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Post by DM Hawk on Dec 8, 2022 7:25:40 GMT -5
A well-groomed gnomish mustache twitches as the letter is read. A quill scribbles and some ink dribbles then correspondence is on its way.
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Post by DM Hawk on Nov 26, 2022 16:17:39 GMT -5
The crackle of the fire was a welcome sound. The chamber was warm, almost too warm, but it was to her liking. Slowly, with almost lazy feline-grace Catling turned and reached her arm to rest on the chest of her husband as he lay beside her. She felt soft furs and blankets. She did not feel any husbands.
A slight crease formed on her sleepy brow as Cat felt around the bed. Forcing herself to sit up, Cat turned bleary eyes toward the window and saw only darkness. Dawn had not come. Lathander must still be asleep, as they both should have been. The fire crackled again.
The hearth? Blinking, Cat turned her head towards the fireplace embedded in the chamber’s stone wall where a fire burned, merrily warming the room. The crease on Cat’s brow deepened. The fire should have burned out hours ago. It was usual for the room to be chilly when they woke. Chilly meant time for snuggling.
Adjusting to the light from the hearth, Cat glanced about the bed chamber. He was not within. Despite the warmth of the room, she felt a cold pit in her stomach. Had he made the fire? How could he have done without waking her, clumsy as he was?
Rising from the bed, Cat strode across the room with growing momentum. Collecting a sleeping gown from the back of a tall, wooden chair she slid her naked arms into the sleeves and wrapped it about herself. Once the gown was laced, a modest robe was selected, thrown on with growing haste, and cinched at the waist. Finally she selected a long coat and a fur cloak besides and made her way towards the door where stockings and shoes waited.
By habit, Cat paused and looked toward the full-length mirror along the way. Her long, copper hair was disheveled and her eyes were sleepy and puffy. Even so, her beauty radiated in the firelight. Cat was almost perfect, she knew. She had been made that way.
* * *
Giogi Wyvernspur brushed Daisey Eye VII’s coat to a shine while she enjoyed her bucket of oats. Placing a hand on her rump he walked behind the palfrey in the small stable. The chilly air of early winter pre-dawn gloom gave Giogi a slight bounce to his step. Placing the brush on the bench, he gathered up the saddle and tack in both arms and with a grunt, hefted it onto Daisy’s back.
The stable boy, recently roused from slumber by the lord’s entrance moved to assist, but the hand of Gwyndaelyn touched his shoulder to restrain him. Giogi gave a private smile to his niece and she smiled in return.
While quite pretty, Gwyn wore the hawk nose, the piercing blue eyes, and strong sharp features of the Wyvernspurs. This look was softened by the golden hair she had gotten from her mother.
Giogi preferred to methodically go through the mundane steps of things, to help order his thinking about whatever lie ahead. The habit frustrated Cat and the stable lad didn’t know what to do with himself as he stood there, prevented from assisting the Lord of House Wyvernspur while he grunted, heaved, and jostled the horse’s saddle. It was a habit Giogi found difficult to explain but Gwyn understood it. He didn’t have to explain it to her and that was a comfort.
Lord Wyvernspur could feel Daisy’s eyes on him and he turned. She had finished her oats and was looking at him expectantly. Right. With a smile, Giogi produced the green apple he had fetched from the darkened kitchens on the way out of the villa. He stroked Daisy’s neck as she munched the apple in his hand. His thoughts drifted to the long road ahead.
“Giogioni.”
The tone was colder than Uktar. Leaving Daisy to her apple, Giogi straightened his back, raising his lanky, tall frame for all its lordly height and turned to pay the piper.
The stable boy was bowing at the waist overlong, not daring to look up. Gwyndaelyn was smiling.
“Good morn, Auntie” Gwyn beamed, unaware of Giogi’s peril.
Cat stood in the stable door, the cold of The Rotting blowing in behind her. Her fiery hair was a mess, her eyes were puffy from sleep…by Selûne and all gods above, below, and sideways she was beautiful. She was perfect. She was created that way. Perfect and famous for her temper. She was quite angry now.
Oh boy.
* * *
“Going for a dawn’s ride, Lord Wyvernspur?” Cat narrowed her eyes, glancing at the robust saddlebags adorning Daisy Eye’s flanks.
“Ah, well, yes Cat.” Giogi was standing straight as an arrow facing her, but his eyes were downcast.
Damn it all.
“Yes and no, Aunt Cat. We’re for Arabel first and then –”
“You are not helping, Gwyn.” Giogi’s muddy brown eyes were capable of amplifying a rebuke.
“Look at me, Giogi” Cat said in a softer tone. The Lord of House Wyvernspur did as she bid. The rebuke in his eyes turned to sadness.
“Arabel?” The cold pit in Cat’s stomach was growing.
“Yes” Giogi allowed but he didn’t offer more.
Damn him. No, damn Myrmeen and her thrice- damned scarlet thread.
“When were you going to tell me? Tell the children?” The gaze of her emerald eyes intensified.
“I told them last night.” Giogi said, withering beneath Cat’s gaze. There was a long moment of silence.
Quietly, Gwyndaelyn dismissed the stable lad.
“Arabel and then to return home. A tenday then” Cat stated, praying it were true.
“Yes. Well, no.” Giogi’s expression became dejected.
“You’ve been home three moonturns this year, if that. How long will you be gone this time?” Cat’s temper flared, armoring her breaking heart.
“I know, Cat. I don’t know” Giogi was holding her gaze now, accepting her fury. Tempting her to let it all fall upon him. Damn him.
“Where else then?” Catling swallowed the painful lump.
“Arabel to start, then Bospir, Sunset Hill, Hultail, Thunderstone, everywhere really.” Giogi took a breath.
“Not everywhere, Auntie. I’ll ride out to Thunder Gap so that Uncle doesn’t have to travel that far” Gwyn offered. It was too little and too late.
“Thunder Gap!” Incredulous, Cat felt her nostrils flaring as involuntary tears stung her eyes, “The Eastern Marches are Dauneth’s responsibility!”
“This is my task, Cat. The King – “
“The Crown Prince!” Cat corrected with outrage, “He isn’t the king yet or have you forgotten? Why must you traipse about the kingdom on the whim of a fifteen-year-old boy?”
Giogi’s voice was meek, “I have a duty-“
Cat closed her eyes and let him have it, “Yes you have a duty! To Olivia and Cory, to your house, and to me! The Crown Prince has regents and barons and lords and war wizards a plenty. You are the only father and husband we have!”
Catling felt Giogi’s lips on her forehead. His next words were spoken into her skin, “Mayhaps the War Wizards could make… copies. Replicants to help so that –“
The slap was a sharp as a Wyvernspur nose and Giogi’s face jerked aside with a red mark on the cheek. How could he?
Lord Wyvernspur approached as Cat stood her ground. His arms enveloped her. He rested his red cheek in the midst of her red hair, “Forgive me, Cat. I don’t always have the best ideas.”
Of course, she would. Just not yet. Cat wept and raged into Giogi’s thin chest. Her hands balled into fists, striking his shoulders.
“They trust us, Cat. We must uphold their faith as they rely upon Wyvernspur. Not just for Alusair and Azoun, but to his grandfather as well, and Tanalasta, gods rest their souls.”
Cat whispered into her lord’s chest “They are fifteen years gone, husband. Let them go. You don’t have to do this.”
Giogi wiped Cat’s cheek dry with a thumb and then tapped his chest beside her face with two fingers, “Not that far gone, Cat. They’re right here.”
Giogi’s heart was big, too big. But was there truly room enough inside for all of them at once? She wiped her eyes and looked up into his, “Caladnei, Laspeera, Moristan, Jestra, Fat Ambrose...”
Giogi looked at his wife with puzzlement, “What of them?”
“Have them teleport to speed your way or make use of their costly portals.” Cat’s eyes were pleading.
“I can’t ask them, Cat.” Giogi wished he knew to do more than shrug his slender shoulders as he held her in his embrace.
“Why not?” Cat asked with defiance, “Crown secrets? Even from them? Let me do it then. We’ll teleport the whole damned kingdom across and I’ll have you home in time for the Jolly Spirit.”
“It’s not that, Cat” Giogi despised his limitations never more than he did this cold Uktar morn, “I need the time on the road to think. The words do not come easily.”
Catling left his embrace. Left the stable. Left him to ride out into the world without her.
* * *
The dawning sun just crested the wall when the Purple Dragon Lionar road up to the north gate, her warhorse’s hooves clacking on the cobbles.
Guardsmen Winstan and Brooklee stirred from their watch fire to regard the officer in the dawn’s light.
“Hail the gate!” The Purple Dragon’s voice rang clear and easily with authority as Lionars did all too often, “Make way! Lord Wyvernspur rides!”
The rising sound of clacking hooves confirmed the officer’s command. The two guardsmen hurried to the gate and raised the bar. They weren’t given time enough to determine whether the road was clear past the gate. It had been a cold, dark night.
No sooner than the gates swung open, wailing in protest upon their hinges, that the first rider was through. Clad from helm to boot in gilded mail and trailing the bright green and yellow trappings of House Wyvernspur, she bore the standard of the High Warden of the West.
Behind the Wyvernspur knight the lord himself rode past on a graceful palfrey. Lord Wyvernspur spared the men a smile and a wave as he rode past.
Wyvernspur knights, men-at-arms, and Purple Dragon officers thundered by, perhaps a dozen in all.
The Lionar wheeled her horse up on its hind legs, either showing off or yielding to the excitement of the ride. Reaching into a cloak pocket she threw the men each their own gold piece and then was off, throwing up dust behind as she raced to catch up to Lord Wyvernspur’s company.
Brooklee bent hurridly to collect his gold piece from where it had fallen on the cobbles, less some urchin or other sneak from the shadows to snatch it away. With a grin he looked at the coin in the light of the dawning sun and his jaw went slack. The coin was platinum.
Winstan shook his head and marveled, “Did you see all the gold and silk? Can you imagine the cost?”
Brooklee couldn’t but he was more interested in testing the weight of his platinum piece.
With their eyes fixed on the riders breaking from immersea to gallop the open road neither man noticed the silhouette in the high window of the Wyvernspur villa, or the copper hair caught in the breeze of the cold Uktar morning.
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Post by DM Hawk on Nov 22, 2022 13:25:09 GMT -5
Posters are raised at the gates of Valkur's Roar. They are also placed in the inns and taverns of the city, and on the sign posts along the roads of the barony.
