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TABLE OF CONTENTS

SOJOURNEY’S PHILOSOPHY...... 2

REALISM AND SURVIVAL ...... 2

REALISM AND SURVIVAL ...... 3

HOW TO JOIN ...... 4

DISCLAIMER: ...... 7

DISCLAIMER: ...... 8

FREQUENTLY ASKED QUESTIONS ...... 9

RULES OF THE SERVER ...... 12

SOJOURNEY RULES AND ETIQUETTE ...... 14

GUIDELINES:...... 14

DEFINITIONS: ...... 15

SOJOURNEY ACADEMY ...... 17

SOJOURNEY ORIENTATION SEMINAR (S.O.S.)...... 17

FAERUN SURVIVOR’S COURSE ...... 18

THE LANDS OF BLOODSTONE:...... 19

CITIES, VILLAGES, AND OTHER PLACES OF INTEREST: ...... 22

THE PEOPLES OF THE BLOODSTONE LANDS ...... 27

NAMING YOUR CHARACTER...... 29

LANGUAGES ...... 29

ORGANIZATION MEMBERSHIP ...... 30 v3a- 9/9/2006 Page i DEITY ...... 30

ALIGNMENT ...... 30

Good versus Evil ...... 31

Law versus Chaos...... 31

Class and Race Alignment...... 31

EXPERIENCE AND LEVELING ...... 32

PRESTIGE CLASSES ...... 32

RACES...... 34

THE PANTHEON OF SOJOURNEY...... 37

MAPS...... 44

ACKNOWLEDGEMENTS ...... 45

v3a- 9/9/2006 Page ii WELCOME TO SOJOURNEY: THE BLOODSTONE LANDS

Sojourney is the home of two servers (the Bloodstone Lands and Menzoberranzan.net) where roleplay is strictly enforced and death can be swift and certain. Our teams of project leads, DMs, coders, builders and content creators have more than 100 years of combined experience running, and playing on, Multi-user Dungeons&Dragons and Online Role-playing Games. Sojourney is enhanced by such projects as HABD (Hemophiliacs Always Bleed to Death), the Community Expansion Project, and the DMFI tools.

Our game is set in the world.1 We have attempted to create a living, breathing setting where role-playing means more than killing monsters. Initiative is not simply rewarded with points and treasure: we give players an opportunity to truly change their world and carve out their own little corner of Faerun by steel, spell, coin, or faith.

We’re grateful that you’re taking the time to study our Players Guide. The following text can be overwhelming, especially if you’re new to or online role-playing - we suggest reading this first chapter in its entirety and using the rest of the text as a reference.

1 NeverWinter Nights, Hordes of the , Forgotten Realms and the Forgotten Realms logo, Dungeons & Dragons, D&D, and the Dungeons & Dragons logo, and and its logo are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries, and are used with permission. © 2003 Wizards. Software © 2003 Atari Interactive, Inc. All rights reserved. HASBRO and its logo are trademarks of Hasbro and are used with permission. Windows is either a registered trademark or trademark of Microsoft Corporation in the United States and/or other countries. Manufactured and marketed by Atari, Inc., New York, NY. All other trademarks are the property of their respective owners.

NEVERWINTER NIGHTS 2, Forgotten Realms and the Forgotten Realms logo, Dungeons & Dragons, D&D, and the Dungeons & Dragons logo, and Wizards of the Coast and its logo are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries, and are used with permission. © 2004 Wizards. Software © 2004 Atari Interactive, Inc. All rights reserved. HASBRO and its logo are trademarks of Hasbro and are used with permission. Windows is either a registered trademark or trademark of Microsoft Corporation in the United States and/or other countries. Manufactured and marketed by Atari, Inc., New York, NY. All other trademarks are the property of their respective owners.

V3a - 9/9/2006 Page 1 SOJOURNEY’S PHILOSOPHY

Below are the principles that govern both the DMs and the Players of Sojourney servers:

1. We always hope we can improve on what we are, and we try very hard to do that.

2. Players matter. Be all that you can be.

3. Sojourney is not about killing monsters and harvesting experience points. Roleplay should take precedence over game mechanics, but neither are we roleplay elitists.

4. Many of us have long years of pen-n-paper gaming experience. We try to bring that experience to you as closely as we are able given the NWN engine.

V3a - 9/9/2006 Page 2 REALISM AND SURVIVAL

Within reason, we want our world to be detailed, intricate and realistic. Everything is there for a purpose, from monster encounters to merchant prices. Players are encouraged to react to situations as if they are really living in the Realms.

Realism also means that it can be a struggle to survive. Everybody needs a reliable income and rare is the person who can get by without allies and friends. To the spell casters of the Realms, good and evil alike, knowledge is power and secrets are jealously guarded. By the same token, magical items are rare, expensive and highly coveted.

Death may be swift and certain. Although fatal injury or death is handled by the HABD in an effort to lessen the impact of the alternative of permadeath, there probably will be circumstances where even the HABD will not save you. When you die, it’s up to your friends and allies to rescue you from the maws of death. Are you worth a of such magnitude? Only time will tell.

All things considered, the adventuring life is a harsh one. You may initially be discouraged by daily setbacks or even the death of your character. But with imagination and perseverance, you may grow to be a pillar of the Sojourney community.

Remember:

Heroes aren’t born –

they are forged in the fires of adversity!

V3a - 9/9/2006 Page 3 HOW TO JOIN

Are you a 20-year veteran of pen-and-paper roleplaying? Or was Neverwinter Nights the first time you had even heard of Dungeons & Dragons and the world of the Forgotten Realms? Did you find your way to us because you were “googling” for something else entirely? Don’t know the first thing about creating a character background and have no reason why you should?

Well, never fear, because every one of our players has come to us by way of one or more of these possibilities. We’ll be happy to show you what you don’t know. We have forum threads that discuss how to create a character background, from the ground up. We have a bunch of folks who will be happy to share their experience with you. All you have to do is ask. And if you’re one of those 20-year veterans, you’ll find kindred spirits in our numerous old-school gamers.

 So just HOW do you join?

We’ve streamlined our process to get you in game as soon as possible. What we have done is create a “provisional player” status to allow a new player to check out us out and decide if our style and your style are compatible. This provisional status will give you restricted access to the server to look around, meet and interact with the community both in game and on the forum. We freely admit that we’re looking at you just as hard as you are looking at us.

 The first step: register on the forum (http://thebloodstonelands.net/phpBB/index.php). There you will find the password to the server. We are a passworded server to protect our players from harassment, grievers, and other problems that sometime arise on unpassworded servers.

 Please read this Player Guide carefully. There is a lot of information about the kind of play we expect from players, as well as what you can expect from us. There are large sections on the history of the world, deities, races, and guidelines for play on a .

 Download the necessary haks: http://www.thebloodstonelands.net/download.php

 If you decide that you would like to become a permanent part of The Bloodstone Lands, we ask that you attend an orientation session that we call the S.O.S. This special session is not designed to teach you how to roleplay; it is designed to answer any questions that you may have about how Sojourney operates. There is a short adventure involved run by a DM. At the end of the S.O.S., you will earn enough experience points to gain your second level, or 1,000 experience points if you have already reached second level by the time you attend the session. You will also be given full access to the server at the end of the session.

V3a - 9/9/2006 Page 4 CHARACTER CONCEPT:

We no longer require approval of a character concept before you can begin play EXCEPT in the case of evil-aligned characters or ECL characters (see later in this manual regarding ECL characters). However, we do strongly urge that you submit a background concept if you would like the DM Team to help your character grow and develop in a meaningful way. Character background concepts ARE, however, generally required for DM-run campaigns. These background concepts help the Campaign DM fit the campaign to the players involved. Should you wish to submit a character background, we suggest the following format:

A fill-in form can be found at http://www.thebloodstonelands/net under the Navigation panel. Look for the link entitled “Submit a Concept.” Questions you should think about before filling out the form include:

 Character Name - Your Forum ID (i.e., Katula Drakken - Katarina Dragonstar)  NWN/Gamespy ID:  Character Name:  Race:  Gender:  Class:  Alignment:  Deity:  Languages Known:  Proposed Attributes (i.e., Strength, Dexterity, Constitution, etc.):  Physical Description:  Demeanor/Personality:  Motivation/Goals:  Background: (Please do not write a novel. Describe whatever you need to, but make it to the point, please.)  What is your Sojourney forum ID and Menzoberranzan forum ID?

If you have specific questions about any of this, please don’t hesitate to ask. We’ll do our best to provide the information you need.

IMPORTANT NOTE: The above-described process only applies to Sojourney: The Bloodstone Lands. Menzoberranzan has its own application/approval process that is separate and apart from the one described above. If you wish to play on Menzoberranzan, you should consult their Player Handbook and forums for further details on their specific requirements.

V3a - 9/9/2006 Page 5 Important: Our server is password protected to avoid attracting grief- players and other problems. NEVER give the password to others.

Kindly refer those who ask for the password to the forums. Players who can’t access the forum have no business being on our server. If you fail to comply with this rule, you will inconvenience everyone in the community with a changed password, and probably find yourself permanently banned from the server and the forums

Create your Character

Using the guidelines in the following chapters, you may create your character and enter the world proper. The Sojourney servers maintain all characters; you may not bring a local server character into any of the Sojourney servers.

Help! I’ve just tried to log onto the server, and…

► The “play” button is greyed out.

► My vault characters are missing!

► I’ve clicked “play,” and all I get is a black screen!

SOLUTION: DO NOTHING!! Please just wait a few minutes. The server is set to reload when it is empty, and you more than likely have managed to catch the module while it is reloading. If you cancel out to try again, the server starts the reload process again.

So, where do I start and what do I do when I get there?

You will arrive at the Sojourney Welcome Area. This is a completely out-of-character area where people meet and greet each other and where DMs organize their players before jumping them to specific areas.

Things that you can do in the Welcome Area:

1. Purchase your initial starting equipment at a reduced rate. (Note: this is a one-time deal. You will not be able to use this merchant again.) 2. Pick up “free” items such as language tokens (detailed later in this handbook), DMFI emote wand(s)/dice bag, time piece (use this item for the day and time according to the

V3a - 9/9/2006 Page 6 Forgotten Realms calendar), resting kits (yes, you need these to rest any place other than inns), and a few other goodies. 3. Modify your armor to your specifications. This can be done at any time, not just when you are a new player. 4. Take the portal to the Bloodstone Gate.

