| Callahan's Survivor Guide to Ymph |
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"Coming out from your crib, ain't ya? I can smell it. I can smell the stench of insecurity oozing from your pores, mate, and it isn't a very appealing smell. Guess for the right price I could touch you a trick or two about survival down here. Eh, I'll even toss you a free tip: Don't piss off the Armada."
-- Callahan Scarr

"First thing I need to know about a man is where he is from. Can tell a lot about a man from where he learned the ropes of his career. You're from Sembia? Probably a loudmouth. Amn? Can't turn my back on ya, now. Cormyr? Prob'ly think you're better than me. Chult? AHA! You're one of 'em tribals, ain't ya?"
Building a memorable character is not easy. Just as we have spent a lot of time polishing every detail of the gameworld (often to an almost unhealthy level), we have certain expectations or preference for characters that enter our gameworld. Creating a memorable, well-built, character is an extremely rewarding experience by itself and this guide is a very basic one to how you should approach this subject. First, there are a variety of questions you need to ask about your character:
- (1)What is his/her name?
- (2)What is his/her past history?
- (3)What is his/her homeland?
- (4)What is his/her personality like?
- (5)What is his/her philosophy of the world?
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Once you have your concept idea, you should match/justify it in your character's build. Provide a sensory description of your character in the description box and preferably a non-bioware generated name. Below is a simple character summary to serve as an example of this matching between build and concept. It doesn't define every characteristics, but simply the most important ones to roleplay the character comfortably.
Example: William Anderson, also known as Rotten Willy, is a street con-artist (bard or rogue) who spent most of his life in the streets of Waterdeep. He possess quite a bit of streetsmarts (Wisdom 12), and can easily lie his way through most troublesome encounters (Charisma 14). He usually dress up in rags, even when he has the coins for better gears, to fake being a simple beggar when in fact Rotten Willy has been working with the City Watch in digging up dirt and information on the local thief guild. Sadly for him, he was caught one of these days which led the mob to cut two of his fingers on his right hand (noted on his descriptions), and breaking his left leg with a hammer. Ever since he had problem with walking and his balance (Dexterity 8-9) and he usually prefer not involving himself into any form of altruistic behaviours anymore, looking more after himself (neutral disposition). He also prays to Beshaba every night before going to sleep hoping that it will ward off his past failure and misfortune.
| Character Creation Quickstart |
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*Simply unzip these in your neverwinter nights override directory.
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Best places to get a nights kip these days are at the Kingsman tavern, though if you buy a flask of oil and set yourself a campfire, you can go rough almost anywhere (long as the rain doesn't get you). Best check that the cave you're setting up in doesn't have any competition for occupancy though."
- Characters may rest every 25 minutes.
- Resting in the wild requires a bedroll and consume a flask of oil.
- Rain and Storm prevents resting outdoors at campfires.
- Rangers/Druids do not require a flask of oil to rest outdoors.
- Rest heals few Hit Points based on constitution and character level.
- During time-constrained situations (e.g. dm supervised event where an hostage has been kidnapped and will be executed in 20 minutes), it is discouraged to rest before asking permission.
"Death is part and parcel of the adventuring business, whether dispensing it, receiving it, or watching a companion bite it. If you want to bring someone back to your side, your best hope is to find a cleric that'll bring their soul back... such power doesn't come cheap though. I heard as well that there's another way too, but willing to bet that isn't cheap either. I did hear a s tory of a lad who went to the other side, though, who came back some other way, through his sheer force of will. Never was the same again.
Of course, if you're so inclined, you can live forever through the Cheerful Dead. Not such a pleasant process, but some people just want to serve and go on serving."

- If you die to NPC or monsters, you may respawn at the cost of 1/3 of your Total XP.
- If you die to other PCs, you will need a raise dead spell or stronger in order to return and will suffer a 1/6 Total XP penalty.
- If your body is mutilated, burned or quasi-desintegrated, you will need a ressurection spell in order to return at the cost of 1/9 of your Total XP.
- Once you reach 0 Hit Point, you will fall to the ground and begin to bleed. Each round, you have a 10% of your wound stabilizing. If you reach -10, your body will stay at the position of your death, but your soul will be sent to the Fugue Plane.