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Post by DM Hawk on Oct 30, 2022 15:07:07 GMT -5
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Post by DM Hawk on Oct 23, 2022 12:33:33 GMT -5
Hail Cormyrians! Last year DM Jorteck implemented a non-lethal damage system by which Player Characters may deal non-lethal damage against other PC's or monsters. When enough non-lethal damage is dealt the target is knocked out. Non-Lethal Damage from Subdue Mode can be used to knock out rather than kill an opponent. This can be used when sparring with friends, capturing rather than killing an enemy, and when someone's asking for it but doesn't need to die. Giving someone a beatdown remains against the law in most cases but carries a lighter penalty than killing someone. Having the ability to engage in non-lethal combat gives players more options when facing armed conflict. Keep in mind when using Subdue Mode that your opponent may not. It's possible to take lethal damage from your opponent while attempting to deal non-lethal damage back. Be careful. frc.proboards.com/post/361857/threadThe updated chat commands can be viewed any time in game using the /help command. The /subdue command is on the list. Enter /subdue to start Subdue Mode. When using Subdue Mode in combat, your character will deal non-lethal damage instead of physical damage. Fighting to subdue an opponent instead of killing them is difficult, requiring restraint and self-control. A penalty of -4 is applied to the character's attack bonus. To exit Subdue Mode, use the same command: /subdue One character's regular attack bonus. The same character's attack bonus with the Subdue Mode penalty applied. Fight Fighting in Subdue Mode dealing non-lethal damage, as shown in Flesh Wound Pink font in parentheses. Lethal physical damage dealt is zero. Non-Lethal Damage taken is shown as a percentage towards Knock Out on your character portrait. The percentage represents hit points lost to non-lethal damage in ratio to the character's total hit points. When the Knock Out percentage reaches 100% the character is knocked out. Note the attack penalty icon next to the portrait indicating the -4 penalty for fighting in Subdue Mode. Non-Lethal damage heals at the higher rate between 1% of maximum hit points or 1 hit point per minute. As your character heals non-lethal damage, the KO percentage reduces. Healing potions can restore non-lethal damage. Bring it When a character receives non-lethal damage equal to his total hit points a knockout occurs. Knocked out characters fall unconscious and are paralyzed. They will remain in this state until the non-lethal damage is recovered. The character portrait of a knocked out character demonstrates the KO Percentage above 100%. As KO damage is healed, the percentage will decrease. When the KO damage is reduced below 100% the character will wake up and can take action. Waking up does not mean all of the character's non-lethal damage is healed. The character may still have a high percentage of non-lethal damage and be realistically easy to knock out again until they've healed all the non-lethal damage taken. Come at me bro Elemental or energy damage remains lethal even when fighting in Subdue Mode. Only physical damage is changed to non-lethal damage. A character knocked out by an opponent in Subdue Mode wielding a weapon that dealing elemental or energy damage will show reduced hit points from lethal elemental damage and non-lethal physical damage. It is possible to kill someone in subdue mode if lethal energy or elemental damage reduces the opponents hit points. Opponents taking these types of lethal damage while in subdue mode will face death and dying scenarios at 0 hit points and -11 hit points normally. A character taking lethal and non-lethal damage from an opponent fighting in Subdue mode will heal Non-Lethal damage as described above but Lethal Damage will remain until healed by magic, healing items, or resting. Subdue Mode and Non-Lethal damage work on monsters as well and they can be knocked out. Fighting a monster while using Subdue Node and wielding a weapon with energy or elemental damage will deal non-lethal physical damage and lethal bonus damage to the monster just as it would a player character opponent. This monster was knocked out but has also been injured by lethal bonus damage. Monsters heal from non-lethal damage as player characters do. Watch out, monsters can use Subdue Mode as well and can knock out players. And run off with all their stuff. Continuing to strike a knocked out creature will begin dealing lethal damage, even in Subdue Mode. An opponent can only take so much non-lethal damage before it becomes lethal. Be careful. We hope you'll enjoy finding creative uses for this feature on FRC. Thank you to DM Jorteck for developing this for us and to Marriah for assisting with the demo.
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Post by DM Hawk on Oct 18, 2022 12:13:22 GMT -5
Hail Cormyrians! Server Rule 21 Expanded - Character Creation Rules has been updated for Alignment and Patron Deities as included in the New Character Experience rolled out previously. frc.proboards.com/post/373658/threadfrc.proboards.com/thread/36231/new-character-creation-faith-selectionPrevious version: FRC Character Creation Rules The following character creation rules are in place to help maintain the immersive roleplay quality of the FRC server setting. 1. Place of Origin - All FRC Player Characters should be from the Material Plane and from Toril, the planet central to the Forgotten Realms Campaign Setting. 2. Character Race - Only standard races and sub-races are valid and accepted on FRC. Creating a character having a sub-race that is not listed below will result in remaking the character. Races and sub-races allowed include: Human - Bedine, Calishite, Chondathan, Chultan, Damaran, Halruuan, Illuskan, Kara'Turan, Maztican, Mulan, Rashemi, Shou, Tethyrian, and other human ethnicities. Dwarf - Gold Dwarf, Shield Dwarf Elf - Moon Elf, Sun Elf, Wild Elf, Wood Elf Gnome - Rock Gnome Halfling - Lightfoot, Strongheart Half-Elf - Human and Moon Elf, Sun Elf, Wild Elf, or Wood Elf descent Half-Orc 3. Social Status and Titles - At creation FRC Player Characters should be considered common born. Do not give your character any type of noble status or title. For example "Sir", "Lady", "Lord", etc. 4. Character Names - FRC Player 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. 5. Character Heads and Skin Tones - Do not select a head with horns or with exaggerated features not applicable to your character's race. Choose a normal skin tone for your character's race. Normal can vary by race. For example, there should be no purple humans, or bright green elves, etc. 6. Ability Scores - Players may assign the ability scores for their characters as they wish, but the scores must be roleplayed. Ability scores below 10 mean the character is less than average in that attribute and the smaller the number the more deficient that attribute becomes. Characters with an Intelligence less than 10 cannot read or write and have trouble speaking properly. Characters with a Charisma less than 10 are less attractive or influential in some significant way, smell worse, etc. 7. Barbarian Alignment - Barbarians begin play with a restriction against Lawful Alignment. Should a Barbarian character shift to a Lawful Alignment later in their career they may lose their ability to rage by receiving a Fallen Status Token. A Lawful character may not advance as a Barbarian. This restriction can be removed if the Barbarian coordinates with a DM or EDM and successfully earns a Non-Lawful alignment shift. See Fallen Status. 8. Cleric Patron Deities, Alignment, Domains, and Atonement - Clerics must have a deity that is native to the Forgotten Realms setting. Generally, a cleric's alignment can only be one step from their deity's alignment. For example, the deity Bane is Lawful Evil and a cleric of Bane can only be Lawful Evil, Neutral Evil, or Lawful Neutral. If playing a cleric, please see the following link to read further and note exceptions. frc.proboards.com/post/20339/threadClerics must also have the correct domains for their selected deity. If playing a cleric, a list of pantheons with deities, alignments, and domains usable on FRC may be found here: frc.proboards.com/post/316873/threadAdditionally, players may request approval from the DM Team to play a cleric having a fiendish lord as their patron. The virtuous Celestial Paragons do not desire mortal worshipers and do not have clerics on the Prime Material Plane. Please contact a DM for more information if needed. Clerics who change their faith or act in ways opposed to their god’s alignment or purposes may lose access to their divine abilities by receiving a Fallen Status Token. A Fallen Cleric may not advance further as a Cleric. These restrictions can be removed if the Cleric coordinates with a DM or EDM and successfully earns Atonement. See Fallen Status. 9. Druid & Ranger Patron Deities and Druid Atonement - Druids and Rangers must have a patron deity to cast spells. Druids must follow a nature deity, but Rangers do not. If needed, a list of nature deities usable on FRC may be found here: frc.proboards.com/post/316867/threadA Druid who changes their faith, ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a Non-Druid may lose access to their divine and nature abilities by receiving a Fallen Status Token. A Fallen Druid may not advance further as a Druid. These restrictions can be removed if the Druid coordinates with a DM or EDM and successfully earns Atonement. See Fallen Status. 10. Monk Orders and Multi-classing - A Monk is not required to belong to a Monastic Order on FRC but a Monk must belong to a Monastic Order to multi-class within the allowances of the Order. Monks who do not belong to a Monastic Order may not multi-class freely. However a Monk without a Monastic Order may cease advancing as a Monk permanently and opt to take other classes going forward. Players making this decision should notify the DM Team and advise the character's current class levels. If you play a Monk who belongs to a Monastic Order and decide to leave the order please notify the DM Team of your decision and your character's current class levels. FRC Player Character Monks belonging to a Monastic Order may multi-class according to the allowances of the Order on this list: frc.proboards.com/post/316868/thread11. Paladin Orders & Multi-classing, Falling from Grace, and Atonement - All Paladins in the Forgotten Realms are devoted to a patron deity having Lawful Good, Neutral Good, or Lawful Neutral alignment. The Chaotic Good goddess Sune Firehair is the exception as she also has paladins among her followers. Paladin characters may not take the Blackguard prestige class. Should you wish for your Paladin to Fall from Grace, you must contact a DM. A paladin who changes their faith, ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct may lose access to their divine abilities by receiving a Fallen Status Token. A Fallen Paladin may not advance further as a Paladin. These restrictions can be removed if the Paladin coordinates with a DM or EDM and successfully earns Atonement. See Fallen Status. A Paladin is not required to belong to a specific Paladin Order on FRC but a Paladin must belong to a Paladin Order that allows multi-classing to multi-class within the allowances of the Order. Paladins who do not belong to a Paladin Order that allows multi-classing may not multi-class freely. However a Paladin without a Paladin Order that allows multi-classing may cease advancing as a Paladin permanently and opt to take other classes going forward. Players making this decision should notify the DM Team and advise the character's current class levels. If you play a Paladin who belongs to a Paladin Order and decide to leave the order please notify the DM Team of your decision and your character's current class levels. FRC Player Character Paladins belonging to a Paladin Order may multi-class according to the allowances of the Order on this list: frc.proboards.com/post/316871/threadThis is not an exhaustive list of all the Paladin Orders in the Forgotten Realms, but other orders than those listed do not allow multi-classing. 12. Disallowed Multi-class Combinations - The following multi-class combinations are not allowed on FRC. - Paladin/Sorcerer - Paladin/Blackguard - Blackguard/Sorcerer - Monk/Druid 13. Disallowed Feat - The Devastating Critical Feat is not allowed on FRC. FRC's Lore of the Lands section has a trove of information that may be of interest to FRC Players of characters of all types. The FRC Lore of the Lands section may be found here: frc.proboards.com/board/73/lore-landsPlease ask a DM if there are any questions about FRC Character Creation Rules or share your question in the DM Q&A section here: frc.proboards.com/board/27/dm-answersThank you, The FRC Staff Revision: FRC Character Creation Rules The following character creation rules are in place to help maintain the immersive roleplay quality of the FRC server setting. 1. Place of Origin - All FRC Player Characters should be from the Material Plane and from Toril, the planet central to the Forgotten Realms Campaign Setting. 2. Character Race - Only standard races and sub-races are valid and accepted on FRC. Creating a character having a sub-race that is not listed below will result in remaking the character. Races and sub-races allowed include: Human - Bedine, Calishite, Chondathan, Chultan, Damaran, Halruuan, Illuskan, Kara'Turan, Maztican, Mulan, Rashemi, Shou, Tethyrian, and other human ethnicities. Dwarf - Gold Dwarf, Shield Dwarf Elf - Moon Elf, Sun Elf, Wild Elf, Wood Elf Gnome - Rock Gnome Halfling - Lightfoot, Strongheart Half-Elf - Human and Moon Elf, Sun Elf, Wild Elf, or Wood Elf descent Half-Orc 3. Social Status and Titles - At creation FRC Player Characters should be considered common born. Do not give your character any type of noble status or title. For example "Sir", "Lady", "Lord", etc. 4. Character Names - FRC Player 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. 