Please take a few moments to familiarize yourself with other items that are automatically given to you the first time you log onto the server. These items include the HABD Death Rules and a skull token that keeps track of lost XP/gold due to death.

Character Portraits: If you have a portrait set other than the normal portraits packaged with NWN, there is a place on the Forums where you can post the links so that other players can download it and see your character in all of its glory!

V3a - 9/9/2006 Page 7 DISCLAIMER:

The Host, Builders and DMs of this Server can not and will not be held responsible for the actions of the person(s) playing on the server, or posting in the forums. This includes harassment, improper conduct, abuse, (be it sexual, verbal, In Character (IC), or Out of Character (OOC)), stalking, inappropriate tells and/or messages, use of offensive language, etc. If you do not feel comfortable with the actions of a character/player, please inform a DM or the Admins, and we will look into the matter and attempt to resolve it. Violators may face reprimanding and/or permanent removal from the server. Please play responsibly! Remember there are real life people behind the characters, and not everyone will be comfortable in any given situation and may consider another player's actions offensive and/or abusive!

If you are looking for a place to partake in cybersex, there are other places to do it. Do not do it on a Sojourney server.

V3a - 9/9/2006 Page 8 FREQUENTLY ASKED QUESTIONS

It is our goal to make Sojourney more like a PnP experience than a computer game with scripted events. There will be scripted events, also known as quests, available but they will not involve major events or plots. Major plots/stories will be DM events and sessions that will revolve around a group of players. There are two major elements that are the core of any PnP group. Those elements are the players and the DM. Without the DM the players would have no direction. Without the players there would be no story. It's the blend of the two that has made Dungeons and Dragons so popular over the last 25+ years.

We all want to have fun and make this an enjoyable place to game. Respect the other players and the DMs and builders who have all poured much of their time into creating this world for you to adventure in. Ideas are always welcome and participation on the forums is encouraged but not required. We are all here to have fun, so don’t be someone who ruins it for someone else.

What is the setting of Sojourney?

Sojourney takes place in the Forgotten Realms. The Forgotten Realms is a setting created by Ed Greenwood and has been developed by him and many others over the last 15+ years. It is a region rich in history and lore. We will be using most of the source information from the various accessories that are available to us as well as many of our own stories and NPCs we have created over the years DMing.

What regions will be available for me to adventure in?

The Bloodstone Lands of Vaasa and Damara, and the city of Menzoberranzan.

Can I join the team of DMs and builders?

Yes, it's a very simple process. Build something, show it off to us, and then if you're interested in DMing you can show off your talents in what you built. We also will mentor DMs.

What core scripts are used?

We use HABD (Hemophiliacs Always Bleed to Death) for our bleeding, dying, death system. We tested the HCR and have since decided against using it. Other scripts used are DMFI and Shayan’s Subrace System.

Will there be any special hakpaks to download?

Yes. Each of the servers will use their own set of tilesets that can be downloaded from NW Vault. You will find the links to the hakpaks on the main web pages listed on this Guide’s front page.

V3a - 9/9/2006 Page 9 How many characters can I have at one time?

Because we are a small world, we understand that it is frequently difficult to make up an adventuring party if there is a large disparity in levels. Therefore, on The Bloodstone Lands server, we allow a player to have multiple “runaround” characters.

Additionally, you may have a character in any DM campaign that you join. Note that once you have joined a DM campaign, that character is restricted to that particular campaign until the campaign is done or the DM releases that character.

If you wish to play a character with an evil alignment, that character must be pre-approved prior to play.

Will subraces be available?

Both Bloodstone and Menzoberranzan use Shayan’s Subrace Scripts. Further detail on this will be given later in this Manual. However, for the moment, you need to be aware that we reserve any ECL character race (such as aasimar, , , duergar, etc.) as a reward for players who have demonstrated (a) the ability to play a more difficult type of character, and (b) are also active in the Sojourney community (both on the forums and in game play).

What Prestige Classes will be available?

The standard prestige classes that were released with Shadows of Undrentide and Hordes of the Underdark will be initially supported on Sojourney. There may be others added as the community creates them. They will be included in hakpaks. Prestige Classes will be exactly as rare as they should be. If you are interested in taking on one of the prestige classes then you will need to notify a DM of your intentions. There will be class-related DM run quests that must be completed. Once the quests are completed, your character will receive a token. These tokens will be used to advance in a Prestige Class. Please read the forums for more information on Prestige Classes.

Will there be things for solo characters to do?

Yes, there will be. But you will miss out on many of the major quests and stories that the DMs have developed. There will be many places for the solo player to explore but the danger level is also much higher.

What can I expect from the DMs?

There are several things that the DMs will be responsible for; they are maintaining balance, continuity, and the vision. These can be defined as insuring that Sojourney is a place where roleplaying is encouraged, that the rewards do not outweigh the risks and that all decisions made have the best interests of every player and DM in mind. All players and DMs should be treated with respect. Most of all, and most importantly, the DMs will be on to DM. The Forum has listed

V3a - 9/9/2006 Page 10 times for on-going DM campaigns. DMs are also known to drop in for a little spontaneous gaming.

What happens if I die because of a technical issue?

These will be addressed on a case-by-case basis; however, if you have decided to go solo without a DM around then you run the risk of learning the hard way. Death comes calling on those who have no friends. It would be in your best interest if you treated this like a PnP session and not a computer game. This is where the line must be drawn. If you see this as nothing more than a computer game then you probably won't enjoy Sojourney.

To whom do I report bugs?

There is a thread for this on the boards. Post the location of the bug and what the bug was. A screenshot is extremely helpful to the builders who are fixing the bug.

The Official NWN Campaign was high magic with all kinds of high-level magic items and weapons available in the shops. Will those same items be available in Sojourney?

No they won't. With the release of Hordes of the Underdark, we have gained the capability to customize stores and merchants. Example: Olor the Swordmaker will only buy and sell swords. But once he has bought 300 gold pieces worth of swords he will not purchase any more swords. He doesn't have the gold resources remaining to make more purchases.

What are the hours that the DMs will be available?

Each server has designated times that DMs have agreed to be available. We will not have 24/7 coverage, so we strongly urge players to coordinate play times so that nobody has to run alone. The forums can be used to do this, as well as to coordinate specific times with DMs. This is not to say that DMs will not be online at other times, but this is entirely up to the DMs if they want to log on at times other than their designated times.

How can my character acquire magic in Sojourney?

Magic items will treated as uncommon treasures. They will not be sold in standard merchant shops. Magic can be acquired through quests, dungeon delving or purchasing them through DM- possessed merchants. Scrolls can be purchased by merchants and in some shops but will not be abundant, and could in fact be part of a passing caravan that only is there during a certain season.

When does this take place?

The year was 1371 when Sojourney went live.

V3a - 9/9/2006 Page 11 RULES OF THE SERVER

Resting: Your character must have camping equipment. This equipment is not reusable, so keep that in mind when buying.

Merchants: Merchants will only buy/sell certain items and will each have a limited supply of gold.

Quests: There will be four types of quests: Fedex Quests, Persistent quests, DM controlled quests and epic quests.

 Fedex Quests are the most common and the easiest of all the quests. They are often “go fetch this and return” quests.  Persistent Quests will always be minor in scale and will have a wide range of difficulty depending on the level of the individual or party involved.  DM Controlled Quests will have more of a PnP flavor to them and will be session run and coordinated.  Epic Quests will span several chapters and will have a direct impact on events of the Server. These will consist of several DM Controlled Events, with the results of each leading to different reactions by NPCs in the area.

Q: Where can I find these quests?

A: 1. Talk to NPCs. You never know when one of them is going to need help. 2. Watch the Inn of the Clowns rumor forum for news on events. 3. Ask other characters for rumors; listen to their tales of adventure.

Roleplaying: Roleplaying is an important part of immersion, and it's our goal to keep everything in character at all times. An excellent resource on the NWN multi-player experience can be found at The Vault (http://nwvault.ign.com/View.php?view=Other.Detail&id=501). Please respect others on the server and if you feel the need to ruin somebody else's good time then log off for a few days and remember this is a game.

Environment: The region is harsh and unforgiving, so expect the unexpected. Much of it is also untamed wilderness crawling with all sorts of dangerous beasts, deadly hordes of humanoids and other fell creatures. It would be wise to travel in a group and you will receive no special treatment for going solo. There will be no medals rewarded for foolish behavior. The only thing you can expect from not traveling in a group is an extended trip to the fugue plain.

V3a - 9/9/2006 Page 12 Death & Dying:

As previously mentioned, Sojourney uses the HABD (Hemophiliacs Always Bleed to Death). The book you are provided with upon login explains how this works.

V3a - 9/9/2006 Page 13 Sojourney Rules and Etiquette

In an effort to provide a fun, safe environment for all of our players, our rules basically break down into the following:

1) Play Nice

2) Be Nice

3) Have Fun

Our community is one of mutual respect, so please be both respectful of our rules and guidelines, but most importantly, respect your fellow players and DMs.

GUIDELINES:

While playing on Sojourney, please try to abide by the following guidelines. They are there to enhance the gaming experience for everybody, not detract from it. If you have questions about any of these guidelines, they are discussed in further detail either later in this Manual or in the S.O.S. Manual.

►Roleplay. Please stay in character (IC) unless you are sure the people you are with won't mind you talking out of character (OOC)

►Stay in the Forgotten Realms. This is where our campaign is set, so events and deities from other worlds should not be used as character background (the sole exception to this being a good story of planar travel, but it would need to be a good story)

►We limit the number of evil-aligned characters and ECL creatures (such as drow, duergar, aasimar, tiefling, etc.) Approval of such character concepts must be pre-approved prior to play.

►Please don't twink or give high level items to low level characters without a really good IC reason. This is a form of cheating otherwise.

► Exploiting a scripting bug to get, for example, extra rewards, may well get you banned.

► Forum conduct: We intentionally keep our forum content and language suitable for a PG audience. Please conduct yourself accordingly.

Finally, this is a game. While our goal is to provide a PG atmosphere under most circumstances, sometimes the stories, concepts, and actions of players may have a gritty, realistic overtone.

V3a - 9/9/2006 Page 14 By playing on Sojourney, you agree to abide by these rules and guidelines at all times.

DEFINITIONS:

Farming: “Farming” is basically defined as clearing an area of monsters over and over again while depriving other players from experiencing the area fully, for the express purpose of gaining experience points, treasure or gold. This is considered exploitive.

