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Post by struwelpeter on May 6, 2018 9:18:22 GMT -5
Hello there, I've played some NWN before, and I know FR canon. But I never played in FRC. I found the technical stuff, that is no issue. But the community forum is huge, and apparently your FR world has developed beyond canon. I wanna make a character compatible with your current historical situation and server atmosphere. Probably an Evereska elf. I would appreciate a few pointers. Thanks! S.p.
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Post by lucid on May 6, 2018 9:33:22 GMT -5
Elves are thriving here, many are around in the starting town GreatGaunt which tends to be the main hub, there are also the Wardens who guard the Hullack forest out east. And the usual assortment of “elf by birth but screw history” set. There is a spectrum of elves.
As for the particulars I would recommend just crafting your backstory and then have it vetted by a DM. In particular DM Monroe who -is- the devil in the details. Most of the core FR lore works for elves, you’re unlikely to break anything.
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Deleted
Deleted Member
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Post by Deleted on May 6, 2018 9:58:52 GMT -5
If I’m correct, I believe we’re still at 3.5 FRs timeline plus ten years of in house lore. None of that in house lore should interfere with making an Elven PC (myth drannor has been claimed in this timeline, correct?)
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Post by mandene on May 6, 2018 10:26:13 GMT -5
As someone who is currently playing an elf here, I concur to everything already mentioned here.
Elves ayed here are everything from "humans with pointy ears", to elves that eschew tradion by choice, and super traditional elves. The personalities and backgrounds run the gamut.
Evereskan elf is perfectly fine. If you have a reason for your elf to come from wherever suits your fancy, it's fine by most players.
The allowed subraces are: moon elf, sun elf, wild elf and wood elf. Only moon elf (vanilla elf) modifiers are employed.
Welcome to FRC.
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Post by PhatDorf on May 6, 2018 10:38:02 GMT -5
Elves are cool... I guess. Humans are pretty much still the best though. /s Welcome to FRC! I hope to see you around soon!
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Post by nemusator on May 6, 2018 10:49:52 GMT -5
Welcome. Something which might be helpful to you. DM Munroe said: "From the FRC Server Rules and Information post. Character Creation Do not give your character any type of noble status or title. For example "Sir", "Lady", "Lord", ect. Characters may not have the names of characters from existing fact or fiction, including historical figures or characters appearing in video or print media. Likewise, characters should not have names that are variations in spelling on any of the disallowed names, nor should they have names that are phonetically similar to expressions or phrases. Roleplay the ability scores your character is given. All characters should be from the Material Plane, and from Toril, the planet central to the Forgotten Realms Campaign. Only standard races and subraces are valid and accepted at FRC. Races and subraces allowed include: Human Elf Moon Elf Sun Elf Wood Elf Wild Elf Dwarf Gold Dwarf Shield Dwarf Halfling Lightfoot Halfling Strongheart Halfling Gnome Rock Gnome Half Orc Half Elf If you pick a subrace that is not listed here you will have to remake your character. Do not pick a headset with horns and choose a normal skin tone for your character. Normal can vary by race. An example: No purple humans, or bright green elves, ect. These listed in the quote are the only allowed subraces on FRC. Elf with no sub-race specified can be RPed as one of the four listed subraces of elf (Moon elf, Sun Elf, Wood Elf, and Wild Elf), and is generally assumed moon elf unless obviously one of the other three. Dwarf with no sub-race specified can be RPed as one of the two listed subraces of dwarf (Shield Dwarf and Gold Dwarf), and is generally assumed shield dwarf unless obviously a gold dwarf. Unspecified halfling is assumed to be lightfoot halfling, the more common of the halfling subraces outside of Luiren. Unspecified gnome is assumed to be rock gnome, the only playable gnome subrace on FRC. Half-elf player-characters on FRC have human and elven ancestry. Their elven ancestry should come from one of the four listed elven subraces above. Half-orc player-characters on FRC has human and orcish ancestry. FRC doesn't allow non-standard races as standard playable characters." frc.proboards.com/board/73/lore-lands
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Post by malclave on May 6, 2018 11:07:17 GMT -5
Probably an Evereska elf. I would appreciate a few pointers. Coming from outside Cormyr, your elf wouldn't be expected to know all the server-specific lore. So, any differences between WotC canon and FRC canon can be chalked up to false rumors, misinformation, and so on. One of my characters even played this up by referring to Greatgaunt and Valkur's Roar as Isinhold and Redmist when she first started, reflecting the out-of-date information she had. I say, make your character, come up with a reason to come to Cormyr, and dive in!