- Important: Please do not log off when bleeding to avoid death. Our system detects automatically such exploits and retires your character.
"... As with any decent island, Umberlee's got a hold. Ain't too many lads and lasses that don't thank her every day for sparing them from the briny deep. Since the portal appeared, every kind of deities managed to send themselves a representative or two our way. Not all of them are successful at spreading their faith, but it's a wise man who keeps a civil tongue regarding deities, because you never know who might be listening, and there's still a sharp dagger and an altar to be found even on our fairly deserted isle.
Word has it that even long forgotten deities have some form of hold here, ones whose names have barely been uttered for a century or thrice that. Amaunator and Targus to name but two. Some strange temples dot the landscape, testimony to the ancient civizations which though long forgotten, cast an impressive visage for those fortunate enough to see such wonder."

The Forgotten Realms is a setting deeply enmeshed with a large and active Pantheon. Pick a patron deity for your character, and place it in the deity field when you create your character. If you pick a religious/divine oriented class such as Paladin, Cleric or Druid. There are a number of expectations about your roleplay which should be followed. We will go through each of these classes in order to help become more familiarize with them and portray them better.
Paladins are possibly the most demanding class. They not only have to answer to their deity's dogmatic needs, but also uphold their oaths of paladin conduct.
Fealty
Paladins must uphold the teachings of their deity. This does not mean street preaching, but they must live their lives and exhibit themselves in their deities image. They must obey the tenets of their god. They must strive to act in a manner that is in the interest of their god.
For example, a paladin of Lathander who is miserable and hopeless will no longer be a paladin of Lathander. A paladin of Torm who is reluctant to combat evil will no longer be a paladin of Torm, etc.
Courtesy
A paladin must conduct themselves with a modicum of proper behavior. They are expected to be respectful of others. A paladin who routinely spreads slander and speaks ill of others behind their backs could lose powers. A paladin who engages in street brawls could lose their powers.
This does not mean a paladin has to be a nicey nicey patsy, they just must behave with a semblance of dignity. They are the 'elite' representatives of their faith and are expected to act as such.
For example, a paladin of Torm who spreads words around town about how much he hates a local Banite, and spreads tales about his ill behavior without proof, could lose powers.
On the other hand, if the same paladin openly speaks plainly of foul deeds comitted by the Banite, and urges others to be cautious against, or take actions against, the Banite, is fine.
Basically, confrontation is ok, but shit-talking is not. Likewise, a paladin who gets in arguments and fisticuffs with local thugs could lose power, but one who engages in honorable duals or fights to defend themselves is fine.
Honesty
A paladin is expected to be honest in words and deeds. Paladins can not lie under any circumstances. They may choose to not speak at all, as opposed to lying. They also can not practice deceit. Disguising themselves in order to sow discontent among their rivals is dishonest.
A paladin may 'disguise' themselves so as not to be seen immediately for who they are, but they may not use this to their advantage, by pretending to be someone else when confronted, or to perform actions in the guise of another, or an unknown.
For example, a paladin, if captured, and asked by the enemy where to find the undefended leader of the paladin's group, can not lie, but may refuse to answer.
A paladin may wear a large cloak over his head to pass through an unfriendly town unmolested, but they may not wear the cloak in order to hand out notices signed by a false name, or to spread word about their rivals crimes while pretending to be a local thug.
Valor
A paladin is expected to be courageous, both in battle and out. While retreat is, at times, the only sensible option, if a paladin routinely flees prematurely, or flees in a manner that endangers his companions, he could lose his paladinhood. Likewise, a paladin is expected to be brave in representing his faith, and standing up against his enemies out of battle as well.
For example, a paladin who flees a powerful orc once he takes a solid blow, and thus allows the orc to slay his companions, could lose powers. If a paladin finds himself surrounded by powerful orcs, with no hope for victory, he may retreat honorably, but still must take care to see that his retreat does not cause loss of innocent lives.
Likewise, a paladin who becomes meek and timid when confronted by representatives of rival faiths, could lose powers.
Honor
Honor is everyting to a paladin, at times almost to a fault. He is expected to be respectful to all, even his enemies. No pissing on their corpses for the paladin. He is also expected to be willing to go all the way to see that his honor is maintained. He will always keep his word once given, or die trying.