Twinking: Example: Player A has two characters. Character 1 is named Zaknafein (a 6th level fighter) and character 2 is named Driz'zt (A 1st level fighter). Player A logs on and joins the server with Character 1, completes a quest and receives a +3 Scimitar Flameblade. He goes to the Bridge of Despair, drops the +3 Scimitar Flameblade on the floor and logs off. He then logs back on as Character 2 and proceeds to journey to the Bridge of Despair and picks up the +3 Scimitar Flameblade. Now character 2 possesses a weapon he should have no right to. It's cheesy and unbalances the game and destroys everything that the DM team has done to balance the quests. There is no rule against acquiring this blade legally through the completion of a quest however. If Player A is caught twinking, he will be banned from the server.

Metagaming: A player uses OOC (Out-of-Character) knowledge to further the IC (In-Character) experiences of his/her character.

Powergaming: Most people know what this means, so I shall paint a scenario for anyone wishing to join this server with hopes of blowing through all the quests in a 24-hour period. There are many dangerous creatures in the Forgotten Realms that are as smart and wily as foolish adventurers. These same dangerous creatures and NPCs will one-day meet these brave adventurers and ruin their fun. You never know what is on the other side of that door, it may not be the same cowardly little goblin you toasted yesterday, but a ferocious Cornugon that was summoned by accident and killed the careless mage that summoned it. So be wary, always wary.

Power Leveling: “Power Leveling is basically defined as a higher level character creating a party with a low level character for the express purpose of providing effortless experience points to the low level character, to level them up faster. This is considered exploiting. Ideally, all members of a hunting party should be at least within 5 levels of each other.

Cheating Death: Do not, and we must emphasize this: Do Not log off the server to cheat death. You will be banned.

CvC (Character versus Character): This is sometimes called PvP (Player versus Player) on other servers. We draw the following distinction between the two: Characters may have reason to come into deadly conflict with one another; players do not. Part of our application/orientation process is designed to find players who are looking for a congenial roleplay situation, not someone wanting to see how many other characters he can kill.

V3a - 9/9/2006 Page 15 CvC conflicts in Sojourney will be DM-monitored events. In no instance will we be lenient on players who break this rule. If a CvC incident occurs, both parties should contact a DM to supervise the incident. Example: Player A with Character 2(Driz'zt) encounters Player B with Character 3(Ansalar the Just). Ansalar is a paladin of Helm and is sworn to defend the Marches against the races of the Underdark, so Ansalar challenges Driz'zt to a battle. At this time both Player A and Player B must use the DM Channel to contact a DM about the impending battle. If there is no response from a DM, then the conflict must be resolved at a later time. The DMs reserve the right to set times and places for CvC conflicts between different factions; these will be DM-run events/quests.

Thieves and Traps: It is a critical offense (meaning – you will be banned), if you are caught laying traps within any town/city proper. Do not lay a trap in the streets, or inside shops or outside the city gates. You must also retrieve any unused traps before continuing onto the next area.

Pick pocketing: If you play a thief, then you all know that part of playing the thief is the ability to pickpocket. If you pickpocket another PC you run this risk of death. Keep in mind that pick pocketing can be considered a CvC situation.

Keep everything In Character while logged onto the server.

V3a - 9/9/2006 Page 16 SOJOURNEY ACADEMY

Sojourney offers the following classes to its players on a regularly-scheduled basis to assist its players in better meeting the requirements of the Sojourney servers, as well as to offer hints and tips on survival in the online, multi-player atmosphere. SOJOURNEY ORIENTATION SEMINAR (S.O.S.)

We offer SOS sessions as needed for the benefit of new applicants. Current approved players may attend a SOS session as observers as space may be available.

The SOS is a two-part situation: The first part is an OOC section that explains the rules of Sojourney - kind of "here's what we expect from you, and you can expect from us." Rules of Engagement, so to speak. This lets everybody know very clearly what the policies and guidelines are - for all of the servers.

There is a lot of information included in the downloadable SOS Manual, and we strongly urge you to review that Manual prior to attending the SOS. Use the OOC portion of the SOS to clarify any questions that you might have after reviewing the SOS Manual.

Many people who have been roleplaying for years are offended at the concept that some game world is going to tell them how to do what they've been doing for years. That is not our intent, although we will certainly be happy to discuss those concepts with anyone who feels they need it.

The second part of the SOS is a short, fun, little in-character adventure that is designed to utilize the principles discussed in the OOC section. Once the SOS has been completed, you will be given a token which gives you access to all that our server can offer. If you are 1st Level, you will be given enough experience points (XP) to gain 2nd Level. If you are higher than 1st Level, you will earn 1,000 XP for attending.

The one thing that we want to emphasize here is that our past experiences with similar-type seminars indicated that nearly everybody has fun and ALWAYS learns something, i.e., some tip or trick that they didn't know before. This is a two-way street - the "class instructors" aren't going to just stand there and tell you that there is only ONE way to do things.

V3a - 9/9/2006 Page 17 FAERUN SURVIVOR’S COURSE

The Academy will also periodically be offering the Faerun Survivor's Course originally created by Carlo One and staff members of TORIL. Carlo also offers it periodically as a scheduled session on NWC. If you can't make a scheduled session when Sojourney offers it, then we certainly encourage you to take advantage of it when Carlo runs it.

The Survivor's Course is designed to teach multi-player tactics and strategy to increase your NWN life expectancy. It's a four-hour designed to teach players how to - well - survive.

V3a - 9/9/2006 Page 18 THE BLOODSTONE LANDS

THE LANDS OF BLOODSTONE:

The Bloodstone Lands of Vaasa and Damara lay in a land known as Faerun on a world called Toril.2 It is part of a large and rich setting called the Forgotten Realms, which is full of history, strife, wonders, and folklore. It’s a setting where the Gods meddle in the affairs of mortals and valiant adventurers struggle tirelessly against the ever-present threat of Evil.

The phrase “Bloodstone Lands” refers to the region between the Great Glacier and Impiltur, particularly, the two states of Vaasa and Damara. The whole area encompasses roughly 150,000 square miles in a roughly triangular shape, using the southern line of the Great Glacier as its northernmost boundary.

To the west, beyond the Earthspur Mountains, is the wicked land of Thar, the Moonsea, and the independent city-state of Mulmaster. To the south is Impiltur and beyond that, the Sea of Fallen Stars. To the east looms Narfell and the Great Dale.

One might assume that the nickname of this rugged region comes from the quantity of blood spilled in the area, especially in and around the Galena Mountains. There have been numerous battles with goblinkin and giantkind. The sturdy inhabitants have also faced the relentless forces of the climate, and even fought among themselves over the years. In truth, this would make “bloodstone” an apt label.

However, the phrase refers to the uncountable mineral wealth found in the area, a deep-green chalcedony flecked with red jasper. Bloodstones were once mined through the Galenas and the Earthspurs, luring men here in droves. Bloodstones established Damara as a major power in the Forgotten Realms.

2 “The Bloodstone Lands”, FR9, ©1989 TSR, and “Forgotten Realms Campaign Setting”, ©2001 Wizards of the Coast.

V3a - 9/9/2006 Page 19 DAMARA:

Damara was founded almost three hundred years ago under the Bloodfeathers dynasty. Formerly a wealthy trading kingdom enriched by its iron, silver, and bloodstone (traded in 25-gp value trade bars now regarded as unlucky “cursed money”), Damara fell from greatness in a twelve-year war against invaders from Vaasa, the land to the northwest.

Vaasa’s Witch King led armies of giants, goblins, orcs, and undead into Damara and eventually triumphed over King Virdin Bloodfeathers at the Ford of Goliad. The fell creatures of Vaasa occupied northern Damara, but fled and scattered after the Witch-King’s power was broken by a local band of adventurers. Gareth Dragonsbane was able to cement key alliances with lesser nobles through the support of the common folk, and was crowed king of Damara in 1359 DR.

Since the unification of Damara, King Dragonsbane has worked hard to rebuild his nation’s economy and strength of arms. Damara has recovered from the war with Vaasa and watches at the Gates to guard against future invasion from its northern neighbor. Trade relations with Impiltur are positive, and acceptance of the bloodstone tradebars is increasing.

King Dragonsbane is trying to attract adventurers to his land by building upon Damara’s reputation for adventuring. His agents cite mineral-rich mountains, proximity to monster-heavy Vaasa, the deep gnomes’ school of illusion magic, and opportunities for land grants. Dragonsbane has even offered minor noble titles to folk of law and good who are willing to build homes and swear allegiance to Damara. These incentives are working, and there is now a steady flow of adventurers into Damara.

VAASA:

For most of its existence, Vaasa has been a frozen land barely capable of supporting civilized folk. For centuries nothing more than humanoid tribes and scattered hunters, trappers, and farmers inhabited the land. The arrival of Zhengyi and the creation of his fortress in 1347 DR turned Vaasa into a military nation of goblinkin, orcs, giants, undead, demons, bandits, and skilled assassins, all intent on conquest.

The armies of Vaasa attacked and defeated the people of Damara, dividing that nation into petty baronies. The so-called Witch-King disappeared for a time, and a group of heroes rose to defeat the demonic minions and eventually the lich himself, which caused Castle Perilous to collapse. The Vaasa of today has reverted to its old ways, with bands of monsters running loose and no central authority. However, bandits and assassins are still thought to be hiding somewhere in the country, plotting revenge.

V3a - 9/9/2006 Page 20 BLOODSTONE PASS:

This is the only true pass through the Galena Mountains. Whoever controls the Pass controls the trade between Vaasa and Damara and can stop armies with ease. The Pass contains the city of BLOODSTONE GATE, a small forest and a high mountain lake. Each end of the Pass is sealed off with new walls and guard towers. To the northern end of the Pass sits the Vaasan Gate, standing 60 feet high and a half mile long. The Damaran Gate seals off the southern end of the Pass and is three miles long, thirty feet high, and studded with ballista-defended towers at regular intervals. The Tower of the Order of the Golden Cup resides at the western-most end of the Damaran Gate.

GALENA MOUNTAINS:

These jagged, broken peaks are laced with ice and snow and inhabited by thousands of goblins and giants as well as other humanoid monsters. The residents of four major dwarven settlements – the Bloodstone Mines, Hillsafar Hall, Ironspur and Firehammer Hall – mine the Galenas for iron, silver and bloodstone.

GLACIER OF THE WHITE WORM:

From the peaks of the Earthspur Mountains, a frozen river of ice spills from a high cliff into the Moonsea at one end and into Lake Icemelt between Impiltur and Damara at the other. Old histories claim that this glacier was once part of the Great Glacier that covered all of these lands. Modern sages worry that only some great magic can keep this chunk of glacier from melting.