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Post by erratic1 on May 6, 2018 12:30:12 GMT -5
As someone who is currently playing an elf here, I concur to everything already mentioned here. Elves ayed here are everything from "humans with pointy ears", to elves that eschew tradion by choice, and super traditional elves. The personalities and backgrounds run the gamut. Evereskan elf is perfectly fine. If you have a reason for your elf to come from wherever suits your fancy, it's fine by most players. The allowed subraces are: moon elf, sun elf, wild elf and wood elf. Only moon elf (vanilla elf) modifiers are employed. Welcome to FRC. You forgot the Erevanites!
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Abii
~
Department of Corrections
Beeing good is overrated..
Posts: 273
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Post by Abii on May 6, 2018 13:28:30 GMT -5
I think elven race got death mark on their ears...
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Post by Munroe on May 7, 2018 20:57:01 GMT -5
Hello there, I've played some NWN before, and I know FR canon. But I never played in FRC. I found the technical stuff, that is no issue. But the community forum is huge, and apparently your FR world has developed beyond canon. I wanna make a character compatible with your current historical situation and server atmosphere. Probably an Evereska elf. I would appreciate a few pointers. Thanks! S.p. We're currently in the 3.x Forgotten Realms timeline and using The Grand History of the Realms as our baseline campaign timeline. The current year is 1382 DR. While the in-game clock moves faster, months and years on FRC move at a 1-to-1 ratio with real-time, so we'll advance to 1383 DR next year. It's currently the 7th day of Mirtul in-game, because it's the 7th of May in real-time. (There is a forum-wide announcement thread explaining time, so I refer you to that: Time moves! 01 Jan 2018 = 01 Hammer 1382 DR) In the current year, Vhaeraun and Selvetarm are dead (They died in 1375 DR). All knowledge of Kiaransalee was erased from existence in 1377 DR and she faded away with all knowledge of her, so she effectively never existed. (In other words, don't mention her in-character.) Bahamut returned as a Faerunian lesser deity in 1373 DR and is available as a deity option for clerics. (Unlike most LG deities, he only allows his clerics to be of LG and NG alignments. He does not allow LN clergy.) If you are playing a character that is not from Cormyr, you don't need to know much about the events that have happened in-game, so you can focus on canon, particularly 3.x canon, for your character's background. Characters from Sembia might know that Sembia and Cormyr had a brutal "conflict" a few years ago, but most characters from outside the region don't need knowledge of in-game events. Oh. If you are coming from a 4e background, note that eladrin changed between 3.x and 4e. In 3.x eladrin are a race of Chaotic Good celestials that have some elf-like qualities while in their humanoid forms. They can also assume energy or light forms (depending on the type of eladrin), and their so-called "Faerie Court" is in the Gates of the Moon. The celestial eladrin are commonly found in the Gates of the Moon and in Arvandor, but they are allies of the gods that dwell in those realms; they do not collectively serve the gods. In 4e D&D, eldarin are a race of "high elves," and a playerable race that should not be considered the same race.
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Post by Animayhem on May 7, 2018 22:21:15 GMT -5
Welcome. I have two Elves and one is from Evereska.
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Post by Dobian on May 7, 2018 22:53:18 GMT -5
Dwarves, don't forget the dwarves!
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Post by lakhena on May 9, 2018 6:11:02 GMT -5
I play an elf from Evereska. Feel free to hit me up for some lore.. Are you the same struwelpeter from Myth Drannor?
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Andros
Old School
I only know that I know nothing
Posts: 437
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Post by Andros on May 9, 2018 9:28:11 GMT -5
In case you want to go with a character from cormyr the gist of it is this:
About 3-4 years ago there was a Cormyr-Sembia war where Sembia invaded and it lasted for months but the offensive was broken at the Siege of Marsember leading to a peace settlement shortly after.