5. Character Heads and Skin Tones - Do not select a head with horns or with exaggerated features not applicable to your character's race. Choose a normal skin tone for your character's race. Normal can vary by race. For example, there should be no purple humans, or bright green elves, etc. 6. Ability Scores - Players may assign the ability scores for their characters as they wish, but the scores must be roleplayed. Ability scores below 10 mean the character is less than average in that attribute and the smaller the number the more deficient that attribute becomes. Characters with an Intelligence less than 10 cannot read or write and have trouble speaking properly. Characters with a Charisma less than 10 are less attractive or influential in some significant way, smell worse, etc. 7. Patron Deities and Alignment - Faerun is polytheistic and people may pray to many gods but the selection of a character's Patron Deity is personal and a character may have only one Patron at a time. Given this relationship, a character may not have a radically different alignment than her Patron Deity. For example, a chaotic good rogue may not choose Bane, the lawful evil god of tyranny and fear, as her Patron. As divine spell casters, Clerics, Druids, Paladins, and Rangers have further considerations when selecting a Divine Patron (see below). 8. Barbarian Alignment - Barbarians begin play with a restriction against Lawful Alignment. Should a Barbarian character shift to a Lawful Alignment later in their career they may lose their ability to rage by receiving a Fallen Status Token. A Lawful character may not advance as a Barbarian. This restriction can be removed if the Barbarian coordinates with a DM or EDM and successfully earns a Non-Lawful alignment shift. See Fallen Status. 9. Cleric Patron Deities, Alignment, Domains, and Atonement - As divine spell casters, Clerics must have a Patron Deity that is native to the Forgotten Realms setting. Generally, a cleric's alignment can only be one step from their deity's alignment. For example, the deity Bane is Lawful Evil and a cleric of Bane can only be Lawful Evil, Neutral Evil, or Lawful Neutral. If playing a cleric, please see the following link to read further and note exceptions. frc.proboards.com/post/20339/threadClerics must also have the correct domains for their selected deity. If playing a cleric, a list of pantheons with deities, alignments, and domains usable on FRC may be found here: frc.proboards.com/post/316873/threadAdditionally, players may request approval from the DM Team to play a cleric having a fiendish lord as their patron. The virtuous Celestial Paragons do not desire mortal worshipers and do not have clerics on the Prime Material Plane. Please contact a DM for more information if needed. Clerics who change their faith or act in ways opposed to their god’s alignment or purposes may lose access to their divine abilities by receiving a Fallen Status Token. A Fallen Cleric may not advance further as a Cleric. These restrictions can be removed if the Cleric coordinates with a DM or EDM and successfully earns Atonement. See Fallen Status. 10. Druid & Ranger Patron Deities and Druid Atonement - As divine spell casters, Druids and Rangers must have a Patron Deity native to the Forgotten Realms setting and have an alignment within one step of their deity's alignment. Druids must follow a nature deity, but Rangers do not. If needed, a list of nature deities usable on FRC may be found here: frc.proboards.com/post/316867/threadA Druid who changes their faith, ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a Non-Druid may lose access to their divine and nature abilities by receiving a Fallen Status Token. A Fallen Druid may not advance further as a Druid. These restrictions can be removed if the Druid coordinates with a DM or EDM and successfully earns Atonement. See Fallen Status. 11. Monk Orders and Multi-classing - A Monk is not required to belong to a Monastic Order on FRC but a Monk must belong to a Monastic Order to multi-class within the allowances of the Order. Monks who do not belong to a Monastic Order may not multi-class freely. However a Monk without a Monastic Order may cease advancing as a Monk permanently and opt to take other classes going forward. Players making this decision should notify the DM Team and advise the character's current class levels. If you play a Monk who belongs to a Monastic Order and decide to leave the order please notify the DM Team of your decision and your character's current class levels. FRC Player Character Monks belonging to a Monastic Order may multi-class according to the allowances of the Order on this list: frc.proboards.com/post/316868/thread12. Paladin Patron Deities, Paladin Orders & Multi-classing, Falling from Grace, and Atonement - As divine spell casters, Paladins are devoted to a Patron Deity native to the Forgotten Realms setting having Lawful Good, Neutral Good, or Lawful Neutral alignment. The Chaotic Good goddess Sune Firehair is the exception as she also has paladins among her followers. Paladin characters may not take the Blackguard prestige class. Should you wish for your Paladin to Fall from Grace, you must contact a DM. A paladin who changes their faith, ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct may lose access to their divine abilities by receiving a Fallen Status Token. A Fallen Paladin may not advance further as a Paladin. These restrictions can be removed if the Paladin coordinates with a DM or EDM and successfully earns Atonement. See Fallen Status. A Paladin is not required to belong to a specific Paladin Order on FRC but a Paladin must belong to a Paladin Order that allows multi-classing to multi-class within the allowances of the Order. Paladins who do not belong to a Paladin Order that allows multi-classing may not multi-class freely. However a Paladin without a Paladin Order that allows multi-classing may cease advancing as a Paladin permanently and opt to take other classes going forward. Players making this decision should notify the DM Team and advise the character's current class levels. If you play a Paladin who belongs to a Paladin Order and decide to leave the order please notify the DM Team of your decision and your character's current class levels. FRC Player Character Paladins belonging to a Paladin Order may multi-class according to the allowances of the Order on this list: frc.proboards.com/post/316871/threadThis is not an exhaustive list of all the Paladin Orders in the Forgotten Realms, but other orders than those listed do not allow multi-classing. 13. Disallowed Multi-class Combinations - The following multi-class combinations are not allowed on FRC. - Paladin/Sorcerer - Paladin/Blackguard - Blackguard/Sorcerer - Monk/Druid 14. Disallowed Feat - The Devastating Critical Feat is not allowed on FRC. FRC's Lore of the Lands section has a trove of information that may be of interest to FRC Players of characters of all types. The FRC Lore of the Lands section may be found here: frc.proboards.com/board/73/lore-landsPlease ask a DM if there are any questions about FRC Character Creation Rules or share your question in the DM Q&A section here: frc.proboards.com/board/27/dm-answersThank you, The FRC Staff
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Post by DM Hawk on Oct 16, 2022 18:18:08 GMT -5
The Reserve Guard Captain reports directly to the Castellan and the office's duties include:
- Swearing and upholding an oath of service and allegiance to the Baron, City, and People of Valkur's Roar
- Serving at the pleasure of the Baron and Castellan of Valkur's Roar
- Serving on the Valkur's Roar Council and attending Council Meetings
- Exercising Command of the Valkur's Roar Reserve Guard
- Maintaining the Training and Readiness of the Reserve Guard
- Attending and leading the Reserve Guard on Valkur's Roar Reserve Musters
- Providing Security for the Baron, the Baron's family, and Valkur's Roar Council Members where Required
- Maintaining conduct befitting of a high officer of the city
- Leading by Example
- Cooperation and Coordination with Valkur's Roar Reserve Officers and City Council Members
- Other Duties and Responsibilities as assigned by the Baron or the Castellan
Candidates for the Reserve Guard Captain Office must be in good standing with the Baron, City, and Kingdom. Candidates must be a sworn member of the Reserve Guard.
Note: The selection process may be competitive.
The Minister of Forestry reports directly to the Baron and the office's duties include:
- Swearing and upholding an oath of service and allegiance to the Baron, City, and People of Valkur's Roar
- Serving at the pleasure of the Baron of Valkur's Roar
- Serving on the Valkur's Roar Council and attending Council Meetings
- Recruiting, Maintaining the Training Valkur's Roar Foresters
- Responsibliy Managing the Resources of the Mistwood for the Betterment of Valkur's Roar
- Establishing and Maintaining Harmonious Relations with Peaceful Denizens of the Mistwood
- Defending the People of Valkur's Roar and Cormyr from Hostile Denizens of the Mistwood
- Maintaining conduct befitting of a high officer of the city
- Leading by Example
- Cooperation and Coordination with Valkur's Roar City Council Members
- Other Duties and Responsibilities as assigned by the Baron
Candidates for the Minister of Forestry must be in good standing with the Baron, City, and Kingdom.
Note: The selection process may be competitive.
The Office of Herald reports directly to the Baron and the office's duties include:
- Swearing and upholding an oath of service and allegiance to the Baron, City, and People of Valkur's Roar
- Serving at the pleasure of the Baron of Valkur's Roar
- Serving on the Valkur's Roar Council and attending Council Meetings
- Recruiting, Maintaining the Training Valkur's Roar Town Criers
- Maintaining Awareness of Current Affairs and Briefing the Council
- Representing the Baron, Council, and City in Cormyrian and Foreign Affairs
- Administering Proclamations by the Crown, Baron, or Council as Required
- Entertaining Cormyrian and Foreign Dignitaries in Valkur's Roar
- Maintaining conduct befitting of a high officer of the city
- Leading by Example
- Cooperation and Coordination with Valkur's Roar City Council Members
- Other Duties and Responsibilities as assigned by the Baron
Candidates for the Office of Herald must be in good standing with the Baron, City, and Kingdom.
Note: The selection process may be competitive.
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Post by DM Hawk on Oct 16, 2022 18:15:21 GMT -5
With a voice that belies his size, the gnomish herald of Valkur's Roar Frimgarold Scheppenfiedlen makes rounds of the city under escort by two guardsmen in the city's blue and green uniforms. Stopping at the markets, taverns, and crossroads, the herald proclaims,
Hear ye, Hear ye,
Baron Azorus Crownsilver, Lord of Valkur's Roar
Doth hereby decree to one and all
The city's office of Herald has been reappointed on an Interim Basis to
Administrator Frimgarold Scheppenfiedlen.
The Baron extends his gratitude to the former Interim Herald, Mynian Copperand.
Mistress Copperhand continues her service in Valkur's Roar as the Minister of Interior.
and
On an Interim Basis, the city's office of the Captain of the Guard has been appointed to
Museum Commissioner Runa Rothgar.
Commissioner Rothgar will serve as Interim Guard Captain until a Permanent Replacement is appointed.
The Baron extends his gratitude to the retired Captain of the Guard, Lady Lorren Wren for her service.
and
The Baron is accepting applications for the following offices on Permanent Basis:
The Captain of the Guard
The Minister of Forestry
The Office of the Herald
These seats are now open for selection. Those interested in attaining these positions on the Baron's Council should send applications to the City's current Herald, namely
Master Frimgarold Scheppenfiedlen
Note that following the volcanic destruction of the Isle of Ashen Winds, the Minister of Isles Office has been Closed.
This proclaimed by the will of the Baron
16th of Marpenoth, 1386, The Year of the Halflings' Lament
The proclamations are tacked to notice boards in crossroads and town gates across the Western Reach and Suzail, along with qualifications required for the open offices.
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Post by DM Hawk on Oct 16, 2022 15:49:19 GMT -5
Hail Cormyrians! With the introduction of Instance Timers in the recent server update, FRC's Rule 10 has been revised. frc.proboards.com/post/373658/threadPrevious version:
10. Do not Power Level or Farm - Power Leveling and Farming are not acceptable on FRC.
"Power Leveling" is defined as a higher level character taking a lower level character into places they couldn't survive on their own in order to level faster. A higher level character should not be taking a lower level character into places where they would die just stepping in.
Characters in a party with members more than 10 levels apart may adventure together for roleplay but will not receive XP while partied and may not loot from stationary loot containers. We ask that you pick up loot dropped by monsters and you may use whatever you find on them, including keys to gain access to other areas and quest items to earn a quest reward. You may not loot chests, bones, cabinets, lockers, armor stands and anything else you find on your travels containing loot drops, except drops from monsters/encounters. We refer to this as The 10 Level Rule.
"Farming" is defined as visiting the same area or encounters over and over again waiting for spawns and loot. It can also mean going around in a circle of certain spots/areas over and over again in a pattern. Another form of farming is going to areas with little or no risk when encountering the easier creatures.
Take time in between dungeons before revisiting. Here is the minimum set amount of time before one can revisit a dungeon to not violate the farming rule:
Level Dependent Outline for Visits (real life time) Character levels 1 through 5 - 1 visit per day Character levels 6 through 40 - 1 visit every 7 days. We refer to this as The Seven Day Rule.
