Character Class
Any class is acceptable, though I would like to see a bit
of diversity. If a particular class becomes dominate, I may
approach some of you and ask that you make a switch to a less
popular class. Hopefully, this won't be a problem. Monks,
Paladins, Druids and Barbarians should be very rare in this
campaign though. If you had your heart set on playing one of
these classes, I'll probably allow it if you have a decent
backstory but I may try to talk you out of it (or at least
test your reasoning against the campaign world and other story
elements--baring that, I'll try and scare you: "Oh,
didn't you know? Paladins can't wear armor in this campaign
world and monks must be split class?" *DM evil grin*
[tm]).
My intent is to conform the campaign to the characters.
Though I may have an overall story idea in mind, I would like
the players to come up with characters they would like to
play. Therefore, I will be giving you the widest allowable
range to create the character you will enjoy playing.
Common Classes
The vast majority of NPCs on Faalor belong to the Fighter
and/or the Rogue class. Players are always free to play
Fighters and Rogues. Because Faalor is a low magic campaign,
these two classes are always acceptable no matter how many PCs
have taken these classes already. Feel free to multi-class to
these class. Saints The next most common classes use Devine
magic: Paladins, Divine Champions and Clerics. All of these
characters have some connection with the Church of Adrahil. To
belong to one of these classes does not force a PC to belong
to the Church, but the Church has a way of hunting down and
indoctrinating (or worse) anyone who shows any sign of magical
ability. Because of this connection, Saintly characters will
probably have contacts, influence and useful information as
well as divine guidance to help them avoid dangers and
complete quests (a wisdom roll, more than likely). This, of
course, does not limit your alignment choices. Just because
your character is a respected member of the Church doesn't
mean he or she couldn't be lawful evil; there are plenty of
opportunities for a corrupt priest to rise in the ranks.
Small cabals of non-Adrahil worshippers can be found
throughout the island. PC followers of other gods are
acceptable (see religion) but uncommon. The most common non-Adrahil
priest would be a priest of Maelwar, followed closely by
Aergot. Followers of the Lesser Pantheon, while possible, are
rare on Faalor. The Church usually take swift action to
severely control non-Adrhil priests. Of course, that means
certain death at for priests of Maelwar, assuming the Church
can get their hands the offending character.
See Religion for more information.
Magic-Users
Magic-users (Wizards, Sorcerers & Bards) are not at all
popular in Faalor. The majority of Faalorians see magic as a
tool of Maelwar; magic is a random, unpredictable, elven and,
to some, inherently evil force. A tight and secretive network
of magical practitioners have existed on Faalor for hundreds
of years. At times, this network is persecuted, at others it
is simply ignored. There have only been a few times when this
network was openly acknowledged (most notably under King
Padral, the Enlightened some one hundred years ago).
Currently, the Church has an uneasy truce with this network.
Magic-users will be given some sort of boost (either in
equipment, money or experience points) at the beginning of
most campaigns to offset the some of the handicaps
(particularly, social stigmatism and combat vulnerability in
NWN) in this campaign. Often time, Magic-users will be privy
to special information which is unavailable to any other
class. Even with these advantages, Magic-users have to be
played intelligently; vulgar displays of magic will be, at
best, frowned upon.
The Old Ones
Beyond the city walls, Barbarians, Druids, Shifters &
Rangers become more common. These four classes represent a
cultural memory of the Teussian people, the first humans to
land on Faalor. Though there are no barbarian tribes on the
island, the outer villages and rural communities retain some
of the features of those near-forgotten people. Often, these
people still honor their ancestors, and worship the Old Gods
(most commonly Finglas, Fraeva, Thyrch, Relki and Ulnthar).
Barbarians represent a berserker spirit, rather than a
cultural outlook. Characters with the Barbarian class are not
stupid aborigines, though, they might have serious emotional
issues to deal with. An individual Barbarian might have a specail family connection with the old Teussians. They are though much like anyone else on Faalor.
The difference, of course, is how they fight.
Druids and Shifters are most often worshipers of Thyrkh,
the Tuessian god of Nature's Fury, but can owe their
allegiance to any of the Old Gods. The new but very small
Druidic order, one that is more friendly with the Church and
urbane, revolves around the worship of Aergot (they are
primarily Monists and Elementalists).