Overlooking the glacier, built into the jagged side of one of the tallest peaks in the Earthspurs, is the Citadel of the White Worm. This sprawling fortress of balconies, windows, and turrets includes tunnels into the rock beneath it. The citadel is better known as the Monastery of the Yellow Rose, a holy house of Ilmater.

BEAUMARIS RIVER

The Beaumaris River is the longest waterway in the Bloodstone Lands. It cuts across the breadth of Vaasa, through Bloodstone Pass. Thereafter it swings south, then east, finally joining the Goliad River on its way to Lake Mogador. Barely a trickle in the fall and frozen solid through most of the winter, the Beaumaris sparkles with snowmelt in the warmer seasons. Its smooth-flowing waters glisten dreamily under sun and moon, and its taste revitalizes weary adventurers with a bone- chilling tingle. The river does not run deep. It is suitable only for small rowboats or canoes, and there are many shallow fords around which boats have to be carried. Since the river is frequented by goblinoids and other monsters, only the very hardy or the very foolish follow it when traveling north of the Galenas.

V3a - 9/9/2006 Page 21 CITIES, VILLAGES, AND OTHER PLACES OF INTEREST:

Castle Perilous (Vaasa)

Castle Perilous on the shores of the Lake of Tears was the seat of the lich Zhengyi, the self-styled Witch-King of Vaasa. With the aid of his demons, he assembled hosts of dire wolves, giants, goblins, orcs, and undead to conquer Damara.

The ironbound castle is a crumbling ruin today, roamed by lurking monsters and hopeful adventurers seeking Zhengyi’s magic. The castle collapsed when Gareth Dragonsbane led heroes into Vaasa to break the lich’s power.

Darmshall (Vaasa)

As much a fortress as a city, Darmshall is a bastion of security in the hostile land of Vaasa. Its usual population is only 600, but Darmshall has sheltered nearly ten times that number for extended periods in times of peril. A towering wall surrounds Darmshall, lined with weapons of war and grim-faced guards. Huge storerooms of food and supplies fill a secret tunnel complex beneath the city, stockpiled against times of need. The construction of Darmshall was funded by an adventuring band called Tenblades, a group active during the early explorations of Vaasa. After two members of Tenblades were murdered, the group’s stubborn leader Romas Thunderclap wanted to get back at the vile inhabitants of the district. He built Darmshall, a mighty fortress, to be a perpetual thorn in the side of those evil beings claiming dominion of the land. Romas must have been smiling in his grave for the last decade. Although the Witch-King claimed all of Vaasa, he never conquered Darmshall, though 1,000 goblin corpses rotted on the fields surrounding the village. Today it is the center for a growing territory of farms and cattle ranches.

Heliogablus (Damara)

This is the old seat of Damara’s throne, now reclaimed for the new monarchy of King Gareth Dragonsbane. A prosperous trading city, it is literally the end of the road for merchants traveling north from other areas of Faerun. Heliogabalus supplies all of Damara with foreign goods and is influenced by independent merchants’ guilds.

Hillsafar Hall: (Vaasa)

The most impressive fortress in all of Vaasa is not the city of Darmshall nor even Castle Perilous. Hillsafar Hall wins that honor. Hillsafar Hall is the name for the entrance caverns to the mine complexes of the dwarven Clan Hillsafar. These outer chambers were built for just one purpose: defense. A long tunnel leads into the first chamber. The tunnel walls are lined at varying heights on both sides by arrow slits, and murder holes loom above. The tunnel floor holds no less than ten cunning stonework traps. Every section of every floor in the entry is in the sights of some wickedly-designed war machine.

V3a - 9/9/2006 Page 22 Though they are primarily concerned with their lucrative mining operations, this clan of dwarves has lived in Vaasa too long to be caught with their guard down. At least fifty dwarves are always on active guard duty, and usually there are twice that number. Since the clan works the mines around the clock in shifts, several hundred other dwarves are usually in the immediate area. As one might expect of dwarves, their armor and weapons are always close at hand. Even the youngest fighters of Clan Hillsafar are battle-hardened veterans.

Kinbrace (Damara)

Kinbrace covers more than 25 square miles of land. Nestled in the verdant valley of the Galena River, the city is surrounded by productive farms scattered across the broad grasslands of Soravia. Farmers often informally joined forces in Kinbrace before continuing south with their goods. This gave Kinbrace a solid lock on shipping coming down from the northern reaches of Damara. Unlike most the towns in this hostile land, Kinbrace has no wall. Instead, its perimeter is anchored by six impressive castles. Each of these is ruled by an independent landowner. Generally, the owners work together, understanding the advantages of unity. But feuds have occurred in the past, and the ruling families have been as interested in their own profits as in the common good. This shortsightedness contributed to the ease with which Zhengyi took Kinbrace. He named it as the capital of Soravia, but his puppet-Duke was quickly thrown down. With the Witch-King’s fall, Kinbrace has returned to its informal existence, as has Soravia in general.

Monastery of the Yellow Rose

Also known as the Citadel of the White Worm, the Monastery of the Yellow Rose was founded before either Vaasa or Damara. The monks who established the monastery more than a thousand years ago crossed over land that would become Damara when that unborn nation was still overlain by the Great Glacier. Their order is devoted to Ilmater, the god of suffering and endurance. These fanatical devotees sought the most inhospitable and difficult region they could find as the place to locate their temple. Not surprisingly, they eventually came to the highest peaks of the Earthspur Mountains.

The building itself is enormous. Each generation of monks adds new structures and digs out deeper chambers. Built on the stony side of a jagged mountain peak, the monastery overlooks the Glacier of the White Worm. About half of the rooms look out into the daylight; the other half are underground chambers dug right into the mountain. The monks of the Yellow Rose are ascetic and simple, but they are determined to create beauty in hardship. Their toils are matched by their stamina, and both seem boundless. No monk works less than 16 hours each and every day. The lower initiates are responsible for the bare necessities of survival. They labor in the meager gardens, haul ice to be melted for water, or forage on the bleak mountainsides. Their efforts enable their more skilled superiors time to concentrate on creating sculpture and tapestries. Few visit this place casually, for the trails are not easily found or followed. Those who do manage it, find the journey worthwhile. The monastery is a spectacular museum, with every room exhibiting artwork

V3a - 9/9/2006 Page 23 and architecture reflecting the supreme discipline of the order. It is a monument to the ages, an ever-growing tribute to the painstaking stubbornness that has allowed mankind to rise to dominance in the Forgotten Realms.

Extensive catacombs twist through the mountain under the monastery, threefold in purpose. Some sections serve as burial vaults for deceased monks. In another wing, a vast cellar holds vats of wine that the monks make from blueberries they collect. Finally, the catacombs house the most complete archives of the Bloodstone Lands to be found anywhere.

Each year, mid-level monks lead expeditions down the mountain to gather data in the cities of Damara, Impiltur, and in even Vaasa and Narfell. They concern themselves with news of local births and deaths, travelers passing through and newcomers settling in the region.

Ostrav (Damara)

Isolated in the grasslands of Arcata, the small farming community of Ostrav has weathered the winters and the Witch-King without breaking a sweat. Politically neutral, Ostrav has some of the friendliest inns in all the land. The townspeople of Ostrav plod trustingly from day to day, cordial to strangers who wish to stop over and wipe the dust of the road from their boots.

Palischuk (Vaasa)

One of the most unusual settlements in all the Realms, Palishchuk is inhabited by half-orcs. After the fall of the Witch-King, the half-orcs of the region claimed the ruined city of Palishchuk and rebuilt. What makes this settlement doubly unusual is the half-orcs’ determination to integrate themselves with the goodly societies of the land. The rulers of Palishchuk have made peaceful overtures to all their neighbors. They have extended their hands to their Vaasan kin in Darmshall, to the rising powers in Bloodstone, and even to the dwarves across the Galenas in Ironspur.

Remarkably, the people of Darmshall and Bloodstone fully accept Palishchuk as a neighbor and ally. Even most of the Ironspur dwarves have learned to place a little trust in the half-orc community. Only Clan Hillsafar refuses to put aside the long-standing antipathy between dwarves and half-orcs, but even that may be changing. Surly Grumble, head of the Hillsafar dwarves, seems to be mellowing in his attitude, and his fellows are likely to follow his lead. With everything initially against it, Palishchuk may yet become one of the region’s greatest successes.

Praka (Damara)

Smaller only than Heliogabalus, Praka had long been Damara’s second-loudest voice in government. A city of tall walls and sky-reaching towers, Praka is a beautiful settlement, aesthetically pleasing and readily defensible. Here live many of Damara ’s true artists, and their work touches everything. Even the regalia of the Prakan militia is richly decorated. In olden times,

V3a - 9/9/2006 Page 24 the head of House Praka was well-beloved by his or her subjects. Usually the ruling Baron of Ostel would be appointed steward to Damara’s throne in the absence of the king. Those days are gone.

Today Praka finds itself more and more isolated, even from the cities in its own province. The Baroness Sylvia was put in place by the Witch-King’s agents, where she ruled for numerous years. However, just recently, the much un-loved Baroness was removed from power by a group of adventurers. It remains to be seen who will take over Praka now.

Ravensburg (Damara)

Ravensburg, capital of Carmathan, faces a dilemma similar to Praka’s: the Duke of Carmathan, Theodorus, is not loved. Now formally named Helmont the 15th, Theodorus has used misinformation to deflect any outward signs of that hatred, but the people are unhappy nevertheless. In fact, the Carmathans are unhappy with the whole lot of would-be rulers. Even after all these years, gulled by the web of their Duke’s constant lies, they distrust Gareth Dragonsbane and his Kingdom of Bloodstone. Yet, for all that the people dislike Theodorus, they hate Dimian Ree even more. So today Ravensburg is a city of intrigue and whispers. Agents of Dimian Ree and Gareth Dragonsbane stalk the alleys, spreading their tales to anyone who will listen. The monks of the Monastery of the Yellow Rose are closely investigating Theodorus’ claim to the duchy. Like Ostel, Carmathan is a proud and noble province with a long history of loyalty to the old Damaran kingdom. The people are determined to do the right thing—if they can find out what it is!