The only recognized exemptions to this rule include:
- Revisiting an area while playing an alternate character.
- Scouting the area for a party that intends to enter the area immediately. For example, checking the cave entrance to make sure the party wont be ambushed.
- The attempted rescue of a slain character/party with the express purpose of retrieving the fallen and bringing them to safety. When revisiting an area for a rescue one should only fight monsters in the path of reaching the characters in need of rescue and no loot containers should be accessed.
- Travel through an outdoor area with the purpose of getting to the next transition point to continue on a journey to a further destination. For example, taking the most direct route through an area from transition A to transition B. This means not hitting all the spawns in the area beyond the most direct route.
- The previous visit was during a DM run event which brought the character(s) to the area.
Revision: 10. Do not Power Level or Farm - Power Leveling and Farming are not acceptable on FRC. "Power Leveling" is defined as a higher level character taking a lower level character into places they couldn't survive on their own in order to level faster. A higher level character should not be taking a lower level character into places where they would die just stepping in. Characters in a party with members more than 10 levels apart may adventure together for roleplay but will not receive XP while partied and may not loot from stationary loot containers. We ask that you pick up loot dropped by monsters and you may use whatever you find on them, including keys to gain access to other areas and quest items to earn a quest reward. You may not loot chests, bones, cabinets, lockers, armor stands and anything else you find on your travels containing loot drops, except drops from monsters/encounters. We refer to this as The 10 Level Rule. "Farming" is defined as going to areas with little or no risk when encountering the easier creatures. For the same reason the dungeons inside the town of Greatgaunt cap at level 6, we encourage players to leave behind adventure areas that no longer present any risk in favor of areas that present a challenge for your character. The only recognized exemptions to this are: - The attempted rescue of a slain character/party with the express purpose of retrieving the fallen and bringing them to safety. When visiting a lower level area for a rescue one should only fight monsters in the path of reaching the characters in need of rescue and no loot containers should be accessed. - Travel through an outdoor area with the purpose of getting to the next transition point to continue on a journey to a further destination. For example, taking the most direct route through an area from transition A to transition B. This means not hitting all the spawns in the area beyond the most direct route. - Accessing the area as part of a DM or EDM Event
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Post by DM Hawk on Sept 30, 2022 11:35:48 GMT -5
Hail Cormyrians!
FRC has been updated with the following:
- Player Housing Placeable Limit Increased to 200 - Mercurial Weapons Reclassified as Martial Weapons - Valkur's Roar Great Hall Keys Updated - Misc Fixes
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Post by DM Hawk on Sept 27, 2022 19:53:44 GMT -5
Hail Cormyrians! The FRC Team is happy to announce the following update: Player HousingSuzail Market Square Apartments – Vacancies Available!Be sure to speak to the landlord Macham about the new real estate in Suzail available in economical, standard, and large dwellings. He has a deal for you! Need extra keys for your friends and partners? The Shiny Skeleton has opened its doors and Micky will be happy to help you out. The player housing area system is entirely built into the module and allows players to decorate their own homes in game or allow other players to help. This opens up roleplay opportunities for interior designers and decorators as character professions. Anyone may purchase up to 1 apartment in Suzail for themselves and may furnish it to serve as a dwelling and/or gathering place or home business. While Macham's Apartments in Suzail will be our first location for player housing there are plans to expand housing to other locations in the future. House interiors can be customised via in-game commands. There are numerous placeable appearances in the creator, so unleash your creativity! Just remember Macham's Apartments are a dwelling in Suzail so designs created are considered vanity & decoration only. Functional seating and other furniture items can be purchased from the usual furniture stores for use in dwellings. In the future, crafting stations and more furniture options will be available. New Language SystemThe language token system is being replaced with a more modern system with support for: - Mixed language/translated use (e.g: [This will be translated] while this won't [but this will be]) - Support for other chat channels (whispers/party chat) - More free inventory space by removing undroppable items Additionally, the system implements a "language proficiency" value. This means that when you decide that your character wants learn a language, you will receive the language "token" immediately. This token will start with a proficiency level of 0. When your character speaks, it will be near intelligible to other characters who know the language. As DMs observe progression in the language, additional proficiency levels will be granted until the character is finally fluent when reaching a proficiency of 100. As experience in the language grows, the translation will have less and less typos and be more easily understood. Instance Timers - Replacing the "7 Day Rule"FRC is removing the The Seven Day Rule and introducing instance timers for all hostile encounters and loot spawns. Players are no longer limited to visiting an adventure area more than once a week. However, XP and loot gained from return visits will behave differently. Unlike the initial design proposed in last years transparency report, our new approach for timer resets is based on two different timers for experience and loot gains from encounter and treasure containers Loot is rewarded per party, while experience will be rewarded individually.Individual Players returning alone to an adventure areas within 7 days will receive no XP or loot. By joining a party, Individual players returning to an adventure area within 7 days will receive loot but not XP. Any member of the party who is visiting the adventure area for the first time within the last 7 days will receive both XP and loot from encounters and treasure containers. Loot will spawn normally for the party and eveyrone may share. An entire Party returning to an adventure area will receive no XP and no loot only if every individual in the party has visited the adventure area previously within the last 7 days. ExamplePlayer A and B decide to complete the goblin camp together. If they return together or individually, they will not receive experience or loot drops when entering the area again that week. If player A and B invite Player C for a return visit and this is the first visit for Player C this week, the party will gain loot. XP will only be gained by player C however, as players A and B have already visited the dungeon this week. We hope the Instance Timer system relieves some of the pain points around the 7-day rule, particularly the OOC issue presented when forming parties and deciding which dungeon locations are open for the group. We also hope this will better facilitate finding new groups to play with. Hidden Damage LevelsA new chat command has been added to hide your character's damage level floaty text when desired. Bank Vault Improvements:We have improved the Bank Vault system to now support direct gold deposits and to significantly increase the item limit for hoarders. Accompanying this is a brand new User Interface with buttons to Deposit and Withdraw items and gold. Content Updates: FRC is now using CEP 3.03, which introduces the following content additions among others:
Placeables - Txpple's Giant Statue Parts and Golem head - Stonehammer's Statues from the November 2021 CCC - Project Q Thrones Jet Black and Red Quartz - Project Q Swirling Portals - Project Q Carpets - Stonehammers Placeables from CCC Building Bricks
Creatures - Solar, Planetar, Aasimar (Model by Shemsu-Heru and skins by Shadguy) - Various creature reskins for zombies, ogres, skeletons, doomknight and many more.
Item/Appearance - Winternite's Scimitars (Twinkle, Icingdeath, Drow Scimitar and Orcrist) - CODI Samurai Robes - The Lich King's armor including Frostmourne and Shadowmourne in different variations, Greatsword, Longsword, Bastard sword, and for the axe Greataxe and Dwarven Waraxe. (Armor by Stonehammer, Weapons by Winternite) - Green Knight Axe from CCC Arthurian Legend (Shemsu-Heru) - Winternite DND Longswords - Robes from Project Q & Eurgiga - Peasant Armors from Stonehammer - Weapons from The Amethyst Dragon, fancymapped by Pstemarie - Shields by Pstemarie
Spell ChangesRanger- Barkskin is now available as a 2nd level spell. Introduction of Player Character CEP Weapon FeatsThe following CEP Weapon Feats are now available. With this change more CEP weapons will become available on FRC in the near future.
New Feats - Weapon Focus (mercurial longsword) - Epic Weapon Focus (mercurial longsword) - Weapon Specialization (mercurial longsword) - Epic Weapon Specialization (mercurial longsword) - Improved Critical (mercurial longsword) - Overwhelming Critcal (mercurial longsword) - Weapon of Choice (mercurial longsword) - Weapon Focus (mercurial greatsword) - Epic Weapon Focus (mercurial greatsword) - Weapon Specialization (mercurial greatsword) - Epic Weapon Specialization (mercurial greatsword) - Improved Critical (mercurial greatsword) - Overwhelming Critcal (mercurial greatsword) - Weapon of Choice (mercurial greatsword) - Weapon Focus (Wind Fire Wheel) - Epic Weapon Focus (Wind Fire Wheel) - Weapon Specialization (Wind Fire Wheel) - Epic Weapon Specialization (Wind Fire Wheel) - Improved Critical (Wind Fire Wheel) - Overwhelming Critcal (Wind Fire Wheel) - Weapon of Choice (Wind Fire Wheel) - Weapon Focus (lance) - Epic Weapon Focus (lance) - Weapon Specialization (lance) - Epic Weapon Specialization (lance) - Improved Critical (lance) - Overwhelming Critcal (lance) - Weapon of Choice (lance) - Weapon Focus (heavy pick) - Epic Weapon Focus (heavy pick) - Weapon Specialization (heavy pick) - Epic Weapon Specialization (heavy pick) - Improved Critical (heavy pick) - Overwhelming Critcal (heavy pick) - Weapon of Choice (heavy pick) - Weapon Focus (light pick) - Epic Weapon Focus (light pick) - Weapon Specialization (light pick) - Epic Weapon Specialization (light pick) - Improved Critical (light pick) - Overwhelming Critcal (light pick) - Weapon of Choice (light pick) - Weapon Focus (sai) - Epic Weapon Focus (sai) - Weapon Specialization (sai) - Epic Weapon Specialization (sai) - Improved Critical (sai) - Overwhelming Critcal (sai) - Weapon of Choice (sai) - Weapon Focus (nunchaku) - Epic Weapon Focus (nunchaku) - Weapon Specialization (nunchaku) - Epic Weapon Specialization (nunchaku) - Improved Critical (nunchaku) - Overwhelming Critcal (nunchaku) - Weapon of Choice (nunchaku) - Weapon Focus (falchion) - Epic Weapon Focus (falchion) - Weapon Specialization (falchion) - Epic Weapon Specialization (falchion) - Improved Critical (falchion) - Overwhelming Critcal (falchion) - Weapon of Choice (falchion) - Weapon Focus (sap) - Epic Weapon Focus (sap) - Weapon Specialization (sap) - Epic Weapon Specialization (sap) - Improved Critical (sap) - Overwhelming Critcal (sap) - Weapon of Choice (sap) - Weapon Focus (katar) - Epic Weapon Focus (katar) - Weapon Specialization (katar) - Epic Weapon Specialization (katar) - Improved Critical (katar) - Overwhelming Critcal (katar) - Weapon of Choice (katar) - Weapon Focus (heavy mace) - Epic Weapon Focus (heavy mace) - Weapon Specialization (heavy mace) - Epic Weapon Specialization (heavy mace) - Improved Critical (heavy mace) - Overwhelming Critcal (heavy mace) - Weapon of Choice (heavy mace) - Weapon Focus (maul) - Epic Weapon Focus (maul) - Weapon Specialization (maul) - Epic Weapon Specialization (maul) - Improved Critical (maul) - Overwhelming Critcal (maul) - Weapon of Choice (maul) - Weapon Focus (double scimitar) - Epic Weapon Focus (double scimitar) - Weapon Specialization (double scimitar) - Epic Weapon Specialization (double scimitar) - Improved Critical (double scimitar) - Overwhelming Critcal (double scimitar) - Weapon of Choice (double scimitar) - Weapon Focus (goad) - Epic Weapon Focus (goad) - Weapon Specialization (goad) - Epic Weapon Specialization (goad) - Improved Critical (goad) - Overwhelming Critcal (goad) - Weapon of Choice (goad)
Additional Weapon Feat ChangesThe following items benefit from Shared Weapon Feats: Club - Shared with Fashion Accessories, Drinking Mugs, and more Dagger - Shared with Assassin Dagger Quarterstaff - Shared with Magic Staff and Two Handed Tools Spear - Shared with One Handed Spear Trident - Shard with One Handed Trident The following items now act as Monk Weapons, similar to the Kama: Katar Nunchaku Sai Wind Fire Wheel Weapon Balance ChangesAs it is now possible to take combat feats for these weapons, we saw some weapons overshadowing their base game counterparts especially in certain builds. Other weapon types have been underperforming, and the intention behind these changes is to bring these outliers into more standard damage models for balance.