For example, if an enemy he has defeated behaved courageously in his own way, a paladin might even adhere to his dying wish, or see a proper burial performed. A paladin will never desecrate the dead.
If a paladin is challenged to a duel by someone of similar ability, he must accept. If, say, a drunken commoner well beneath him challenges him, he may turn away, as this shows greater honor than beating the man.
Some more specific examples things a paladin will and will not do...
- Will not work alongside evil people, in any way. A paladin may meet with them, or have conversations, but nothing that remotely benefits the evil one is allowed, including plotting, questing, giving them gold, etc.
- Will not break his word without giving full effort to uphold it.
- Will not lie or deceive.
- Will not attack, or harm in any way, an innocent.
- Will not torture in any way, for any reason.
- Will not break the law, unless the law is unjust or in conflict with their deity's dogma. Even then, they will strive to see it overturned without breaking it.
- Will never betray a friend, ever.
- Will never take dirty money or items, or otherwise enrich themselves off the misdeeds of others.
- Will not desecrate the dead in any manner.
- Will not attack or kill an unarmed, and/or unaware foe.
- Will not use poisons to defeat an enemy.
- Will obviously not steal, murder, etc.
Clerics are the chosen messengers of the gods, given great magical powers in order to further the causes of the deity.
A cleric's role is simple, yet all-consuming : spread the faith, and live to uphold the dogmatic beliefs.
A cleric is expected to spread the word of the god to others.
A cleric is expected to live their lives in accordance with the dogmatic principles.
For example, a cleric, who never utters the name of their deity to others*, nor speaks a word of their teachings, will lose powers.
*Some exceptions apply, for gods of trickery and deceit, such as Shar or Mask.
A cleric who's actions counteract their deity's beliefs could also lose powers. For example, a priest of Talona who goes around freely healing diseases, won't last long. Likewise, a priest of Tyr who runs around committing crime and injustice will quickly be cast aside by the deity. A cleric of Kelemvor who desecrates the dead, A cleric of Torm who cowers while evil runs rampant, a cleric of Shar who freely speaks of the faith's secrets, etc.
Druids live a life that is both very simple, and very complex at the same time. Generally, they have two main objectives : Uphold the Balance, and Protect Nature. The main crux of the druidic Oath is based on these two tenets.
Generally, druidic circles form and govern over a specific area of land - in our module, it would most likely be Ymph and its surroundings.
Upholding the Balance
Druids believe that the forces of Good, Evil, Law, and Chaos are all equally relevant to the functioning of the cosmos. When any of these grows more powerful than it's opposing force, the druids will carefully consider the situation, and if deemed necessary, they will aid the 'losing' force to the extent that balance is somewhat restored.
For example, if Lawfulness is bordering on tyranny, and individualism is being threatened on a mass scale, they will work to promote chaos until a balance is somewhat restored, and vice versa. If Evil is growing in great power and threatening to overwhelm good, they will aid the forces of good until such a time as things are more evenly balances, and vice versa.
Thus, a druid who willfully neglects to pay attention to the Balance, or who works to swing things in an even more lopsided direction, could lose druid powers.
For example, the nearby lands are dominated by an ultra lawful cabal of rulers, who are oppressing all and sundry in the area. If a druid then works to maintain the status quo by enforcing the laws, or say, joining forces with the ruling powers, they would lose druid powers. If they did the exact same actions in an area fraught with anarchy, they would be maintaining the balance, as per their oaths.
Protecting Nature
Druids are charged with being the defenders of Nature, and swear to protect nature when they become a druid. This does not necessarily mean slaying people out hunting for food, or clearing wildlands to grow crops. While certain, more psychotic druids, may very well take this stance, it is not the norm.
Generally, druids oppose damaging the natural world for unnatural reasons. Hunting for food is natural. Hunting for skins to sell and make a fat profit trading them is not. Clearing land to grow crops is natural. Razing the land as an act of war is not.
Likewise, with animals, druids will broker no callous harm being done to them. Thus, they will oppose casual slaughter, torture, or any unnatural act forced upon an animal (such as being forced to fight in cage event, or even taken out of it's environment to serve as prowling attack creature in an estate). This extends to their own animal companions, who are considered equal beings to the druid, and often their closest friends. A druid who callously subjects their dearest companions to grievous wounds on a regular basis would be considered cruel, at best.
