Daemonguard. (Un)Holy-warriors of the evil deities, often in league with warlocks who worship specific deities or demons. They are the exact opposite of Paladins in terms of attitude and view on life, they are dark and twisted.
IV) Divine Champion- Similar to FR's, education level is at least moderate, considering they learn quite a number of feats and must know about their deity.
V) Dragon Disciple- Those whose power was said to come from the guardians of Fenmyr, the dragons, their bodies enter a state of change. Their mighty hertiage boils to the surface and alters their very being. Causing them to utlimately become half dragon, a being rare to behold. They are also usually quite feared and chased out of regions.
VI) Dwarven Defender- The stoutest of the Dwarven warriors, these are the champions of the Lodestone, chosen by the Dwarven deity to serve the Lodestone cause and protect their people at all costs.
VII) Harper Scout- Almost identical to their FR's counterparts, education level is moderate to high, considering they must learn various techniques, spells, passwords, and such.
VIII) Palemaster- Those of the arcane who have chosen to mutilate their very existance to become closer with death, and undeath. The Palemasters often associate themselves with Warlocks, leaving a widespread fear and hatred towards them, making them as hunted as even a Warlock.
IX) Shifter- The Shifter has learned to manipulate their very outward form at will, having no true form to call their own. They've learned to see themselves and others as what is in their soul, not what is in the flesh. - Recently learned this PrC will not be in NWN2.
X) Shadowdancer- Those persons with the ability to enter shadows willingly and hide within them from all those that seek them. They learn to blend themselves, through much training, into shadows by means of ancient lores passed down by masters of the arte. No Shadowmaster can do so without first being taught how to.
XI) Weapon Master- The Weapon Master is a very educated and enlightened warrior who has learned to become one with the weapon they have chosen to master, and wield it as if it were a part of their own body. Considered some of the finest warriors around, few think to cross a Weapon Master in melee combat. Only former Weapon Masters and the most enlightened of Monks are able to pass on the secrets to this rare art.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Why the focus on education in the class descriptions?
A) Education is very important to the level of Intelligence a character should have. The character should be roleplayed having at least a suitable amount of intelligence for the class. A Barbarin in Fenmyr who can speak and write to a degree that would make them appear above average, would make them stick out quite a bit.
For example a Half-Orc fighter with eight intelligence likely shouldn't ever dream of becoming a Weapon Master, despite the fact the class requires at least thirteen points. However, this isn't to say if the Half-Orc Fighter were to go out and Roleplay learning from books, train with their weapon, and of course from other Player Characters or NPCs, as well as feed stat points into Intelligence over the next several levels, they couldn't become a Weapon Master in time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.