The Cities west of the Stormhorns (Greatgaunt and Valkur's Roar) are not part of cormyr proper but rather are a kind of protectorate nominally under Cormyrean control but still semi-independent.
The rest is pretty much the same as in canon.
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SandalwoodDream
Old School
He scowled up at Tanis. 'Why the beard? You were ugly enough.' ~ Flint Fireforge
Posts: 265
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Post by SandalwoodDream on May 9, 2018 17:30:31 GMT -5
Elves? Humans? Dwarfs? .. pfft really should start with something right -sized ... go with a hin .. I mean really .... Joking aside .. welcome to the forums and server ... ~BG
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Post by DOT on May 9, 2018 23:01:33 GMT -5
Elves? Humans? Dwarfs? .. pfft really should start with something right -sized ... go with a hin .. I mean really .... Joking aside .. welcome to the forums and server ... ~BG Hin's where its at!
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Post by Munroe on May 10, 2018 6:21:58 GMT -5
The Cities west of the Stormhorns (Greatgaunt and Valkur's Roar) are not part of cormyr proper but rather are a kind of protectorate nominally under Cormyrean control but still semi-independent. The rest is pretty much the same as in canon. Greatgaunt and Valkur's Roar are south of the Storm Horns, and they are part of Cormyr. At one time in-game (part of 1372 and all of non-existent 1373 DR) they were independent of Cormyr and independent of each other under what was the Western Reach Accord. In 1374 DR (8 years ago IRL and in-game, and when we started tracking time) they were brought back into the fold of Cormyr. They were actually both renamed when they rejoined Cormyr. Prior to rejoining Cormyr, both when they were part of Cormyr before that, and when they were independent, they were named Isinhold and Redmist. (They were renamed in 2010/1374 to bring them more in-line with canon locations on some maps of Cormyr, as Isinhold and Redmist are not canon locations but Greatgaunt and Valkur's Roar are.) Due to some politics, Thay still has some political influence within Valkur's Roar. Basically, when Isinhold and Redmist became independent, Cormyr and the Thayan Enclave near Proskur were both trying to regain control of both territories. Redmist sought independence from Cormyr and would even turn to Thayans for support in that independence. Isinhold did not want independence, but was cut-off geographically from Cormyr by Redmist controlling the territory of all the maintained roads to Cormyr. So the Western Reach Accord was struck that basically said Cormyr and Thay wouldn't conquer Redmist or Isinhold, but neither could Redmist conquer or annex Isinhold. In other words, the Western Reach Accord was largely to protect Isinhold from Redmist and Thay, but also to keep Cormyr from trying to reacquire Redmist. Thay, who had significant influence in Redmist already, appointed a governor to oversee the city (or bought him after he was appointed). This was Lord Jorias Bloodstil. Under Lord Jorias Bloodstil and the Thayan mercenary guards known as the Scarlet Guard (led for a time by Ranan Hallomein), Redmist was a place of terror. Elves were not welcome in the city and risked arrest or even death on-sight. An underground movement "quickly" arose within Redmist (actually it took awhile, we were in 1372 DR for a couple years) lead by Sir Byron Aaron Pickett (I may have his name a little wrong, this was years ago) and a coalition of player-characters that included Ailren, Darkharp, Mynian Copperhand, and even Ranan Hallomein (that the Scarlet Guard had already turned-on and executed, displaying his head at the city wall for awhile). They eventually won Redmist independence from Thayan overseers. Once free of obvious Thayan control (it could be argued that Thay still had their hooks in), Independent Redmist set-up its own governing council that included Sir Byron Aaron Pickett and Talbot, the merchant that operates Talbot's Table (formerly known as The Redmist Inn). They outlawed a number of religions in Redmist at this time, including, notably, the worship of Siamorphe. Though they were not under Thayan control, they were still not fond of Cormyr either. Well, 1373 DR was the Year of Rogue Dragons. FRC didn't formally run 1373 DR in our timeline as we had been running in 1372 DR for years without time advancing, so we decided to jump time ahead to 1374 DR, and just smudge time a bit between 1372 DR and 1373 DR. During the skipped year, dragons attacked across Faerun because of the Dracorage. Redmist was one of the communities hit by dragons severely during the Dracorage, so Cormyr moved in to provide support to the city. Their infrastructure had been damaged and they weren't in a condition to govern themselves, so they accepted Cormyrian control once again. When 1374 DR began (and time started running at a 1-to-1 ratio), Cormyr had regained control of Redmist because Redmist needed them, and Isinhold had happily rejoined Cormyr (as they had never wanted to leave but were forced out by geographical concerns). In order to put the past behind them, or perhaps to interfere with the terms of the Western Reach Accord, Cormyr decreed that Redmist would henceforth be Valkur's Roar and Isinhold would henceforth be Greatgaunt. Thay claimed that Cormyr was in breach of the Western Reach Accord, but they had already lost their strong influence in Redmist even before Cormyr took over, so rather than contest Cormyr's claim to the city, they insisted that they retain a Thay-appointed seat on Valkur's Roar's City Council. And it is for this reason that the position of High Mage of Valkur's Roar is appointed to a Thayan wizard (though not always a Red Wizard) to this day. Valkur's Roar (formerly Redmist) and Greatgaunt (formerly Isinhold) are very much a part of Cormyr though.