Beyond the intrigue, day-to-day Ravensburg devotes much of its energy to warehousing the produce from surrounding farms. Like Kinbrace in Soravia, which has a similar economic slant, Ravensburg’s long, low warehouses sprawl over many square miles. The city proper bustles with tradesmen, mostly leatherworkers and metalworkers crafting farming equipment. Ravensburg hosts a well-known springtime horse market. A huge equine breed known as the Carmathan Red, or the Carmathan Horse-Ox, is dealt almost exclusively during this fair. The reputation of the Carmathan Red is that of an exceptionally strong and durable plowhorse, and the beasts have been favored by farmers throughout the Bloodstone Lands for a long time. The horses were starting to draw interest from traders and farmers all along the Sea of Fallen Stars until Zhengyi’s wars isolated Damara.

Ruins of Monte Veldelio (Damara)

One of the first mining towns run by humans in Damara was Monte Veldelio. The rugged community was located in the mountains of Arcata near the junction of the Galena and Earthspur ranges. For ten years, Monte Veldelio prospered, with miners trading large hauls of silver and iron each spring and fall. But then something happened. Like all mountain mining communities, Monte Veldelio spent each winter in isolation, cut off by snow-blocked passes. But one spring, the miners did not return to market.

V3a - 9/9/2006 Page 25 An expedition was sent out from Valls, but when the few survivors of that party returned, they had literally aged with terror. The winter, the wolves, or something more evil had apparently killed every person in Monte Veldelio. The group found no survivors of the devastated community, and no bodies. Nevertheless, they said that the people of Monte Veldelio returned to dwell in the empty buildings of their town every night—as ghosts. The empty town stands in the mountains still. Some of the buildings are falling down, but most are still in fair condition. The town offers a false welcome to weary travelers passing through the mountains. PCs might find Monte Veldelio a pleasant and convenient campground . . . until the sun goes down.

Trailsend (Damara)

This barony capital is built around a huge, heavily fortified castle. The city and barony maintains a friendly relationship with the nation of Impiltur. Baron Donlevy the Young, who survived the reign of the Witch-King in hiding, leveraged that alliance to endorse King Dragonsbane. Baron Donlevy is the king’s primary liaison to Impiltur. Trailsend is also famous for its maximum security prison for the worst of the worst.

Valls (Damara)

A profound hush has fallen over the city of Valls, the capital of Arcata. Once the bustling trailhead to the King’s Road and all western Damaran trade, Valls now waits in quiet anticipation. The people watch with great curiosity the ebb and flow of the powers struggling for dominion over the kingdom.

In local politics, Duke William is a mere figurehead, pinned by the constant scrutiny of his own Ducal Guard. The Guard is loyal to King Dragonsbane. Strangers are still welcome in Valls, but whispers will follow them down every street. Suspicious townspeople will make every effort to figure out what role a stranger may have in the shadow play of intrigue.

V3a - 9/9/2006 Page 26 THE PEOPLES OF THE BLOODSTONE LANDS

The dominant culture in the Bloodstone Lands is that of man, with humans comprising more than 90% of all of the people in the region. The Bloodstone Lands have attracted fortune seekers and rogues from every corner of the Forgotten Realms, and the nation has long been a melting pot.

The next largest segment of the population is the dwarves. The dwarves claim to have been practically the first settlers in the Bloodstone Lands, a claim that is generally accepted by the other races. They gracefully acknowledge that some folk had arrived before them: specifically, the barbarian tribe that followed the receding ice of the Great Glacier, and the monks of the Monastery of the Yellow Rose.

Interestingly, there are no communities of elves in the Bloodstone Lands, only wandering bands, or lone travelers. More prominent here are half-elves, who are better suited to live in the company of humans.

Halflings have a couple of decent-sized communities in the Lands. Halfling Downs is close to the Impilturian border. The second, Waukeshire, is in the Bloodstone Valley.

Half-Orcs fare better and are more plentiful in the Bloodstone Lands than in most areas of the Forgotten Realms. Although not especially favored by the people of the region – certainly the men and dwarves here have no love for orcs – half-orcs are generally tolerated as a fact of life in every province and city. As a matter of fact, they have carved out their own city in the blasted ruins of Palischuk, and they live in harmony with their neighbors in Damara. These civilized half-orcs carry on good relations with the dwarves across the Galenas.

Surface gnomes are an uncommon sight north of the Sea of Fallen Stars. Like the elves, those gnomes who come to the Bloodstone Lands are wandering bands or solitary fortune-hunters.

The svirfneblin (deep gnomes) are a different matter, however. There is a large city of svirfneblin under the Bloodstone Mines where they are intricately united with the societies of surface dwellers, and the relationship is one of mutual benefit.

V3a - 9/9/2006 Page 27 MENZOBERRANZAN

Menzoberranzan, City of Spiders, home to the most feared and hated of all races, the drow. Once the drow of Menzoberranzan were the most powerful of all the races in the Underdark. Under the rule of the influential elder matron, Yvonnel Baenre, they conquered, murdered, and sacrificed all in the name of Lolth. However, like all vanquishers, their luck ran out, and they suffered defeat. For the Menzoberranyr, this defeat came at Mithral Hall, at the hands of dwarves, humans, and the Companions of the Hall. It was a costly loss for the drow, many were killed and as many deserted amidst the chaotic battle; but the most severe blow was the death of Matron Baenre herself.

The present Menzoberranzan is a city in turmoil. Many drow did not return from the war. Some by choice, others by death. A new, younger Matron has ascended to the throne of Qu’ellar Baenre, and to the head of the ruling council, to rule over the city. Many are unsure of her ability to hold her position of authority, so alliances that were once strong, even by drow standards, have withered away and died. Mistrust and betrayal run rampant throughout the city and beyond. Although Lolth herself proclaimed that the drow must stop their internal fighting for a time and rebuild together. Yet the nature of the drow is difficult to change.

With the loss of thousands of drow, noble and commoner alike, the Menzoberranyr are eager to replace their lost slave force, and to increase the ranks of their nobility. Now is a time of opportunity for many newcomers, be they drow or outsiders. The door for higher status and more power has opened wide, and Menzoberranzan stands before them. Positions within the nobility, Tier Breche, mercantilism, or even adventuring need to be filed. The choice is left to you.

....

The Complete Players Guide to Menzoberranzan can be found at: http://menzoberranzan.game-server.cc/menzoberranzan/phpBB2/index.php

V3a - 9/9/2006 Page 28 CHARACTERS NAMING YOUR CHARACTER

Sometimes the hardest part of creating a character is naming it. However, names are very important in conveying character information. In a fantasy setting, it’s easy to come up with exotic and unpronounceable . Still, if you have to look up the spelling of your character’s name before you can introduce yourself, you probably haven’t done yourself any favors. We recommend you choose a name that is recognizable and memorable. For example, it’s not uncommon to be named after professions or traits (e.g., Merowyn Swiftblade, Frost Snowstrider).

Please do not use character names (or concepts) from well-known films, fiction, games, etc. Please spare us the Drizzt Do’Urdens, Luke Skywalkers, Samwise Gamgees, and Lara Crofts!

LANGUAGES

There is a merchant in the Sojourney Welcome Area who will give you language tokens. Please limit the language tokens to only your race. Elves - elves, dwarves - dwarves.

Additional languages may be taken in accordance with the information provided in the Players Handbook:

IQ: 10 - 11...+0 12 - 13...+1 14 - 15...+2 16 - 17...+3 18 - 19...+4 20 - 21...+5

All races speak Common and their racial language, plus an additional number of languages equal to their IQ bonus. These additional languages must be chosen from their bonus languages.

Bonus languages for the different races are as follows:

Human: Any (other than secret languages, such as Druidic) Dwarves: Giant, gnome, goblin, orc, terran and undercommon Elves: Draconic, gnoll, gnome, goblin, orc and sylvan Gnomes: Draconic, dwarven, elven, giant, goblin and orc. Half-Elves: Common and elven. They apparently have no bonus languages. Half-Orcs: Orc Halflings: Dwarven, elven, gnome, goblin and orc.

V3a - 9/9/2006 Page 29 NOTE, HOWEVER, if a character speaks a language other than Common and its racial language, specific details on how that knowledge was obtained must be set out in your character background.

ORGANIZATION MEMBERSHIP

The Harpers, the Cult of the Dragon, the Night Masks, the Emerald Enclave, the Red Wizards of Thay …. There are many organizations in the Forgotten Realms, from secret societies to world- renowned institutions, and these certainly can lend an interesting twist to your background story. However, it is extremely unlikely that a first level character would be a member of any of these organizations. That doesn’t mean that you cannot grow into such a position. It will just take time and effort.

DEITY

You are required to select a “patron deity”. Faerun has many gods, and most intelligent people worship more than one god, or at least pay homage to different gods when the circumstances are appropriate. Still, most residents of Faerun feel a special attachment to one particular deity.

A character’s choice of a patron deity never restricts which deities that character may honor. All of the gods of Faerun recognize that their fellow gods have their own portfolios and spheres of control, and none prevent their followers from recognizing the same thing.

A character who has chosen a patron deity can be brought back from the dead by all the normal methods, provided the character is willing to return. The process is somewhat more difficult for a character who did not choose a patron deity in life. In game terms, the HABD allows a small percentage chance of the patron god interfering with the death process and allowing the character to survive.

Everyone in Faerun knows that those who die without having a patron deity to send a servant to collect them from the Fugue Plane at their death spend eternity writhing in the Wall of the Faithless or disappear into the hells of the devils or the infernos of the demons.

More information on the various deities of Faerun is included later in this Handbook. ALIGNMENT

A character’s or creature’s general moral and personal attitudes are represented by Alignment. You may choose any Alignment for your character, but you’re expected to stick by your choice and role-play accordingly.

V3a - 9/9/2006 Page 30 Important: It’s the DM’s prerogative to shift your Alignment in increments if you commit grievous sins against it (as judged by the DMs).

Good versus Evil

Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.

Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others. Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships. A neutral person may sacrifice himself to protect his family or even his homeland, but he would not do so for strangers who are not related to him.

Law versus Chaos

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, and a lack of adaptability. Chaos implies freedom, adaptability, and flexibility. On the downside, Chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility.

People who are neutral with respect to law and chaos have a normal respect for authority and feel neither a compulsion to obey nor to rebel. They are honest, but can be tempted into lying or deceiving others.