Falchion - Damage type changed from piercing/slashing to slashing
Goad - Weapon proficiency changed from martial to simple
Heavy pick - Damage die increased from 1d6 to 1d8 - Critical multiplier reduced from 20 x4 to 20 x3
Katar - Damage die changed to 1d6 x2 - Piercing Monk Weapon
Lance - Damage die increased to 1d8 x3 - Martial Weapon
Light pick - Damage die increased from 1d4 to 1d6 - Critical multiplier reduced from 20 x4 to 20 x3
Mercurial Longsword - Critical multiplier reduced from 20 x4 to 20 x3 - Damage Type changed to Slashing
Mercurial Greatsword - Critical multiplier reduced from 20 x4 to 20 x3 - Damage Type changed to Slashing
Nunchaku - Damage die changed to 1d6 x2 - Bludgeoning Monk Weapon
Sai - Damage die changed to 1d6 x2 - Piercing Monk Weapon
Trident, One Handed - Damage die changed to 1d6 19 x2
Wind Fire Wheel - Damage die changed to 1d6 x2 - Slashing Monk Weapon
Beer Mug - Damage type changed from piercing to bludgeoning - Damage die reduced from 1d4 to 1d2
Fashion Accessory - Critical multiplier increased from 20 x1 to 20 x2
Two Handed Tool - Damage die increased to 1d6 - Critical multiplier increased from 20 x1 to 20 x2
Flowers - Damage die reduced from 1d6 to 1d2
New Character ExperienceThe starting character zones have been rebuilt to better introduce new players to the module and give our veteran community members a fresh experience with new characters. Welcome to FRC, newbies! The updated character creation flow now introduces an updated window, replacing the former dialog system The new window guides players through finishing touches for their character. The character creation window will also help guide players in the selection of nature deities, languages, and divine patrons favoring character alignment. The choices you make during character creation will directly impact where and how you start the game. Maybe there is other ways into Cormyr outside of a small border outpost... New Character Background and Plot HooksTwo new editable texts have been added, allowing you to share your character story, and plot hooks with DMs: The intent is to make this information more readily available to DMs to help develop stories and weave character plots together, while keeping it secret from other players. Spell DescriptionsThanks to a lot of hard work from DM Flash aaah , spell descriptions on the character generation screen and in-game now correctly show the spell balance changes made on FRC: We will be addressing any other inconsistences over the coming updates. Server MetricsBalancing the ruleset and module can be a contentious topic and one of the big hurdles is deciding what needs the most attention first. Which class is underperforming the most? What spells have been overtuned? How to better balance time slots between players and Staff? Better data will help guide us to make more efficient, confident decisions. In this update, we have introduced a new metrics system using Prometheus, to answer such questions as: - Monitoring aggregated player net worth - How much gold does a level 20 have on average? What's a reasonable price for housing?- Area population - What is the least popular dungeon? Where do players central mass outside of Greatgaunt?- Performance - What is causing the most amount of lag?If the insights from the initial test of this system prove useful, we will explore adding additional metrics in upcoming updates. Google Sheet ConfigurationDMs are now able to configure various systems and features of the server from google sheets. This allows for expansion and updates of existing systems without scripter or builder assistance. Build Team/Workflow ChangesOne of the primary goals over the last few months has been improving the workflow for updates and build team collaboration. These changes have been implemented over the last few months and while there are still improvements to be made to the process, it has hit a point now where we can start rapidly delivering updates. Misc Changes/Fixes- Fixed an issue that broke the DM selection box on 8193.34 clients. - Speculative fix for a bug that caused triggers (traps/transitions) to fire when a player was nowhere near it. - Fixed the /raffledm command not being recognised. - Patch notes can now be applied externally without welcome area updates. - Updated various configuration structures for easier maintenance by server admins. - Added random encounter system for builders. - Implemented support for dynamic and compiled areas. - Compiled areas are used for areas like module loot and store waypoints to allow for individual changes to be pushed, instead of the whole area. - Dynamic areas are used for areas that should not exist during server startup (e.g. player house templates). - Implemented new drop table system for quest rewards, monster drops, and treasure containers. - Implemented new generic reward system for quest rewards. - Implemented new appearance editor for armor and body parts using NUI. - Fixed a duplication exploit when changing item appearances. - Added rate limiting to appearance changes to prevent server lag and TMI errors. Scripting- Updated to Anvil 8193.34.19 - Updated to Toolbox 8193.34.0-dev.109 - Fixed a server crash caused by the 2da cache evicting old cache entries once full, and attempting to use the evicted 2da. - Fixed an issue where DMs would be forced into the new character creation flow. - When connecting for the first time, or being affected by a teleport token (Jail token), you now only see 1 loading screen instead of 2. - Implemented migration flow for existing languages to new language system. - Implemented a block/allow list for house placeables. - Builders can now cherry-pick specific areas, blueprints and more to open with the toolset, greatly improving toolset performance and reducing load times. - The module palette category definition file (pal.itp) is now defined in the module file for ease of updating and adding categories. - Migrated nwsync and automated build & deploy system (Jenkins) to new server, improving download times and reducing test server updates from 1hr+ to 20 minutes after a change was pushed. - Removed support for the DMFI language token system. - Removed conflicting scripts for the new character flow. FRC would like to thank the CEP 3 team. We would also like to offer special thanks for DM Jorteck and DM Sauron for the labor of love producing this update. The FRC Team also thanks our fantastic Test Team for their diligent effort and hours of support helping us over the hurdle. There are more new things in the pipe that are coming soon - stay tuned!
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Post by DM Hawk on Sept 5, 2022 10:29:00 GMT -5
It was dusk before the three travelers arrived at the southern gate of Greatgaunt.
Farmer MacDunald was content to fill the silence with chatter as they passed by Derrister’s chicken coop. The hens were quiet and the rooster nowhere to be seen.
“Yessir, I butchered many a fine animal to stock Kale’s cellar or put food on the table. You think you get used to it, but you don’t really. Every once in a while there’s one that gets to you. Maybe the kids took a shine to it, or it followed you around the yard a little too long. But for all that, I wasn’t prepared.”
The other two paused at the gate. Farmer MacDunald continued on towards his homestead, talking and seemingly unaware of the location of his companions.
“He was a rascal, you know, trying to get into the skirts of every lass in town.”
Lord Marister nodded, standing quietly besides the shopkeeper.
“He wasn’t all bad though. When the wagon came he’d often offer to help me unload the crates. He didn’t ask for anything in return those days.”
Zorastryl looked towards the barracks. A few of the guardsmen were standing about, their shifts for the day done. He’d have to tell them. He glanced towards his companion, “Need a walk home?”
“I’ll manage. I don’t think I’ll open the store tomorrow.”
Marister nodded his understanding, “It’ll keep.”
“Good night Marister. Thank you for walking me back to town. “
Marister Zorastryl looked towards the barracks again. He shouldn’t put it off. He glanced towards the Regal Griffon and let out a long, slow sigh. The siren’s song of the bottle was very strong.
* * *
“Aye Cormyte, here you are.” The guards accent was thick as he passed along the worn leather belt.
The old knight took it in hand. The heavy sword’s weight was familiar as it rested in the scabbard. He buckled the belt across a belly that had grown a little too broad for a soldier. The hilt on the hip was a feeling the old knight took comfort in but it did not feel right as he took to the paths of Proskur leading to the High Road and the gate beyond.
He paused at the Bridge of Fallen Men and watched the Tun River flow by, a flow as steady and slow as time. Finding a patch of grass the old knight sat and kept a solitary vigil until Selûne was high overhead, peeking down through the trees. Maybe those bright, beautiful tears were for Beldan this eve or for the babe.
Maybe they were for everyone who witnessed the horror.
It was dawn when Sir Callen finally reached the southern gate. Waldo had drawn the first watch. He’d call it unlucky but the first watch was Sir Callen’s favorite. The new day brought promise. He didn’t feel it this morn, though.
Quietly he walked past the modest cottage that had been his dwelling for the last two decades.
The barracks were quiet. The morning watch were out at their posts and the other bachelors and bachelorettes in the guard were snoring. Careful not to wake them, the old knight unbuckled the worn leather belt and hung it on a peg in the wall.
* * *
“A leave of your duties?” the Councilwoman asked.
The old knight simply nodded. He had no words to explain. He trusted they would understand.
"For how long?" she asked.
“I don’t know.”
“These are dangerous times. We will suffer for lack of your experience.”
The old knight nodded again.
Giselle spoke up, “He’s earned it, hasn’t he? All these years serving without complaint, season in and out. Maybe it’s time someone else stepped up and helped take the burden.”
The Council was silent, wary, but unwilling to discount the knight’s service to their home.
“Don’t you worry. We’ll keep an eye on the place for you” Mac spoke up.
The young lord spoke in soothing tones to the Council absently running his thumb along the smooth bump where the left ring finger once was, “We’ll make sure the militia and the Volunteers get the support they need.”
He turned towards the knight, “Take as much time as you need, Sir.”
* * *
Steddy of Dawngleam was proud of his eight years. He was big, strong, and tall and he could take care of himself. Even so, his mother would be sore at him if he stayed out in the storm promised by the angry clouds approaching from the sea.
He made one last throw at the old stump with his sling, missing again. Something must have been wrong with the leather. He watched the smooth stone sail through the air towards the sandy shore of the beach.
The stone landed by a man, sitting alone in the sand, watching the horizon. Little Big Steddy wasn’t afraid of strangers. Besides, that was his favorite stone. He ran towards the beach to get it and get a better look at the stranger. The man was old with white hair and a weathered face. His clothes were simple and didn’t hide the bulk of the man’s arms or the girth of a small belly resting upon his lap. The old man glanced at him with a smile and a nod.
“Hey Mister, you seen my stone? Something’s wrong with my sling and I missed and it landed around here.”
The old man nodded and pointed at the stone resting in the sand by his boot.
Steddy scooped up the stone and glanced at the old man’s boot. It was old and worn, but he could make out faded stitching in the shape of a dragon. There was a loop on the heel for setting spurs.
“You better go in now, son. A storm’s blowing in from the sea.”
“I ain’t afraid of no storm, mister. Ma will worry though so I ought to get home before it gets here.”
The old man smiled, “You’re right. Your mother won’t be afraid of the storm if you’re there to keep an eye on things with her.”
Steddy nodded and turned towards Dawngleam. After a few paces he turned and looked back to the old man. He was still sitting in the sand, turned back towards the storm.
“What about you Mister? You’ll get soaked through!”
“That’s alright youngster. I want to feel the rain.”
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Post by DM Hawk on Sept 2, 2022 20:57:54 GMT -5
Common Knowledge of Proskur on FRC From FRCS
Proskur is an independent city on the Dragon Coast, located just beyond Cormyr’s southwestern Border adjacent to the Bridge of Fallen Men. While smaller than the Cormyrian cities of Marsember and Arabel, Proskur is a large city boasting a size and population greater than Valkur’s Roar.
The city is ruled by a Council of Merchants who admit to being former masters of the city’s thieves guild who chose to increase their prosperity by becoming the local government instead of resisting authorities.