As such, a druid who neglects to protect the natural world, or does something to actively harm it, will no longer be considered a druid.
Other oaths
- Druids may not wear metal armor or shield, or brandish non-druidic metal weaponry (exception is druids of Mielikki)
- Druids may not take up permanent residence in a city, castle, temple, etc, as this is considered a concession to the unnatural world. A druid who lives at the Kingsman would be in danger of losing their druidic status.
- A druid may not teach the secrets of the druidic Order and/or their own Circle, to any non-druid.
- Violation of a ban imposed by the ranking druids in an area may result in loss of druidic status. A 'ban' is generally achieved when all members of the local druidic circle meet to discuss an issue, and then vote on whether a ban should implimented. For example, if a local druid has slaughtered a village callously because the harbored hunters, the Circle may meet and vote on whether or not to place a ban on said druid. Likewise, a druidic circle my ban an entire area (such as a city) and any druid that willfully enters the city, while aware of the ban, may lose druidic status.
Other notes
Druids, when they take their Oath, are to respect the traditional structure of druidic society.
Briefly, this is structured as such:
There is one Grand Druid who leads -all- druids everywhere in the world.
Druidic circles form to oversee a particular area (ie, Ymph and environs).
These circles choose a 'Great Druid' to be in charge of overseeing druidly interests in their chosen lands. This is usually done by a series of challenges among the Circle, with the winner becoming the Great Druid of the area.
The Great Druid does not exercise anything near absolute control over the other druids. They generally are in charge of calling moots to decide on issues, or to issue general edicts and things for local druids to focus on (such as keeping an eye out for over-hunting in the area). Issues such as band and edicts, are often voted on by the entire Circle, with majority decision being the verdict.
The Great Druid can be challenged by another druid at any time.
Thus, even if a druid is a loner who refuses to partake of the Circle's meetings, the druidic fellowship is expected to be respected by all who have taken druidic oaths. If a lone druid disagrees with the edicts of a certain Great Druid and the Circle, they may challenge the Great Druid for the right to lead. If they simply break edicts and bans and the like, they may lose druidic status - but they must be aware of the edicts in order to lose status. This does not mean that a druid can simply claim ignorance - once a ban or edict is decided, the decision should be made accessible to all druids, and failure of a lone druid to pay attention to the Circle's decisions is their own fault.
For example, if the Circle decides to put a ban on entering the city, and plainly states it in accessible druidic writings on rocks near the Circle's home, a druid who enters the city a week later, having not bothered to keep track of the Circle's actions, may lose status. On the flip-side, if a decision is made behind closed doors, and kept within the Circle entirely with no effort to proclaim it, a druid who breaks it can not be held accountable.
Also, if the edict or ban is in direct violation of basic druidic Oaths, the druids of the area may ignore it until a new Great Druid can be selected. For example, if the Great Druid orders all druids to move to the city and take jobs in the government, this can be ignored with no penalty.
Simply put, faerun racial languages other than common are not supported on this server. Instances such as "*elf* Hello brother" will simply be ignored. However, using flavorful elven or dwarven words to compliment your roleplay is certainly encouraged. Similarly, be careful when portraying accents. Some people are very creative with dwarven accents, and sometimes write them in personal letters. Just remember that accents do not translate unto written texts.
Finally, it is also possible to find tomes or ancient texts written in a forgotten language on EFU:A . If such an event would happen, a check of "Skill : Lore" is generally required in order to verify if your character can manage to decode or decipher said ancient texts.
"Warm, as in all subtropical climes, with enough rain to keep the vegetation flourishing and the wildlife varied. Storms come from time to time. And that all pervading, omniscient mist, which surrounds our fair archipelago, and has been there since long before humans touched this isle."
“If you dare venture into the deeps, best leave that armor at home. Not many men can swim wearing their boots, let alone thirty or fifty pounds worth of metal! And better still, take some way to keep breathing, like bubbleberries, if you're tryin to uncover the secrets of the deep. After all, troubling the mysteries is a difficult enough business on dry land. Trying to swim through murky water when you got but seconds of time at your hand is suicide. And strange things inhabit the deep.”
– Slim Caden, a beggar

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