Class and Race Alignment

 Barbarians and Bards always have a non-Lawful Alignment.  ECL races. ECL races (those that are more powerful from the very beginning, such as drow, duegar, aasimars and ) are reserved for players who have demonstrated the ability to roleplay significantly more demanding races, both in terms of the length of time that it takes to progress in character levels, as well as in the difficulty of appropriately playing the

V3a - 9/9/2006 Page 31 unusual. We use this as a reward for consistent, active, positive participation in our world, both in the game world and on the forums. ALL ECL RACES MUST BE PRE-APPROVED PRIOR TO PLAY.  Druids must always be neutral in some regard (i.e., Neutral Good, Lawful Neutral, Neutral, Chaotic Neutral, or Neutral Evil.)  Clerics must pick an Alignment and Domains appropriate to their Deity – the Alignment must be within one step of his Deity’s.  Fighters can be of any alignment.  Monks must always be Lawful in some regard (i.e., Lawful Good, Lawful Neutral, Lawful Evil).  Paladins must always be Lawful Good. The Paladin’s Deity must be Lawful Good, Lawful Neutral, or Neutral Good. Sune (CG) is the only exception, and may have lawful good paladin followers. Because the NWN engine does not allow for anything other than Lawful Good paladins, any character following Sune will have to be modified through the LETO program by one of our DMs.  All characters with an evil alignment must be pre-approved prior to play. We do this for server balance.

EXPERIENCE AND LEVELING

Experience points necessary for leveling follow the standard Bioware leveling rules. You do not need to find a trainer in order to level up. Multi-classing must always be done for in-character reasons. You should be prepared to explain or justify any unusual multi-class combinations. Work with a DM if you are not sure.

PRESTIGE CLASSES

Please read carefully and follow the instructions on how to submit an application for a prestige class. All prestige class requests are to be submitted through the form on the front page of the Bloodstone web page.

1) Sojourney supports the standard Bioware PrCs. Other prestige classes may be added at a later time.

2) An application must be submitted to the DMs for approval PRIOR to actually taking the prestige class. See the link on the web site for an automated form. Things to think about:

A) A background/history of the character B) The reason you want the prestige class for that character C) How that Prestige Class will change that character

V3a - 9/9/2006 Page 32 D) Personal traits and characteristics of the character

3) There will be quests associated with each Prestige Class. They will be DM-run events created by the server DMs. If the quest fails then the character cannot take the Prestige Class. The character will have to wait until it gains a new level; then a different challenge will be presented to the character. There is no time limit on how long these quests will last; that is up to the discretion of the server DM that creates the quest.

4) Upon approval of the application and completion of the quest you will receive a Prestige Class token designating which PrC you applied for (Example: Dwarven Defender PrC Token). It will be a no drop item. You will receive a pm that approves or denies your request for the Prestige Class.

5) Only after receiving the PrC token will your character be able to take a new level in the Prestige Class.

6) Only one prestige class is allowed per .

7) If a DM examines a character and he/she has taken a prestige class but does not have a Prestige Class Token in their inventory, the character will be taken to the DM OOC area to discuss the Rules and appropriate penalty, which at minimum will be the loss of the prestige class level, and could be as much as the loss of the prestige class plus 50% of the level’s XP.

V3a - 9/9/2006 Page 33 RACES

NOTE: This section does not preclude what was said above about certain types of subraces.

 Dwarves can have as sub-race: Arctic*, Gold, Duergar* and Wild.  Elves can have as sub-race: Moon, Avariel, Sun, Wild, Wood and Drow*.  Gnomes can be Tinker and Svirfneblin*.  Halflings can be: Deep, Strongheart, Ghostwise, and Pixie*.  Half-elves can be half-drow.  Humans can have as sub-race: Aasimar* or Tiefling*.  Savage Species can be: Minotaur*

Other races may be added such as centaurs, hobgoblins, full orcs, etc. and will be further detailed on the forums as they are added. Such races are very difficult to play in the ordinary scope of the game. Some will be ECL races and therefore restricted as above detailed.

NOTE: Any subrace marked with an asterisk must be pre-approved before play.

CAUTION: Your character’s name may not be more than 15 spaces (including spaces or apostrophes, etc) when creating the character. If the name is longer than that, we will have to change it with LETO. There is a bug in Shayan’s that a larger than 15-character name causes the appropriate modifiers to be attached.

Base Subrace Favored Align. Race Subrace Syntax ECL Class Restrict. Benefits Human Any No Aasimar aasimar +1 Paladin Good Ability Bonus: Charisma +2 Ability Bonus: Wisdom +2 Damage Resistance: Acid Resist 5 / - Damage Resistance: Cold Resist 5 / - Damage Resistance: Electrical Resist 5/- Bonus: Universal +2 Bonus Feats: Darkvision Bonus Skills: Listen +2, Spot +2 Cast Spell: Light (5) 1 Use/Per Day~Item in Inventory Tiefling tiefling +1 Rogue Evil Ability Bonus: Dexterity +2 Ability Bonus: Intelligence +2 Decreased Ability Score: Charisma -2 Damage Resistance: Cold Resist 5 / - Damage Resistance: Electrical Resist 5/- Damage Resistance: Fire Resist 5 /- Bonus Feats: Darkvision Bonus Skills: Bluff +2, Hide +2 Saving Throw: Universal +2 Cast Spell: Darkness (3) 1 Use/Per Day~Item in Inventory Dwarf Fighter No NOTE: Shield Dwarves are the standard.

V3a - 9/9/2006 Page 34 Base Subrace Favored Align. Race Subrace Syntax ECL Class Restrict. Benefits Gold dwarf-gold No Increased Ability Score: constitution +2 Decreased Ability Score: Dexterity -2 Lost Feat Racial bonus against orcs, etc. Bonus Feat: Racial Bonus against Aberrations Artic dwarf-arctic +1 Ranger No Ability Bonus: Strength +4 Decreased Ability Score: Dexterity -2 AC Bonus +1 Immunity: Damage Type: Cold 100% Immunity Bonus Skill Bonus: Hide +4 Duergar dwarf-duergar +2 No Decreased Ability Score: Charisma -2 Immunity: Miscellaneous: Paralysis Immunity: Miscellaneous: Poison Immunity: Specific Spell Phantasmal Killer Immunity: Specific Spell Weird Cast Spell: Invisibility (3) 1 Use Per/Day.~Item in Inventory Light sensitive Wild dwarf-wild Barbarian AC Bonus +1 Damage Resistance: Fire Resist 5 / - Saving Throw Bonus: Disease +4 Saving Throw Bonus: Poison +1 Bonus Feats: Use Poison Skill Bonus: Hide +4 Wizard No NOTE: Moon elves are the standard. Sun elf-sun No Ability Bonus: Intelligence +2 Decreased Ability Score: Constitution -2 Avariel elf-avariel Cleric No Ability Bonus: Dexterity +2 Ability Bonus: Intelligence +2 Ability Bonus: Wisdom +2 Skill Bonus: Spot +2 Wild elf-wild Sorcerer No Decreased Ability Score: Intelligence -2 Wood elf-wood Ranger No Ability Bonus: Strength +2 Decreased Ability Score: Charisma -2 Decreased Ability Score: Intelligence -2 Drow drow +2 Male: Evil Ability Bonus: Charisma +2 Wizard Ability Bonus: Intelligence +2 Female: Saving Throw Bonus: Specific: Will +2 Cleric Cast Spell: Darkness (5) 1 Use Per Day~Item in Inventory Cast Spell: Light () 1 Use Per Day~Item in Inventory Light Sensitive. Bonus Feats: Darkvision Bonus Skills: Move Silently +2, Hide +2 Spell Resistance: Base (at Level 1): 10, Max (at Level 40): 50 Half-Elf Any Half-Drow half-drow No Bonus Feat: Darkvision Gnome Wizard NOTE: Rock gnomes are the standard. Tinker gnome-tinker Ability Bonus: Intelligence +2 Decreased Ability Score: Wisdom -2 Skill Bonus: Appraise +2, Craft Armor +4, Craft Trap +4, Craft Weapon +4, Disable Trap +2, Open Lock +2, Set Trap +2, Use Magic Device +4

V3a - 9/9/2006 Page 35 Base Subrace Favored Align. Race Subrace Syntax ECL Class Restrict. Benefits Svirfneblin svirfneblin +2 No Ability Bonus: Dexterity +2 Ability Bonus: Wisdom +2 Saving Throw Bonus: Universal +2 Cast Spell: Blindness/Deafness (3) 1 Use/Day~Item in Inventory Bonus Feats: Darkvision,Dodge Bonus Skills: Search +2 Spell Resistance: 10 + 1 Per Level. Light Sensitive Halfling Rogue Note: Lightfoot Halflings (or hin) are the standard. Deep deep Bonus Feats: Darkvision, Bonus Skills: Search+2 Ghostwise ghostwise Barbarian No None Strongheart WORK IN PROGRESS Pixie pixie +3 Only Ability Bonus: Dexterity +8 Neutral Ability Bonus: Charisma +6 Ability Bonus: Wisdom +4 Ability Bonus: Intelligence +6 Ability Decrease: Strength -4 Ability Decrease: Constitution -4 Ac Bonus: +1 Damage reduction: +1, Soak 5 Cast Spell: Confusion (10) 1 Use/Day,Entangle (5) 1 Use/Day,Invisibility (3) 1 Use/Day,Lesser Dispel (5) 1 Use/Day,Polymorph self (7) 1 Use/Day~Item in Inventory Bonus Feats: Dodge, Darkvision Spell Resistance: 15 + 1 Per Level. Can only use tiny weapons...only clothing for armor and no shields Minotaur minotaur +3 No favored Evil Ability Bonus: Dexterity +2 (choose class Ability Decrease: Charisma -2 Human) Ability Bonus: Strength +2; additional +2, (at Class lvl 2) Restriction: Ability Bonus: Constitution +2 (at lvl 3) bard, rogue, Ability Decrease: Intelligence -4 wizard, Racial Feat: Natural Cunning..(item in sorcerer inventory will show map of any area. Minotaurs are unable to get lost. Bonus Feats: Darkvision Bonus Skills: Listen +1, Spot +1, Search +1 (level 1); additional Listen +1, Spot +1, Search +1 (level 4); Racial Natural Armor: +5, Gore: 1d4 (at lvl 1); 1d6 (at lvl 3)-offhand Charge: 2d6 (at lvl 1);2d8 (at lvl 3)

After you enter the server you will be jumped in and out to make the leto changes if required..this will only happen once. Please sit tight after creating these and keep an eye on your chat window for any error messages. the syntax names are not upper/lower case sensitve.