Proskur has since gained a reputation for honesty and efficient rulership and its prosperity has grown. The city is known for being difficult to infiltrate due to the wiles of the Council.
The city has welcomed the establishment of a Thayan Enclave within its borders for the benefit of trade and magic, as have many settlements throughout the Forgotten Realms.
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Post by DM Hawk on Sept 2, 2022 20:49:59 GMT -5
Common Knowledge of Thayan Society on FRC From FRCS, Lords of Darkness, Unclean & Undead Novelizations (Limited)
Demographics and Government
Capital: Eltabbar Population: Greater than Cormyr (mostly human, some humanoids, few dwarves and halflings) Government: Magocracy Religions: Bane, Gargauth, Kelemvor, Kossuth, Loviatar, Malar, Shar, Talona, Umberlee Imports: Iron, Magic Items, Monsters, Slaves, Spells Exports: Artwork, Fruit, Grains, Jewelry, Magic Items, Sculpture, Time Alignment: LE, NE, N
The region of Thay was under the rule of the Mulhorandi Empire. It’s native people, the Rashemi, were subject to rule of the noble class, the Mulan of Mulhorand. A society called the Red wizards sought to create a realm where wizards would rule instead of the God-Kings of Mulhorand. The Red Wizards destroyed the forces of their former masters and won dominion over Thay.
Red Wizards are drawn almost exclusively from the Mulan. Mulan humans are frequently tall, gaunt, and sallow-skinned.
Mulan Name Examples: Male: Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur. Famale: Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis. Surnames: Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakr.
The Rashemi live their lives under the rule of the Mulan as merchants, knights, soldiers, and artisans. The Rashemi are normally swarthy skinned, short, and burly.
Rashemi Name Examples: Male: Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shanmar, Vladislak. Female: Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Uldra. Suranmes: Chergoba, Dyernina, Iltazyra, Murnyethara, Stayanoga, Ulmokina.
Gnolls and Orcs make up the bulk of Thay's armies, marching under the command of Red Wizards or Thayan Knights.
Most other human ethnicities or sentient races in Thay are considered the lowest commoners or live as slaves.
Thayans fall into seven social classes:
-Red Wizards, elite nobility -Bureaucrats who administer day to day duties -Priests -Merchants -Soldiers -Artisans, barely above slaves -Slaves
Thayan children are examined for magical talent. Those with potential are taken from their parents and subjected to rigorous training. Those who succeed become Red Wizard Apprentices. Red Wizards are notoriously careless and abusive of their apprentices.
Apprentice Red Wizards who survive may become Red Wizards in time. A young Red Wizard must master arcane might and use it ruthlessly if he or she hopes to gain power and remain alive.
Sorcerers in Thay either direct their talents into wizardry, suppress their talents, or flee the country.
Thay is ruled by eight Zulkirs, each a powerful Red Wizard specialized in one of the eight spell schools.
-Abjuration: Lallara Mediocros -Conjuration: Nevron -Divination: Yaphyll -Enchantment: Lauzoril -Evocation: Kumed Hahpret -Illusion: Dmitra Flass -Necromancy: Szass Tam. -Transmutation: Samas Kul
The Zulkir’s have attempted to rule the world by force for centuries but now have emphasized trade through the Enclaves.
The Zulkir’s appoint Tharchions, one for each Tharch (Thayan Province). Tharchions act as governors for their regions, dealing with local issues and obeying the orders of the Zulkirs.
Tharchions appoint local bureaucrats, called Autharchs, into positions at various levels. Autharchs function as mayors, military leaders, and ministers of various offices.
The Guild of Foreign Trade and Thayan Enclaves
The Guild of Foreign Trade administers Thay’s Enclaves in foreign lands and sells charters to Thayan merchants wishing to trade abroad.
Thayan Enclaves are legally considered Thayan Soil.
The Guild of Foreign Trade is administered by Samas Kul, the Zulkir of Transmutation. As the both the Zulkir of Transmutation and the Grandmaster of the Guild of Foreign Trade, Samas Kul possesses an extraordinary amount of power and wealth, even among the Zulkirs.
The Guild of Foreign Trade purchases items crafted by Thayan Wizards laboring in the Zulkir’s workshops and laboratories for sale abroad. A number of Red Wizards are involved in acquiring necessary resources to keep up the flow of goods. Other Red Wizards serve as administrators, spies, guardians, and crafters of magical goods at each Enclave.
Red Wizards of Thay
A Red Wizard is a practicing wizard of Thay who is indoctrinated into the outermost circle of Thayan Politics. Only about one Thayan Wizard out of several becomes a Red Wizard. The rest are apprentices, low-level wizards, those unconcerned with politics, and those who have not yet proved their worth to Thay.
The Red Wizards of Thay are divided according to their Spell School and report through a militaristic hierarchy ultimately to their school’s Zulkir.
Red Wizards hold the power of life and death over others in Thay and only rival Red Wizards keep them from exerting power at whim. Standing laws in Thay prevent the Red wizards from simply seizing whatever they want from farmers or merchants. Their main power is political, and those who regard themselves as above such mortal and mundane concerns quickly find themselves exiled or killed by other Red Wizards intent on preserving the norm.
Thayan Wizards grow up and are educated in a cutthroat environment of intrigue, competition, and cruelty.
Red Wizards only allow Thayans of Mulan descent from Mulhorand to join their ranks. Native Rashemi Thayans are considered inferior. Non-Thayans are only worthy of enslavement.
The Red Wizards are in power and have both the will and right to use that power on any lesser person in their domain.
Thayan Knights
There are times when Red Wizards need protectors who have mastered the art of swordplay.
The Thayan Knights act as bodyguards and enforcers for the Red Wizards. They are familiar with magic and loyal to no one but their tattooed mages. They lead common Thayan troops into battle and help guard the Thayan Enclaves.
Although referred to as knights, the Thayan Knights have no code of conduct. The only rule they have is that their life is worth nothing compared to the safety of the Red Wizards. The only authority they have is what has been delegated by their Red Wizard masters and can be taken away in a blink.
They are stern and intimidating, paranoid and protectively lurking around nearby Red Wizards. Only humans from Thay are allowed to be Thayan Knights.
Non-Thayans and Slavery
Non-Thayans can be valuable tools and allies. Red Wizards are always looking for people willing to work for them as spies, scouts, fences, smugglers, slavers or undesirable or mundane tasks.
Employees of Red Wizards are valuable, not casually disposable, but can be sacrificed if their deaths accomplish some greater goal or if saving them requires more expenditure than they are worth.
Red Wizards know that their agents, employees, contacts, servants, and slaves have value and require some care to get the best use out of them.
On Thayan Soil
The land upon which an Enclave sits is considered Thayan soil where Thay is sovereign. Thayan law is the only law.
Within the Enclaves, the Red Wizards don’t go out of their way to offend their neighbors with strange Thayan customs but they are not averse to punishing lawbreakers in their own fashion.
In Thay, only Red wizards are allowed to wear red robes. Those who violate this law are subject to public torture. To avoid this risk, most Thayans never wear anything red, and some refuse to don orange as well. The only exception are the clerics of Kossuth, who stand outside the ban and are easily recognized by their holy symbols and multi-colored robes.
A person caught stealing might be flogged or branded but rarely put to death.
Red Wizards have harsh penalties for those who harm a Red Wizard such as beatings, imprisonment, and possible enslavement.
Note: Enslavement can’t be forced upon a player on FRC.
Those who appear likely to cause trouble in a Thayan Enclave are politely asked by Thayan soldiers to leave.
Business is welcome – but without armed tension.
If troublemakers refuse to leave, the soldiers offer to escort them to the edge of the Enclave or to the Embassy where a senior wizard can explain the situation. If still met with refusal, the guards imprison the visitors as trespassers, which usually results in an overnight stay in the prison, a fine, and banishment from the Enclave.
Thayan Enclave at Proskur
Proskur is ruled by former members of a thieves’ guild. The city has a reputation for honesty. However illicit activity in the city is tolerated as long as the council gives permission, which generally involves the council receiving a share of profit.
The Thayan Enclave usually proves to be lucrative and the council has been happy to set aside a portion of the city for the Red Wizards.
The Thayan Enclave consists of an Embassy, the Priador Emporium, the Standing Stone Inn, a temple of Kossuth, the Shrine Hall, barracks, stables, and living quarters for personnel. The Red Wizards, Thayan Wizards, and Thayan Knights are of Mulan Thayan descent. Most of the merchants, guards, and servants are of Rashemi Thayan descent.
The Thayan Enclave at Proskur is ruled by the Khazark, Chathin Zurn, a Red Wizard of the School of Enchantment. The Khazark is vested with the full power and authority of Thay in Proskur.
The Khazark is served a retinue of Red Wizards and by the Red Council, a number of adventuring Red Wizards who have been assigned to the Enclave.
The Red Wizards of the Enclave are supported by Thayan Wizards serving as apprentices, agents, merchants, and craftsman.
Thayan Knights serve the Khazark and oversee the slave pens. The wizards of the Red Council are permitted to sponsor Thayan Knights as well to accompany them on their travels.
The Enclave also supports a number of clerics and several faiths. Priests serve the temple of Kossuth and are assisted by acolytes and guards. Several shrines are each attended by a priestess.
In addition to the Thayan Knights, the Thayan Enclave is defended by guards. The enclave’s guardsmen are sometimes supplemented by humanoid conscripts from local tribes.
The Enclave is also supported by Thayan merchants, tradesfolk, clerks, and servants.
The Thayan Civil War
Civil war erupted in Thay in 1375 DR. The Zulkir’s were lining up behind either the Zulkir of Evocation Aznar Thrul or the Zulkir of Necromancy Szass Tam.
The Zulkir of Necromancy withdrew from the Council and attempted to take Thay by force. The Council of Zulkirs opposed Szass Tam’s ambitions and the realm of Thay endured nearly a decade of costly war. The war has drawn to a stalemate, with Szass Tam controlling the northern Tharchs. The Council of Zulkir’s hold the southern Tharchs.
As of 1384 DR an uneasy truce has brought respite to Thay. During the war, Zulkir Samas Kul has contained the civil war from breaking out violently within the Enclaves, though tension remains high between the Red Wizards of Necromancy supporting Szass Tam and the Red Wizards of the other schools supporting the Council of Zulkirs.
Note: The FRC Campaign will not represent the Spellplague and subsequent events taking place afterward as they lead up into the 4th Edition Forgotten Realms.
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Post by DM Hawk on Aug 31, 2022 18:35:35 GMT -5
Standing beneath the imposing visage of Kelemvor's Rock, the priest Mall scrutinizes the letter for a moment.
"The young and their follies...perhaps I should charge Aaron to administer some discipline..."
The aging priest crumbles up the note and tosses it into the brazier. Turning away to see about his tasks for the day he pauses to warm his backside.
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Post by DM Hawk on Aug 28, 2022 15:09:33 GMT -5
A courier rides from Valkur's Roar to Shallybrook and Suzail, delivering the following summons to be distributed and echoed by town criers across the kingdom.
Hear ye, Hear ye, (To the Hear ye)
Adventuress Sarina Bolton of the Sullen Fallen Cabal ~
You are hereby summoned to Greatgaunt to provide your account to local authorities and to the Royal Corps of Monster Hunters over an ongoing criminal investigation.
Lord Marister Zorastryl Sir Callen of Greatgaunt Giselle of Greatgaunt Farmer MacDunald of Greatgaunt Lionar Norah Klender, RCMH
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Post by DM Hawk on Aug 26, 2022 17:13:39 GMT -5
On the twenty sixth of Eleasis the Thayan Knights ride forth from the Enclave at Proskur and across the Cormyrian border.
