Post by DM Jorteck on Sept 18, 2021 16:28:05 GMT -5
Rumors have spread from a small village in the far north region of High Horn of a newly established trade route. Numerous job postings soon populate the village's notice boards, and as news spreads across Cormyr, Deep Delver's inn is soon flooded by adventurers and merchants looking for their next payday.
With this update, FRC pushes north to include the sandy, coarse and irritating regions of the Anauroch.
Numerous new areas are now available to explore, hunt, and gather, and we look forward to the stories that will develop here Here is a bit of a background and history about some of the major areas you can find, as sourced from the 2nd edition pdf of the Anauroch by Ed Greenwood (and picked out by DM Sauron )
Lion's Eye Oasis This is the sole verdant spot in the Quarter of Emptiness. This large oasis originally was the home of a community of several hundred lamia. Recently, the Lamia are said to have abandoned the oasis, leaving it free for the Bedine to occupy.
Ma'atar Oasis A rich oasis of nut trees and shaded vegetable plantings. It is encircled by a stone rampart, and is said to be defended by sellswords soldiers and a wizard. Servants tend the tree plantations and a carefully-watered, newly-established grazing lawn. A tranquil pool fills the center of this artificial oasis.
Ruins of Rasilith In the depths of the Quarter of Emptiness, an ancient city stands half-buried in a massive dune. Its encircling walls are of gray stone, as thick as a camel is tall. Inside the walls, the buildings stand intact, around a central fortress.
Some sages believe this city was once Tower Hlithal, westernmost of the settlements of Anauria. Others think that it lies too far west to be Hlithal, and is even older, a remnant of a human realm that preceded what are called "The Lost Kingdoms" today.
Few folk have explored Rasilith, to settle the matter. A generation ago, a Bedine tribe did come upon the intact city, and made plans to settle there, before disaster fell upon them. In the central courtyard of the fortress was a well. Warriors descending to clean it out said it went down five hundred feet, opening into a great labyrinth of underground grottos filled with rivers of cool water.
A fantastic claim, that seemed but hundreds of buckets of water, as sweet as honey and cool as the night, were drawn up in a single day, and the flow never slowed. The delighted Bedine had little time to enjoy their new home; when night fell, asabis climbed up out of the well, and slaughtered the greater part of the sleeping tribe. Only a few children (who had camped outside the walls because they were afraid to sleep in a place of so much stone) escaped, and the laertis pursued them until the full desert sunlight rose over the sands, savaging and devouring any whose galloping camels slowed or stumbled.
Laertis still lair in the caverns beneath the city, caverns ruled by the Phaerimm, who will direct forces of up to seven hundred laertis to pursue and slay anyone who finds this entry to their underground realm.
Elah'zad Oasis This out-of-the-way oasis is sacred to the Bedine. Its name means "House of the Moon", and that is also the name of the temple it holds. The oasis well-hidden in a formidable maze of salt flats and rocky hills. It is not an easy place for an invader to reach or to attack.
A seemingly-endless chain of thousand-foothigh knolls slopes at last down into a small basin entirely surrounded by grayish ridges. Over a hundred small springs well up on the basin's sides and trickle down its gentle slopes. Crimson-leaved shrubs with blue stems and twiggy trees with copper and silver sprigs border each stream, forming vividly colored bands of vegetation that are strung about the basin like an immense spider web, each strand following a life-giving stream down the hill to a central lake, encircled by lush grass.
This sapphire-hued lake covers a full mile of the Sacred Grove at the bottom of the basin. In the center of the lake is a small, grassy island, and on the island stands an alabaster palace, built in the shape of a three-quarters moon: the House of the Moon.
The Bedine cross this lake by means of two round boats of their own making. These low, clumsy craft are fashioned of camel hide stretched over wooden frames; their stitched seams let in streams of water.
The island is a small, grass-covered hill no more than a hundred yards across, topped by the three-quarter circle of the alabaster palace. The House is made of a chalky, translucent desert rock cut so thin that anyone standing on the island can see the shapes of a throne and chairs inside, through the walls. it is entered through a gracefully curved foyer, carved from a single piece of stone shaped without any visible joints.
The foyer opens into a circular room. A huge throne covered with hammered copper sits at the far side of the room, flanked on either side by a row of stout chairs carved of dark wood. The floor is marble so black that it seems a bottomless pit; the ceiling is a single slab of translucent stone that filters sunlight into the chamber as a warm, creamy radiance. Blood spilled in the room vanishes into the black marble without a trace.
The House of the Moon is as old as the gods, and stood before the Scattering. The goddess Eldath can choose to speak through the mouth of any woman who enters it (the woman falls asleep, and the goddess directly and completely controls her body).
According to the Bedine, Elah'zad was the home of the moon goddess (Elah, or Selune), but At'ar (the sun goddess) drove her away and made it a prison for Eldath, the Mother of the Waters, because she was jealous of Eldath's beauty. Camels are not allowed to drink of the sacred waters (the streams and waters, where the Bedine believe that Eldath dwells); a separate camel well is provided for them.
It goes without saying that this was a monumental build, and it deserves massive credit to DM Sauron who has continued to show patience while developing and iterating this region to get it in a ready state for the server.
Hullack Iron Mine
News spreads across the adventuring community spread of a devastating attack of a former orc settlement deep within the Hullack, though there have been mixed reports on the instigators of the attack. Some mention an internal power struggle, others mention it was a rival clan. Others say it was a monster of a different kind, noting frequent demonic chanting during dark nights.