V3a - 9/9/2006 Page 36 THE PANTHEON OF SOJOURNEY

MAJOR DEITIES:

AZUTH Symbol: Lit candle above purple eye with triangular The High One/Patron of Mages/Lord of Spells pupil Alignment: Lawful Neutral Monk Order: Zealots of the Written Word (good) Portfolio: Elemental Air, Air Elementalists, Movement, NWN Domains: Knowledge, Good, Magic Speed, Flying creatures Symbol: Human left hand pointing upward, outlined in blue fire The Dark Maiden, Lady of the Dance Monk Order: Shining Hand (Neutral) Alignment: Chaotic Good NWN Domains: Knowledge, Magic, Protection Portfolio: Song, Beauty, Dance, Sword work, Hunting moonlight BANE Symbol: Nude long-haired female drow dancing with The Black Lord/The Black Hand/The Lord of a silver bastard sword in front of a full moon Darkness NWN Domains: Good, Animal, Healing Alignment: Lawful Evil Portfolio: Strife, Hatred, Tyranny, Fear GOND Symbol: Green rays squeezed forth from a black fist Wonderbringer/Lord of All Smiths Monk Order: Order of the Iron Gauntlet (Evil) Alignment: Neutral NWN Domains: Death, Evil, Strength, Destruction Portfolio: Artifice, Craft, Construction, Smithwork Symbol: A shining toothed wheel or cog with four CHAUNTEA spokes, in ivory, bone or metal The Great Mother/the Grain Goddess/Earthmother NWN Domains: Earth, Fire, Knowledge, Strength Alignment: Neutral Good Portfolio: Agriculture, Plants cultivated by humans, HELM Farmers, Gardeners, Summer The Watcher/The Vigilant One Symbol: Blooming rose on a sunburst wreath of golden Alignment: Lawful Neutral grain Portfolio: Guardians, protectors, protection Paladin Order: The Field Guardians Symbol: An open staring eye with a blue pupil and NWN Domains: Plant, Protection, Water, Good outline painted on the back of a right-hand war gauntlet or the palm of a left-hand war gauntlet CYRIC Paladin Order: The Vigilant Eyes of the God The Prince of Lies/The /The Black Sun NWN Domains: Protection, Healing, Strength Alignment: Chaotic Evil Portfolio: Murder, Strife, Lies, Intrigue, Deception, ILMATER Illusion The Crying God/The Broken God Symbol: A white skulls (sans jawbone) on a dark Alignment: Lawful Good purple or black starburst Portfolio: Endurance, suffering, martyrdom, NWN Domains: Destruction, Evil, Trickery perseverance Symbol: A pair of white human hands bound at the DENEIR wrists with blood-red cord Lord of All Glyphs and Images, the Scribe of Oghma Monk Order: Disciples of St. Sollars/Monks of the Alignment: Neutral Good Yellow Rose (Good), Broken Ones (Good) Portfolio: Glyphs, Images, Literature, Literacy, Paladin Order: Order of the Golden Cup; Companions Cartography, Scribes, Art of the Noble Heart NWN Domains: Good, Healing, Strength

V3a - 9/9/2006 Page 37 NWN Domains: Evil, Trickery KELEMVOR: Lord of the Dead/Judge of the Damned MIELIKKI Alignment: Lawful Neutral Our Lady of the Forest/The Forest Queen Portfolio: Death, The Dead Alignment: Neutral Good Symbol: An upright, bone-colored skeletal arm holding Portfolio: Forests, Forest Creatures, Rangers, Dryads, the golden scales of justice balanced evenly in its fist Autumn against a steel gray field Symbol: A white unicorn on a green field; a white Paladin Order: Knights of the Eternal Order unicorn’s head facing sinister; or a tiny star of dazzling NWN Domains: Protection, Travel, War white hue balanced on an open green oak or ash leaf NWN Domains: Animal, Good, Plant, Travel KOSSUTH: The Lord of Flames/The Firelord MILIL Alignment: Neutral Lord of Song, The One True Hand of All-Wise Oghma Portfolio: Elemental Fire, Fire Elementalists, Alignment: Neutral Good Purification through Fire Portfolio: Bards, Poetry, Song Symbol: A twining red flame Symbol: Five-stringed harp made of silver leaves Monk Order: Disciples of the Phoenix (Good), Brothers Paladin Order: Harmonious Order and Sisters of the Pure Flame (Neutral), Disciples of NWN Domains: Good, Knowledge the Salamander (Evil) NWN Domains: Destruction, Fire MYSTRA The Lady of Mysteries/Mother of All Magic LATHANDER Alignment: Neutral Good The Morninglord Portfolio: Magic, Spells, The Weave Alignment: Neutral Good Symbol: A circle of seven blue-white stars with a red Portfolio: Spring, Dawn, Birth, Renewal, Creativity, mist rising toward (or flowing from) its center Youth, Vitality, Athletics, Self-Perfection Paladin Order: Knights of the Mystic Fire Symbol: Sunrise made of rose, red and yellow gems NWN Domains: Good, Knowledge, Magic Paladin Order: Order of the Aster Monk Order: The Sun Soul (Neutral or Good) OGHMA NWN Domains: Good, Protection, Sun The Lord of Knowledge/Binder of What is Known Alignment: Neutral LURUE Portfolio: Knowledge, Invention, Inspiration, Bards The Unicorn, the Unicorn Queen, the Queen of Talking Symbol: A simple blank scroll Beasts Monk Order: Children of the Passive Voice (Neutral) Alignment: Chaotic Good NWN Domains: Knowledge, Travel, Trickery Portfolio: Talking beats; intelligent non-humanoid creatures SELUNE Symbol: Silver-horned unicorn head before a crescent Our Lady of Silver/The Moonmaiden moon Alignment: Chaotic Good NWN Domains: Good, Animal Portfolio: Moon, Stars, Navigation, Navigators, Wanderers, Seekers, Good and neutral lycanthropes MALAR Symbol: Two darkly beautiful human eyes surrounded The Beastlord/The Black-blooded Pard by a circle of seven stars Alignment: Chaotic Evil NWN Domains: Good, Protection, Travel Portfolio: Hunters, Marauding beasts and monsters, Blood, Blood-Lust, Evil Lycanthropes, Stalking SHAR Symbol: A brown-furred, bestial claw with long Mistress of the Night/Lady of Loss/Dark Goddess curving talons tipped with fresh red blood Alignment: Neutral Evil NWN Domains: Animal, Evil, Strength Portfolio: Dark, Night, Loss, Forgetfulness, Unrevealed secrets, Caverns, Dungeons, the Underdark Symbol: A black disk with a border of deep purple MASK Monk Order: Dark Moon (Evil) Master of All Thieves/Lord of Shadows NWN Domains: Evil, Knowledge Alignment: Neutral Evil Portfolio: Thieves, Thievery, Shadows Symbol: A black velvet mask, tinged with red v3a - 9/9/2006 Page 38 Symbol: A right-hand metal gauntlet held upright with SHAUNDAKUL palm forward Rider of the Winds/The Helping Hands Paladin Order: Order of the Golden Lion Alignment: Chaotic Neutral NWN Domains: Good, Healing, Protection, Strength Portfolio: Travel, Exploration, Long-range traders, Miners, Caravans, Portals TYMORA Symbol: A wind-walking bearded man in traveler’s Lady Luck/The Lady Who Smiles/Our Smiling Lady cape and boots Alignment: Chaotic Good NWN Domains: Air, Protection, Travel Portfolio: Good Fortune, Skill, Victory, Adventurers, Adventuring SHIALLIA Symbol: Silver coin featuring Tymora’s face Dancer in the Glades; Daughter of the High Forest; The surrounded by shamrocks Lady of the Woods NWN Domains: Good, Healing, Protection, Strength Alignment: Neutral Good Portfolio: Woodland fertility, Glades, Woodlands of TYR the North The Even-handed/The Maimed God/The Just God Symbol: Golden Acorn Alignment: Lawful Good NWN Domains: Animal, Plant, Good Portfolio: Justice Symbol: A balanced set of scales set upon the head of SILVANUS an upright war hammer Oak Father, the Forest Father, Treefather Paladin Order: Knights of the Merciful Sword / Alignment: Neutral Knights of Holy Judgment Portfolio: Wild nature, Druids NWN Domains: Good, Knowledge, War Symbol: A green, living oak leaf NWN Domains: Animal, Plant, Protection, Water TYMORA Lady Luck/the Lady Who Smiles,/Our Smiling Lady SUNE Alignment: Chaotic Good Firehair/Lady Firehair Portfolio: Good fortune, skill, victory, adventures Alignment: Chaotic Good Symbol: Silver coin featuring Tymora’s face Portfolio: Beauty, Love, Passion surrounded by shamrocks Symbol: The face of a beautiful, ivory-skinner human NWN Domains: Good, Protection, Travel maiden with long, red tresses Paladin Order: Sisters and Brothers of the Ruby Rose UMBERLEE Monk Order: The Sun Soul (Neutral or Good) The Bitch Queen, Queen of the Depths NWN Domains: Good, Protection Symbol: Blue-green wave curling left and right Alignment: Chaotic Evil TALOS Portfolio: Oceans, currents, waves, sea winds The Destroyer/The Storm Lord Worshipers: Sailors, Sentient sea creatures Alignment: Chaotic Evil NWN Domains: Destruction, Evil, Water, Air Portfolio: Storms, Destruction, Rebellion, Conflagrations, Earth-Shaking, Vortices UTHGAR Symbol: Three lightening bolts, each of a separate Father of the Uthgardt; Battle Father color, radiating from a central point Alignment: Chaotic Neutral NWN Domains: Destruction, Evil, Fire Portfolio: Uthgardt barbarian tribes, Physical strength Symbol: That of the individual beast totem spirit TEMPUS NWN Domains: Animal, Strength, War Foehammer/Lord of Battles Alignment: Chaotic Neutral WAUKEEN Portfolio: War, Battle, Warriors Merchant’s Friend Symbol: A blazing silver sword on a blood-red field Alignment: Neutral NWN Domains: Protection, Strength, War Portfolio: Trade, Money, Wealth Symbol: Gold coin with Waukeen’s profile facing left TORM NWN Domains: Knowledge, Travel The True/The True Deity/The Loyal Fury Alignment: Lawful Good Portfolio: Duty, Loyalty, Obedience, Paladins v3a - 9/9/2006 Page 39 MINOR DEITIES AND POWERS: Lliira (Chaotic Good) Auril Portfolio: Joy, happiness, dance, festivals, freedom, (Neutral Evil) liberty Porfolio: Cold, Winter NWN Domains: Good, Travel NWN Domains: Air, Evil, Water Loviatar Beshaba (Lawful Evil) (Chaotic Evil) Portfolio: Pain, Suffering, Torture Portfolio: Random mischief, Misfortune, Bad Luck, Monk Order: Disciples of the White Rod (evil) Accidents NWN Domains: Evil, Strength NWN Domains: Evil, Trickery Nobanion Eldath (Lawful Good) (Neutral Good) Portfolio: Lions, Wemics, Feline beasts, Royalty Portfolio: Peace, Quiet, Stillness, Pools, Springs, NWN Domains: Animal, Good, Strength Waterfalls NWN Domains: Good, Plant, Protection, Water Red Knight (Lawful Neutral) Finder Wyvernspur Portfolio: Strategy, Planning, Tactics (Chaotic Neutral) Paladin Order: Order of the Red Falcon Portfilio: Bards, Saurials, Cycle of Life, Transformation NWN Domains: Strength, Travel, War of Art NWN Domains: Knowledge, Magic Savras (Lawful Neutral) Garagos Portfolio: Divination, Fate, Truth (Lawful Evil) NWN Domains: Knowledge, Magic Portfolio: Betrayal, Political corruption NWN Domains: Destruction, Strength, War Sharess (Chaotic Good) Grumbar Portfolio: Hedonism, Sensual fulfillment, Festhalls, (Neutral) Cats Portfolio: Elemental earth, Solidity, Changelessness, NWN Domains: Good, Travel, Trickery Oaths Monk Order: Disciples of the Changeless Face (neutral) Shiallia NWN Domains: Earth, Strength (Neutral Good) Portfolio: Woodland Glades, Fertility, Growth, High Gwaeron Windstrom Forest, Neverwinter Wood (Neutral Good) NWN Domains: Animal, Good, Plant Portfolio: Rangers, Tracking NWN Domains: Animal, Good, Plant, Travel Siamorphe (Lawful Neutral) Hoar Portfolio: Nobles, Royalty (Lawful Neutral) Paladin Order: Order of the Silver Chalice Portfolio: Revenge, Retribution, Poetic justice NWN Domains: Knowledge, Travel NWN Domains: Knowledge, Travel Talona Istishia (Chaotic Evil) (Neutral) Portfolio: Disease, Poison Portfolio: Elemental water, Purification, Wetness NWN Domains: Destruction, Evil, Trickery NWN Domains: Air, Destruction, Travel, Water Valkur Jergal (Chaotic Good) (Lawful Neutral) Portfolio: Sailors, Ships Portfolio: Fatalism, Proper burial NWN Domains: Air, Good, Protection NWN Domains: Death, protection v3a - 9/9/2006 Page 40 Velsharoon (Neutral Evil) Vergadain (Neutral): Wealth, Luck, Trickery, Portfolio: Necromancy, Liches, Undeath Negotiation NWN Domains: Death, Evil, Magic NWN Domains: Knowledge, Travel, Trickery Monk Order: Long Death (evil) ELVEN PANTHEON: DWARVEN PANTHEON: Corellon Larethian Abbathor (Neutral Evil): Greed Chaotic Good NWN Domains: Evil, Trickery Portfolio: Magic, music, arts, crafts, war, the elven race. NWN Domains: Good, Magic, Protection, War Berronar Truesilver (Lawful Good): Safety, Truth, Home, Healing Angharradh Paladin Order: Berronar’s Valkyries (Chaotic Good) NWN Domains: Good, Healing, Protection Portfolio: Spring, Fertility, Birth, Wisdom NWN Domains: Good, Knowledge, Plant, Protection Clangeddin SilverBeard (Lawful Good): Battle, War, Bravery Aerdrie Faenya NWN Domains: Good, Strength, War (Chaotic Good) Portfolio: Air, Weather, Avians Dugmaren Brightmantle (Chaotic Good): Scholarship, NWN Domains: Air, Animal, Good, Invention, Discovery NWN Domains: Good, Knowledge, Magic Deep Sashelas (Chaotic Good) Dumathoin (Neutral): Shield Dwarves, Buried wealth, Portfolio: Sea Elves, Oceans, creation, Knowledge Ores, Gems, Mining NWN Domains: Good, Knowledge, Water NWN Domains: Earth, Knowledge, Protection Erevan Ilesere Gorm Gulthyn (Lawful Good): Guardians, Protection, (Chaotic Neutral) Vigilance Portfolio: Mischief, Change, Rogues NWN Domains: Good, Protection, War NWN Domains: Knowledge, Trickery