In the Western Reach they arrive in towns and cities astride massive warhorses, clad in heavy mail laced with enchanted runes. In gauntleted hands they bear missives on fine, flowing parchment enchanted to withstand weather and abuse.
The writing on the parchment is Mulan. Beneath this text are smaller lines translated to the common trade tongue for the unlearned.
The Thayan Knights read from the scrolls in deep, booming voices which seem augmented by magic. First in the Mulan tongue, then in common, the decree.
Hear ye, Hear ye People of Cormyr,
Let it be known that Guardsman Beldan of Greatgaunt has confessed to the crime of murdering Sir Simir Zurn, brother to Khazark Cathin Zurn of the Thayan Enclave of Proskur, on the road south and west of the Bridge of Fallen Men on the Twenty-Seventh of Kythorn, in the Year of the Halfling’s Lament.
The Khazark will accept the Guardsman’s confession as the final verdict on the Thirty-First of Eleasis upon which the time allotted to the Greatgaunt Guardsman Beldan will expire and the sentence for his crimes shall be due.
The guilty will be sentenced to execution on the Third of Eleint, at Highsun, Eight Days from the writing of this missive.
The execution shall be open to public witness where refreshments and souvenirs will be available for trade. Price of admission is 1,000 gold pierces per individual.
Let it be known that while the justice of other nations lags and stumbles, Thayan justice is true and sure.
For the Glory of Thay
Thus Signed and Sealed Eleasis 26, 1386
Khazark Chathin Zurn Red Wizard, School of Enchantment Thayan Encalve, Proskur
Ominpotence Ackravel Red wizard, School of Enchantment Thayan Enclave, Proskur
// Hail Cormyrians! This event will currently be scheduled on Saturday September 3rd at Noon US Central Time / 6 PM London Time / 3 AM Sydney
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Post by DM Hawk on Aug 24, 2022 19:18:13 GMT -5
Spreading slowly from the Western Reach with delivery delayed by the absent caravan teamsters but gaining momentum north and east from Suzail, the following summoning is made, echoed by town criers across the kingdom.
Hear ye, Hear ye, (To the Hear ye)
Sylus Stormcrown, formerly knonw as Sylus Kelton, Head of Security of the Alizarin Academy of Marsember ~
You are hereby summoned to Greatgaunt to provide your account to local authorities and to the Royal Corps of Monster Hunters over an ongoing criminal investigation.
Lord Marister Zorastryl Sir Callen of Greatgaunt Giselle of Greatgaunt Farmer MacDunald of Greatgaunt Lionar Norah Klender, RCMH
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Post by DM Hawk on Jun 4, 2021 18:39:18 GMT -5
Dead Character Carry System Players on FRC may carry the bodies of dead player characters. The player of a dead character may elect to enable his character's body to be picked up and carried by another player character. When lifted, the dead body will disappear from the ground and an item will be added to inventory representing the bead body. When lifting a dead body, there will be an emote stating who is lifting whom. The lifter's identity shouldn't be used in roleplay if the character lifting the body is in disguise or unknown to an observer. Lifting a dead body will break stealth but not invisibility. If an invisible character lifts a dead body, the body will emote that it disappears from view, but not who has moved it. Observers with active See Invisibility or True Seeing spells will perceive a different emote. The item in inventory will be given the weight of the dead character's inventory plus a factor for the character's race and gender. Once the body is carried off, the player of the dead character may use a command to jump their death screen to the current location of the dead body inventory item. Keep in mind that while you as the player may see the screen, the dead character perceives nothing from the world around them. If the dead character is revived or respawns, the character knows nothing that took place around them while they were dead. The dead character will reappear when the character carrying the body places the inventory item down. The inventory item will disappear. Once the dead character is placed on the ground again, they may be raised from the dead normally. The player of the dead character's screen will jump to the dead body automatically once it is placed on the ground. The player of the dead character retains control to respawn normally at any time, if they wish. Player crashes or disconnection from the server will remove the inventory item and place the dead body on the ground. Dead status will continue to persist through server reset. If the server resets while your character is dead, the player is expected to respawn. When a character is carrying one dead body, one of their arms is considered occupied by the task. They may use one hand to wield a weapon, cast a spell, or carry a shield. While carrying a body, a character may not use a two handed weapon, dual wield weapons, or carry both a weapon and a shield. A character may carry up to two dead bodies. If a character is carrying two bodies, both of their arms are considered occupied by the task. They may not use a weapon, shield, or cast spells. However, the Still Spell and Epic Still Spell feats will enable spellcasting while carrying two dead bodies. A character may not carry more than two dead bodies at a time. This system is being provided to enhance our immersive atmosphere and should be used in the cooperative storytelling spirit of FRC. Our rules for player conduct apply, including Death and Dying. How to: To list the Body Carry commands in game, use the command: /body If your character is killed, the body can be enabled for pickup with the command: /body toggle The same command is used to disable the body for pickup. Once a dead character's body has been enabled for pickup, the player of a living character may pick the body up into inventory with the command: /body pickup You'll have to click on the body after entering the command to pick it up. Once the body is picked up an inventory item will be added. Make sure you have enough space before picking up. When a body is picked up, it will emote whose remains are being lifted and who is lifting the remains. Observers may conclude that they know the identity of the lifter if it is a character they've met previously and if the lifting character is not in disguise. See Disguise rules and ask assistance from a DM or EDM if necessary. The item in inventory will adopt the name and description of the dead character and be given the weight of the dead character's inventory plus a factor for the character's race and gender. The player of a dead character may jump their screen to the current location of the dead body inventory item with the command: /body goto The player of the dead character's screen will jump to the dead body automatically once it is placed on the ground. Once the body is placed on the ground again, it can be raised normally. FRC would like to thank DM Jorteck for his work developing this system and the Play Testing team for all the testing that went into refining this feature. Have fun everyone
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Post by DM Hawk on May 29, 2021 12:50:45 GMT -5
Following the meeting with the Warden and the Swordcaptain Fenrul made his way out of Eveningstar.
The scout nodded to the guards as he passed through the gate, making his way north into Starwater Gorge and towards the Stonelands beyond. It wasn’t long before he passed the Gates of the Triad and the fortification raised in haste there. Fenrul glanced at the Purple Dragons stationed at the gate as they spoke quietly with the squires of the order, clad in black and white, exchanging gossip, morsels of food from their campfires, and here and there a flask to help fend off the chill of the Storm Horns.
Fenrul took precautions to avoid being seen, moving slowly and quietly past the gates and into the gorge. Crossing frozen streams the Royal Scout took care with his footing, watching out for slippery rocks, dangerous ground covered by snow, and Ettin spoor alike. He moved through the rugged terrain until he found a sheltered vantage point that would serve well. Then the vigil began.
Ettin prowled the gorge by night. As all giants, the two headed brutes required a vast quantity of food to sustain them. Driven by hunger, they sought wild goats and unwary travelers. Fenrul hoped no one would brave the gorge that night and cross paths with the two-headed giants. He didn’t want the burden of leaving honest travelers to such a fate on his conscience.
The sun was high the next day when the small entourage came into view. They were afoot and the going would be slow. The Warden’s green and yellow heraldry was a stark contrast to the bleak landscape. His companions were few.
He knew the orc that traveled alongside the Warden: Vudash, the Warlord’s ambassador…convicted and punished in Suzail for murder. Weren’t the gods queer?
A Purple Dragon was among them, or at least one who bore the shield while wearing a uniform that wasn’t regulation. The mismatched colors stood in contrast to the snow and stone nearly as much as Lord Wyvernspur’s.
There were two large women. They were hardy, not soft to the scout’s eye, and armored as well. One wore a long black skirt which didn’t seem very practical for the wilderness. The other wore bright mail beneath a coat of cadet with a long tail at the waist.
Fenrul did not see others he expected: the Lordmaster of Alizarin from Shallybrook; the dwarven mage rumored to have taken an orcish lover; the fallen paladin from the Old Empires; and the other orc and human crossbreed.
The troupe wasn’t difficult to follow, contrasting with the surroundings. They gilded themselves with magic as well and made little effort to keep their voices down. Intent on their journey they didn’t seem to notice as Fenrul emerged from cover and trailed them. The journey crossed the gorge and continued on to the Stonelands.
On the far side of the gorge they stopped to hunt large bear that dwelt in the snowy trees nearby. The bears put up a fight but were overcome by the three armored warriors before being skinned and butchered. The travelers stowed the meat in bloody canvas sacks and were well on their way before Fenrul emerged to survey the carcasses left behind.
The Purple Dragon broke company and diverted his path. The scout observed the divergent courses for a short span before deciding to continue on with the Warden’s company. As expected, the Warden and his companions made their way to the Pass of Ruin where they were met by the orcs standing watch at the border. There was a parlay and the travelers were allowed into the Pass.
The scout knew better than to follow. The Pass was overcrowded by the massing horde of the orcish warlord Urbuchek. The last report estimated the orc numbers to rival thirty thousand, with perhaps half of that number being males of fighting age and strength. The scout would be discovered in the Pass. While the treaty between the Orcs and the Crown might protect his person, the mission offered little allowance to be observed.
Night would fall soon and Fenrul couldn’t chance being seen by orcs ranging out of the Pass. The humanoids could see better than men in the dark of night thanks to the underground habitat their kind preferred. To negate the disadvantage the Scout sought a place to lay low and keep watch.
Fenrul found one of old Emperel’s caches in the nook of a crag. The natural shelter was too shallow to risk a fire but it would shield him from the wind. Settling back into the cover of the nook, Fenrul relaxed and chewed on the iron rations stowed away by the legendary scout so long ago. Fenrul wondered how many times Emperel Ruousk had sheltered here and what had occupied his thoughts.
There would be little rest. During the night, Fenrul heard the passing of orc hunters nearby. He could smell their stink and hear their crude, guttural speech. The scout was accustomed to being alone but in the desolation of the Stonelands in near proximity to enemies he’d hunted for a lifetime, the feeling of loneliness was magnified several fold.
Selûne was well past her zenith when the Pass of Ruin came alive with fire. The horde was assembling, bearing torches, stone, iron, and steel. As they massed together, Fenrul could hear their harsh, collective voices in the distance. The Royal Scout had seen the horde send out war parties from the Pass on several occasions but none had been a match for the one assembling before his eyes.
The mouth of the pass was choked with them, as Fenrul crept out of the nook for a better view. Using old techniques, he estimated their number from what he could see. The count rose rapidly…hundreds…a thousand…more. Amidst the massive mob rose the banners of tribes, chieftains, and champions. Some of the totems he knew but there were others he hadn’t seen before. Above them all rose the banner of Urbuchek, the Warlord of the Pass of Ruin.
Was he still alive? It was not known. The Royal Scouts hadn’t found any signs to confirm whether Urbuchek had survived an orcish duel for the right to rule the horde. Lady Caladnei’s War Wizards had attempted their scrying but the magic failed to penetrate the depths of the layers beneath the Stonelands Pass of Ruin. Whatever the outcome, the horde had remained intact in the months following the duel.
Fenrul watched for several hours as the war party continued to assemble, their ranks swelling with warriors, hunters, shaman, and young orc bucks eager to prove themselves. The scout’s estimate rose to five thousand before the orcs marched. To call the movement a march was a misnomer. It was more of a surge. The orcs flowed from the Pass of Ruin as an angry tide, a force of nature.