A special gift from Plotter as one of his last epic projects, the "Hullack Orc Mine" has been completely reworked with a new set of nasty encounters for you to face.
Who knows what you will find down there...
A new combat mode has been added that allows you to deal non-lethal damage to other players and creatures.
As per the 3.5 SRD, non-lethal attacks are melee attacks that are taken at a -4 penalty. All raw physical damage (piercing/bludgeoning/slashing) that would typically be applied as lethal damage is instead applied as non-lethal damage. The creature still takes lethal damage from elemental damage, ranged attacks and spells. Non-lethal damage is tracked separately from HP, and is visible in your character portrait as soon as you have sustained any non-lethal damage:
If you are lucky and sustain 100% non-lethal damage, your character will be dazed, and have the opportunity to run away from your attacker to regain your composure. If this damage exceeds 100%, your character will fall unconscious. In this state, you character may be picked up in the same way as dead bodies: frc.proboards.com/thread/34205/dead-character-carrying
To activate the mode, simply type "!subdue" to toggle the mode on/off.
Subdual and PvP - All PvP rules are still enforced while using subdual mode: frc.proboards.com/thread/29381/server-rule-expanded-pvp-rules The intent behind the subdual system is to provide a way to express a character's motivation towards a potential foe. Are they a killer assassin? A dwarf barbarian in its favoured terrain of a bar brawl? Or are they an Illmater priest simply trying to protect themselves from a threat without causing harm?
This does not mean it is a get-out-of-jail free card when it comes to Cormyr's law enforcement, and knocking everyone out with malicious intent will still bear consequences.
Martial Fighting Styles
This update adds a new option in the crafting menu for changing your character's fighting style/animation set.
To change styles, open the Crafting Menu, and select the new "Change Fighting Style" option:
The FRC Team would like to thank the community member "Ragnarok_mr4" for their work on the Alternate Combat Animations Pack and for sharing it with the community.
Dye Kit: Per-part Coloring
(Shoutout to ShadowCatJen for the screenshot! You do not want to see my attempt...)
Armor and Clothing can now be colored per part by using the Dye Kit tool. Simply use the dye tool as normal - when you select the "Armor/Clothing" option, you will now be prompted to select a part. You can purchase a dye kit from the DMFI merchant in the welcome room.
- You can now carry all unconscious players. This includes players knocked out from non-lethal damage, and characters who are rolling to stabilize from dying. - Characters who come to life and/or wake up while being carried by another player will now drop out of the carriers hands. This fixes an exploit where players could make themselves permanently invisible with a well timed raise dead scroll. - Disabled several guild stores containing items that could be erroneously enchanted to exceed the server's item cost limit. Updated stores will be added in a future update. - Fixed a feedback message when receiving XP outside of level restrictions being incorrectly formatted.
Arabel - Arterian Estate - Fixed a misplaced invis object. - Fixed a typo in the description of the Tradic Longsword
Eveningstar - Survival Shop - Fixed the shop NPC not being stationed at the counter.
Eveningstar - Interior (The Iron Hand) - Speculative fix for a game crash when entering the "Iron Hand" smithy in Eveningstar.
Greatgaunt - West of - Hobgoblin Outpost - Removed the auto-close script on the door/gate.
Low Road, Rumbling Hills - Ettin Lair - Significantly reduced the max CR of the Ettin encounters spawned to better reflect the intended level range, and prevent low level players from being killed from higher CR spawns.
Marsember - Morningmist Hall - Lighting adjustments, added water flooring
Skull Crag - Wild Wolf Inn - Fixed an issue where the area was not cleaned up correctly
Storm Horns - Frigid Peaks - Skyrlien - Frost Giant encounters are now more difficult.
Post by DM Jorteck on Oct 27, 2021 16:13:20 GMT -5
Server Update 2021-10-26
Low Road, River Turns East - Ant Swarms have expanded their nests.
Shallybrook - The Three Dragon's Villa is ready for Soul Harvest
Various area bugfixes & updates for events
Technical updates & preparation for an upcoming major update.
Client Compatibility Note
In an upcoming server update, we will be dropping support for players running game versions older than 8193.33. In the future, you will be booted when you connect to the server when running older versions.
Please update your game and let us know if you run into any issues. If you are running the game via BeamDoge or GoG, the game should automatically.
Updated server restart scheduler - Server restarts now occur at fixed times during the week, instead of being relative to the server startup. - The restart timer now shows full days, hours and minutes remaining instead of the largest component (e.g "5 hours 30 minutes" instead of "5 hours") - Improved DM tooling for adjusting restart timers. They no-longer have to do math. - Restarts will currently occur every Monday, Wednesday, Friday at 12pm GMT (6am CST), but can be adjusted.
Reworked /help Command - Refreshed with a new layout and usage. - You can now get help for an individual command with /help <command> - Some commands no-longer work with a ! prefix. Please consult /help if a command you were using is no-longer working. We are slowly migrating commands to this new system as a part of the script restoration.
Bugfixes/Misc Changes - Fixed a server crash when a player typed the body carry command twice or more and attempted to pick up a body. - Fixed a server timer issue when the in-game calendar rolled over to a new month causing all NPC encounters to stop spawning - Player location and temporary data is now based on CD key + character name instead of player name + character name (NWNX) - The "player name limbo" system has been removed as it is superseded by this functionality.
Last Edit: Jan 4, 2022 6:27:16 GMT -5 by DM Jorteck