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Post by Animayhem on May 10, 2018 9:48:34 GMT -5
If I may make a suggestion, before making your concept character, make a basic character to get the feel of this place. Easier to ditch a test character than one getting established. Although if something is not quite correct with your character, you are either gently reminded in a pm and/or you can rp the corrected course in game or in the forum. I have experienced this with one of my characters.
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Post by Munroe on May 10, 2018 11:49:31 GMT -5
If I may make a suggestion, before making your concept character, make a basic character to get the feel of this place. Easier to ditch a test character than one getting established. Although if something is not quite correct with your character, you are either gently reminded in a pm and/or you can rp the corrected course in game or in the forum. I have experienced this with one of my characters. :) I made a "test character" to try FRC when I started back in 2005. I never did make the character I thought I would make after I tried out the place, and my "test character" is still around. (I last played her on Tuesday.)
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Post by Aoi on May 10, 2018 14:41:48 GMT -5
The death mark comment is not really helpful. There's some really good information here already. So I can't add much more. I didn't start with a test character. I read the server rules and those about the PrC I had in mind first. Then I created my toon. I've not been playing as long as others here, but for a while. But I must say I don't like Great Gaunt as the main hub so much. The reason is easy. There's been too much PvP for a starting area there for my taste in a while. A new character or one who wants to meet people, a relatively peaceful place is better to thrive in peace in my opinion. One of my toons avoids GG mostly because of RP reasons as it got too dangerous after seeing friends lured into death there. The other is there every now and then because of the low level stuff. But on some days I also experienced that even GG is pretty dead sometimes because everyone is on the raod for dungeons. I find it helpful to know safe places for RP where a character can meet people and become known through RP. My character Davina has moved to Shallybrook but is also often in Suzial. Anna is sometimes in GG because her spquire unit is there and for healing lens and work in Suzial. Just an example. I rather would like to see RP places more spread as there are more nice places than only that one. Places where character development is possible without ongoing PvP, NPC killing or too much drama. It helped me in the beginning to know where I can go to for adventure and RP as well. Maybe you all would like to post, where your characters mostly hang out?
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Post by Animayhem on May 10, 2018 17:08:57 GMT -5
With respect Aoi, rp is where you find it or create it . Most of the heavy violent rp, PVP which occurred really has not been seen much lately. There has been a resurgence in guild rp and dms have been also assisting with personal rp of player characters. I always like to rp and am willing to greet new players. I play Marister, A'zu'ra and Naralith.