The war party, or better said, the horde, surged north towards the Peaks of Despair. The Royal Scout had to break cover and run a parallel course with the orcish tide to see what was to come. Being out in the open Fenrul kept alert to his surroundings. Crossing paths with outriders or skirmishers of the horde might be a fatal error when orcish blood was hot, no matter which colors he wore.
The movement of such a force cannot be concealed and the Zhents were ready. Fenrul felt a shock in the ground as the orc mass struck the Zhentish line. The Zhents would meet the orc savagery with discipline, fortifications and defensive measures planned out well in advance. The Zhent priests had their dark gods with them, the mages had their dark arts, the soldiers had heavy mail, enchanted steel, and armored horse.
It didn’t matter. The momentum of the orc horde washed over the Zhent lines as a storm wave over a sandcastle on the Dragonmere shore. The fury the orcish horde unleashed was terrible to behold. The carnage and butchery during the hours that followed were staggering.
Eventually the Zhent rallied, bolstered by reinforcements from Darkhold. Better organized than the orcs, the Zhentilar managed to divide the orc horde into smaller mobs where the humans could concentrate their counter marches. Then the Zhents released a brutal weapon of their own against the orcs. Orcish conscripts were released against Urbuchek’s warriors. They were clad in Zhent mail, branded by the tattoos of Zhentish gods, bearing enchanted steel, and summoning a bloodlust from within to match that of Urbuchek’s warriors.
The tide of battle turned back and forth for hours. The outer gates were taken by orcs, reclaimed by the Zhent, and retaken by the orcs over and again. Zhent soldiers and orc warriors perished by the hundreds and eventually thousands. The Peaks of Despair reeked of fear, blood, urine, and loosened bowels. Voices grew hoarse and confident, determined orders became desperate shouts and savage, unintelligible sounds of those striving to merely survive amidst the field of slaughter.
Urbuchek’s banner still fluttered, tattered in the midst of the fray. The standard bearer could be seen holding aloft the banner with one arm while fighting with the other, her arm bloodied past the elbow.
Then, in the distant heights behind the broken Zhent walls a silver light burned. There wasn’t a sound. It seemed as though the battlefield had become silent. The light burned bright enough for a moment that Fenrul shut his eyes tightly and still it burned through his eyelids. Shielding his eyes with one hand, the Royal Scout opened his eyes again and tried to blink the spots away. The sound of battle resumed, assaulting Fenrul’s ears with a clap of thunder.
When he could see clearly again, Fenrul noted that the silver light faded but could still be seen if one knew where to look. On this battlefield, everyone had seen it and knew where to look. The scout could see Zhentilar units breaking from the fighting to make their way to the source of the silver light.
The contest continued for the remainder of the day in a stalemate. Bands of warriors on both sides withdrew to catch their breath, leaving the field littered with the bodies of the dead and dying. Then after a short time, the forces came together again in a renewed clash of arms.
As dusk began to fall the tide turned once again. The interior lines of the Zhents were crushed by new pressure managed by another mass of orcs appearing from the northeast and full of the same vigor and fury the Urbuchek horde demonstrated at the beginning of the contest. The Zhent forces caved in and withdrew.
For many the flight proved fatal as the orcs were compelled to hurl themselves forward harder, faster into the broken Zhent lines. The survivors who reached the Zhentish temple begged and pleaded for sanctuary from the green-skinned tide that had claimed the battlefield. The temple’s massive doors opened briefly allowing the foremost of the Zhents inside.
When the orcs neared the temple however the doors were sealed once again, shutting out the Zhent soldiers remaining on the temple steps. The Zhents who tried to surrender were given no quarter.
The orcs began besieging the temple but the dark gods of the Zhentarim unleashed their wrath. As the orcish horde reeled beneath a divine onslaught fresh Zhent forces arrived once more from Darkhold to the west. The orcs held for a time but began to withdraw to the Pass of Ruin, giving ground beneath the renewed Zhent defense.
The discipline of the orc withdrawal was something new to the scout. In all of his years of fighting orcs he accepted the impulse of raid and flight to be the way of these creatures and often the path to victory for the defenders of human settlements. Once the orc surge had run out of momentum the brutes would turn to disorderly flight.
Fenrul glanced back towards the Pass of Ruin and saw the reason. Resembling a line of ants returning to their nest, a long string of orcs moved slowly southward from the Peaks of Despair. Moving for a closer look, the scout made out orcish females and younglings, elders, and injured warriors. They stretched for miles across the harsh terrain.
They were shielded from Zhent pursuit by Urbuchek’s horde. Behind the orc withdrawal the Peaks of Ruin were littered with dead and dying by the thousands.
The scout began making his way back towards Eveningstar, trying to get his head around it all.
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Post by DM Hawk on May 15, 2021 2:03:09 GMT -5
Hail Cormyrians! FRC has been updated with the following: - Slenderized Neck Quiver models for Female PC's by EDM Ruin - Event Areas Updated FRC would like to thank Ruin, Plotter, and DM Sauron for their contributions to this update.
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Post by DM Hawk on May 1, 2021 9:26:09 GMT -5
Bump! - The Greengrass festival opens in approximately 30 minutes
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Post by DM Hawk on Apr 23, 2021 4:50:55 GMT -5
Hail Cormyrians! This morning's update included a few new chat commands: !help The !help command will list other chat commands preceded by an exclamation mark (!) that are available in game along with a brief description of what each command will provide. The !help dot command will list other chat commands preceded by a period (.) that are available in game along with a brief description of what each command will provide. The !help emo command will list chat emotes beginning and ending with asterisks (* *) that are available in game. !stuck The !stuck command will bump your character to a nearby party member. This movement will free your character if stuck in terrain, placeables, or on elevation. Note that your character must be in a party with others and at least one party member must be very close by. /music The /music command will toggle on and off a silent visual effect of musical notes stringing from your character's head. This can be used in game to demonstrate that your character is performing or entertaining. Note that development will continue on these commands.
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Post by DM Hawk on Apr 23, 2021 4:17:13 GMT -5
Hail Cormyrians! FRC has been updated with the following:
- Expanded Head Models (250+) by Categories:
Female Dwarf 10 Female Elf 24 Female Gnome 7 Female Halfling 13 Female Half Orc 4 Female Human 86 Male Dwarf 16 Male Elf 2 Male Gnome 10 Male Halfling 3 Male Half Orc 3 Male Human 86
In addition, some older NWN heads may now have eyes and lips available for coloration through Tattoo 1 and 2.
Note that some existing head numbers may have changed with this update. If your character has a different head at log in you should be able to locate the character's previous head through a Body Tailor. If this occurs and you're unable to locate your character's previous head model please send me a PM on the forum.
- Greengrass Festival Content
- New Chat Commands added:
!help - listing chat commands and emotes available in game. This command will continue to be developed. !stuck - assists characters who become stuck in walls, in placeables, or on elevation. This command will continue to be developed. /music - toggles musical notes effect from the character on or off for lengthy performances.
- Loot Placeable Fixes
Bramblewood Bugbear Cave, Goblin Warrens, and Gnoll Caves East Way Trail - West of the Hullack Espar Mines and Mysterious Cave Eveningstar Crypts Thunderstone Tomb
- Misc Fixes
FRC would like to thank and recognize the following NWN Community contributors for their work included in this update. Selections have been adopted from:
TheBarbarian’s NWN Heads pack Coulisfu & Balzan’s Oriental Heads Draygoth’s All Things Dwarven Estelindis, Bioware, Obsidian, and LucasArts for the KoToR Heads pack Friedeyes for the Additional Heads pack Jez, Kazcor, D20MM, Lisa, Taina, CODI, DLA, Cloisfu, NewByPower/Claude’s Whitefall Heads Jonnyhr’s Random Head Pstemarie & Team's Project Q SabelPhoenix & Company’s Realms of Ruin and Rebirth Heads Shemsu-Heru Custom Content Challenge Baldur’s Gate and Offspring Shemsu-Heru More Asian Heads St4rscream’s Gnew Gnomes Symmetric and Stonehammer’s Triss Head for all females Xia’s Elf Female Head
FRC would also like to thank Jorteck & Southpaw for their work towards our Greengrass content and FluffyTheMad & Jorteck for the development of the new chat commands.
Additionally we'd like to extend thanks to our team of Playtesters for helping with validation for this update.
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Post by DM Hawk on Apr 20, 2021 14:45:27 GMT -5
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Post by DM Hawk on Apr 11, 2021 16:45:41 GMT -5
The following notice is posted by Father Halluk of Helm in the communities of the King's Forest, Immersea, and Suzail. They are placed in temples allied with the Watcher's faith and at town gates and crossroads.
The missive is short and to the point.
Watchknights of Helm,
The Dhedluk Temple seeks the service of a traveling priest of the vigilant One for a task. Report to me at the Dhedluk Temple for further information.
Father Halluk of Helm
// Hail Cormyrians! Please send me a PM if interested
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Post by DM Hawk on Apr 7, 2021 2:09:31 GMT -5
Spellbook PresetsPlayers on FRC may set and save up to 10 Spellbook Presets for spellcasting characters who need to determine their spells in advance before resting. Entering /spellbook will list the options. Spellbook Presets can be saved, listed, and deleted at will using these text commands followed by the label given to the preset: /spellbook, /spellbook save, /spellbook list, /spellbook load, and /spellbook delete. frc.proboards.com/thread/34032/spellbook-presets
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Post by DM Hawk on Apr 7, 2021 1:44:22 GMT -5
Spellbook Presets Players of spellcasters on FRC may set and save up to 10 Spellbook Presets. Note, this applies to spellcasters who prepare their spells in advance, not to spontaneous spellcasters like Bards or Sorcerers. Substitute your own Spellbook names for the examples below. Entering /spellbook will list the options. Spellbook Presets can be be saved, listed, loaded, and deleted using the below text commands followed by the name given to the Spellbook Preset. To save a spellbook named sb1, enter the command /spellbook save sb1 To save a spellbook with spaces in the name, like Humane TPK, enter the command /spellbook save "Humane TPK" Once Spellbook Presets have been saved, they can be listed by using the command: /spellbook list Once Spellbook Presets like sb1 have been saved, they can be loaded again with the command: /spellbook load sb1 To delete a spellbook like sb1, they can be removed with the command: /spellbook delete sb1 Finally, your current list of memorized spells can be cleared with the command: /spellbook clear Note: Loading a Spellbook Preset will populate a character's selection of memorized spells according to what's been set in the spellbook but they won't be ready to cast until the character rests. FRC would like to thank DM Jorteck for his work developing FRC's Spellbook Presets.
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Post by DM Hawk on Apr 7, 2021 1:12:53 GMT -5
Hail Cormyrians! FRC has been updated with the following: - Spellbook Presets - VR Western Outskirts Muddy Cave update - VR Southeast Quarter minor cosmetic update - Skull Crag Militia adapts from dragon attack - Suzail Wailing Wheel Derner & Butt Test fixes - DM Event areas & NPC's updated - Misc Fixes Special thanks to @styrjarlshall, DM Jorteck, and the FRC Test Team for their contributions to this update
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Post by DM Hawk on Apr 6, 2021 8:03:34 GMT -5
Public wedding invitations are posted in Shallybrook, the Thayan Enclave at Proskur, Valkur's Roar, and Cloudstone to announce the pending nuptials between Davina Calendra of the Three Dragon's Villa and Alexial Onolath.
The wedding ceremony will be held at the Three Dragon's Villa in Shallybrook on the 10th of Tarsakh at the 21st Bell.
(Hail Cormyrians! This player event will take place on April 10th at 9 PM US Central)
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