Haela Brightaxe (Chaotic Good): Battle, Adventurers, Hanali Celanil Luck (Chaotic Good) NWN Domains: Destruction, Good, War Portfolio: Love, Beauty, Art ,Romance, Enchantments, NWN Domains: Good, Magic, Protection Ladaguer (Lawful Evil): Dwarves, Fighters, Loremasters, Soldiers Labelas Enoreth NWN Domains: Evil, Magic, Protection (Chaotic Good) Portfolio: Time, Longevity The Moment of Choice, Marthammor Duin (Neutral Good): Guides, Explorers, History Travelers Good, Knowledge, Healing Temple: Abbey (Deadsnows) NWN Domains: Good, Protection, Travel Rillifane Rallathil (Chaotic Good) Moradin (Lawful Good): Creation, Smithing, Portfolio: Wood Elves, Woodlands, Nature, Wild Craftmanship, War Elves, Druids Paladin Order: Hammers of Moradin NWN Domains: Good, Plant, Protection NWN Domains: Earth, Good, Protection Sharindlar (Chaotic Good): Healing, Love, Mercy, Sehanine Moonbow Fertility (Chaotic Good) NWN Domains: Good, Healing Portfolio: Mysticism, Dreams, Death, Journeys, The Moon Thard Harr (Chaotic Good): Wild Dwarves, Jungle NWN Domains: Good, Travel, Knowledge survival, Hunting NWN Domains: Animal, Good, Plant v3a - 9/9/2006 Page 41 Solonor Thelandira Nebulun (Chaotic Good) (Neutral) Portfolio: Archery, Hunting, Wilderness survival Portfolio: Inventions, Good Luck NWN Domains: Good, Plant, War NWN Domains: Good, Strength

Fenmarel Mestarine Segojan Earthcaller (Chaotic Neutral) (Neutral Good) Portfolio: Wild Elves, Outcasts, Isolation Portfolio: Earth, Nature, The Dead NWN Domains: Animal, Plant, Travel NWN Domains: Earth, Good

Trishina Urdlen (Chaotic Good) (Chaotic Evil) Portfolio: Dolphins, Love, Fidelity, the Young, Play Portfolio: Greed, Bloodlust, Hatred NWN Domains: Good, Water NWN Domains: Earth, Evil

Shevarash HALFING PANTHEON: (Chaotic Neutral) Portfolio: Vengeance, Loss, Hatred of Drow Arvoreen NWN Domains: War, Strength (Lawful Good) Portfolio: Protection, Vigilance, War Monk Order: Hin Fist GNOME PANTHEON: NWN Domains: Good, Protection, War

Baervan Wildwanderer Brandobaris (Neutral Good) (Neutral) Portfolio: Forests, Travel, Nature Portfolio: Stealth, Adventuring, Thievery NWN Domains: Animal, Good, Plant, Travel NWN Domains: Travel, Trickery

Baravar Cloakshadow Cyrrollalee (Neutral Good) (Lawful Good) Portfolio: Illusions, Deception, Traps Portfolio: Trust, Friendship, Home Paladin Order: Knights of the Shadowy Cloak Monk Order: Hin Fist NWN Domains: Good, Protection NWN Domains: Good, Earth

Calladuran Smoothands Sheela Peryroyl (Neutral) (Neutral) Portfolio: Stone, Underdark, Mining Portfolio: Agriculture, Nature, Beauty, Love NWN Domains: Earth, Strength Monk Order: Hin Fist NWN Domains: Air, Water, Earth Flandal Steelskin (Neutral Good) Urogalan Portfolio: Mining, Physical fitness, Metalworking, (Lawful Neutral) Smithing Portfolio: Death, Earth NWN Domains: Good, Strength Monk Order: Hin Fist (neutral) NWN Domains: Death, Earth, Protection Gaerdal Ironhand (Lawful Good) Yondalla Portfolio: Vigilance, Protection, Combat (Lawful Good) Paladin Order: Shields of the Golden Hills Portfolio: Protection, Fertility NWN Domains: Good, Protection, War Monk Order: Hin Fist (neutral or good) Paladin Orders: Shields of Yondalla; Wayward Garl Glittergold Wardens (Lawful Good) NWN Domains: Good, Protection Portfolio: Protection, Humor, Trickery, Gemcutting, Smithing NWN Domains: Good, Protection, Trickery v3a - 9/9/2006 Page 42 ORC PANTHEON:

Bahgtru (Chaotic Evil): Loyalty, Stupidity, Brute Strength NWN Domains:Destruction, Evil, Strength

Gruumsh (Chaotic Evil): Orcs, Conquest, Survival, Strength, Territory NWN Domains: Evil, Strength, War

Ilneval (Neutral Evil): War, Combat, Overwhelming Numbers, Strategy NWN Domains: Destruction, Evil, War

Luthic (Neutral Evil): Caves, Orc females, Home, Wisdom, Fertility, Healing, Servitude NWN Domains: Earth, Evil, Healing Monk Order: Runeclaws (evil)

Shargaas (Chaotic Evil): Night, Thieves, Stealth, Darkness, the Underdark NWN Domains: Destruction, Evil, Trickery

Yurtrus (Neutral Evil): Death, Disease Monk Order: Brotherhood of the Scarlet Scourge (evil) NWN Domains: Death, Destruction, Evil

v3a - 9/9/2006 Page 43 MAPS

v3a - 9/9/2006 Page 44 ACKNOWLEDGEMENTS

We would like to give a nod of acknowledgement to the many people and other NWN persistent worlds who have gone before us, blazing the trail, just as we weave the path for those who follow us. These worlds include City of Arabel, Myth Drannor, Daggerford, TORIL, Devil’s Den, Etarnon, Fellowship of the Dragonsong, A Land Far Away (ALFA), and others. Some of these persistent worlds are no longer in operation, or have changed their focus and their names. This in no way lessens their contributions to the NWN community. Some of the material in this Guide may seem familiar, and that would not be particularly surprising. After all, how many ways can you say, “Be Nice, Play Nice, Have Fun.”?

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