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Post by louballic2 on May 10, 2018 18:53:57 GMT -5
By the way - if you want to looksee - - go "walkabout"
Its two areas out the east gate to Vulurs Roar (more by the south gate and then east) Its two areas south to Thay enclave. Its four areas north to Skullcrag - run if you see bettles or worgs. Its longer to Suzail (Suzi) - the big smoke. The roads are pretty safe. You can visit the other cities just by travelling (the caravans are more convenient but cost money - but walking about gives a feel for geography) You should visit Shallybrook, Waymoot. Espar, Tyrak, Eveninstar, Arabel, Dealuk, Immersea, Marsmember. Just follow the roads. There is a Map on the website. {I will say wveryting east of Marsmember is not in (yet)} i love horses (ponies cast 2000gp available in Tyrak - makes galloping about the countryside easier) The stores are all different - I found I had to make a list of what stores store what on a piece of paper. (*giggle* stock which items for clearer meaning)
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Post by struwelpeter on May 28, 2018 5:43:50 GMT -5
Thank you all for your replies. Another couple of questions: does the server have an appearance setter for head models? Does it support Mystic Theurge?
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Post by hellscream123 on May 28, 2018 6:04:41 GMT -5
There is an appearance aid for server used head options.
Mystic Theruge can be done by cross class. But we have no extended prestige classes outside nwn's normal set.
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Post by Shantis on May 28, 2018 9:57:19 GMT -5
Some sincere hints...
- Try to find players who are in the same time range as you and develop some type of partnership or friendship icly to develop your character better and more easily, in addition to the same level range (Around 1-7 levels, but the limit is 10). The game is very demanding for exploration in some areas, and about some classes, like rogue, are quite cruel if you go alone without knowing the area propely. This make a whole difference and help you a lot, salving your life and time.
- Some dungeons have a level limit, so with the exception of frontline classes such as warriors, barbarians or paladins, going alone is more risky and complicated. If go alone, be extra-careful. Have an invisible potion in your quickslot to drink and avoid the death if something go wrong.
- Collect all the rare coins of the game (they are 18 or 20) and trade them on valkur road in the bank. Every 5,000 lions (official server currency), you exchange for a bank note, avoiding losing money if the character dies. You can sell your loot with some special npcs. In greatgaunt you find one in the griffon inn, and another in Valkur road, selling arrows.
- You can buy intermediate equipment on valkur road, but the ideal is to save and accumulate money to buy a better material, produced by players or sold in Suzail or other cities. Detail: Each town or village has its own items for sale.
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Post by struwelpeter on May 28, 2018 19:26:42 GMT -5
Thanks for the tips! So how do players produce equipment? Is there a craft system?
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Post by louballic2 on May 28, 2018 19:26:52 GMT -5
The head changer only works - on character creation - before you enter the world - and after go get past the adventurers charter - - as far as I know.
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Post by Shantis on May 28, 2018 19:45:41 GMT -5
Thanks for the tips! So how do players produce equipment? Is there a craft system? Yes. Spending points in the default bioware crafting systen skills, improved with some scripts using objects and furniture to produce stuff.
You need to buy a hammer in the blacksmith and use an anvil to make weapons and metal armor.
You need to buy a leather tool and work with leather in a worktable to produce leather armor. You can use ingredients to produce potions (not the same of brew potion feat, I think) in an alchemist table to produce something. You can take gems and use some procediments to give enchantments to armor or weapons.
And other stuff around. You need to discover recipes ingame, with other players. And have to spend a lot of time hunting materials. We have no writen registers in the forum. Maybe you find some fun trying to discover everything. In most cases, you end using gold and materials to produce something.
If you look icly, another veteran player will show up to teach you, with a proper roleplay.
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Post by Animayhem on May 28, 2018 22:54:11 GMT -5
Thanks for the tips! So how do players produce equipment? Is there a craft system? Yes. Spending points in the default bioware crafting systen skills, improved with some scripts using objects and furniture to produce stuff.
You need to buy a hammer in the blacksmith and use an anvil to make weapons and metal armor.
You need to buy a leather tool and work with leather in a worktable to produce leather armor. You can use ingredients to produce potions (not the same of brew potion feat, I think) in an alchemist table to produce something. You can take gems and use some procediments to give enchantments to armor or weapons.
And other stuff around. You need to discover recipes ingame, with other players. And have to spend a lot of time hunting materials. We have no writen registers in the forum. Maybe you find some fun trying to discover everything. In most cases, you end using gold and materials to produce something.
If you look icly, another veteran player will show up to teach you, with a proper roleplay.
You also need to buy patterns and kits. Though you can buy decent gear as well even at lower levels.
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