Shifters are a rare and psychologically unstable breed in Faalor. A shifter is a
druid who is so in tune with the natural world that he or she
can change their very form. As a result, their personalities are often fractured and confused. (Each time a shifter changes form, or is not in their true form for more than an hour, they must roll an insanity check against their wisdom; a botched roll may result in complete madness and the loss of control of your character as a viable PC.) True shifters jealously guard
their secrets and will hunt down and kill any suspected
shifter who has not 'decided' to join a very odd and secretive
sect called the Order of the Formless Ones. If you wish
to play a Shifter, you will have to find a member of this
Order before or soon after taking a level in Shifter.
The consequences of going it alone can be deadly.
Special Cases
Many of the prestige classes offered in SoU and HotU could
easily fit into the Faalor campaign.
Arcane Archers are a specially trained caste within the
Elven Court. The skills involved in this class are only taught
by the Academy of Yllrys deep within Elven territory. (Most
elves know about this Academy but it is highly unlikely any
outsider will know anything about it.) Talk to the DM if this
is a class you would like to play as there will be some
specific guidelines enforced that is best kept between the PC
and the DM.
Assassins are a common enough profession in Faalor to allow
this class to be open to any player. Again, I don't frown on
players who want to play evil characters; I just expect more
out of them. Possible PC angles: 'private contractor', member
of the Faalor Assassin's Guild, Illrigger agent, hardened
military scout.
Black Guards are another very special case. Black Guard is
a common label for the small but highly effective group of
Maelwar operatives known as the Illriggers. They are Faalor's
Anti-paladins. Playing one will take special skill and
maturity, but I will gladly open this class up to whoever
wants to play one.
Pale Masters are another of Maelwar's minions. A Pale
Master is most often part of a faction known as the Thanatons,
a small group of death fanatics. While some may argue that the
Thanatons are not indeed evil, they do promote death as a
Gateway to a 'better' life.
Shadow Dancers represent special skills known only to the
Vistani, Faalor's wandering Gypsies. Only PCs of with Gypsy
blood should take this class.
Dwarven Defenders fit in and shouldn't take much
imagination to flesh out an appropriate character background.
Of course, all Dwarven Defenders are trained and generally
stay within sight of dwarven communities or interests.
Weapon Masters are a holdover from the Simulani migration.
They represent a nearly lost class of warrior/priests.
The Dragon Disciple could work on Faalor (as dragons do
exist on the island), but I honestly don't like this class as
a PC class. That said, a Dragon Discipline of Faalor is the
result of a human/dragon mating so you must have this as part
of the PC's background before the campaign begins in order to
take the class.
Harper Scouts, on the other hand, are Forgotten Realms
specific and not really appropriate to Faalor. You'd have to
write up and defend a 20 page paper on why you wanted to play
one . . . spelling and punctuation will count!
The final special case is the Monk class. While I will
allow players to play a monk, I feel that they don't exactly
fit into this campaign world. That said, there are three
Schools that teach the mental and physical skills required to
be a true monk: the Draelic School (lawful good, defenders of
the Faalorian Monarchy), the Black Hand (lawful evil,
secretive group dedicated to human superiority) and The Way
(lawful neutral, also known as The Watchers, recorders,
historians and defenders of truth). Only The Way is open
to non-humans. Each of these Schools is
rigidly structured, very difficult to enter, and demand the
highest levels of obedience and adherence to doctrine. Monks
require periodic training under a Master to advance in levels.
All monks accept a very serious vow. While the vow of
poverty is most common (allowed own one suit of non-magical
clothing and a weapon), some monks take on life-long vows of silence
or stringent dedication to lengthy daily rituals designed to
strengthen the mind and body. The Draelic School
requires 20 years of dedicated service to the monarchy.
The Black Hand requires a life-time commitment (there are no
ex-Black Hand monks). The Way requires an extended vow
of silence. For the most part, only humans can choose to play
a monk. There is though, one monk school for elves. It
is the M'uljari School. It only trains LE monks
dedicated to the enslavement of orcs, dwarves and 'traitor'
elves, the reestablishment of elven civilization of Faalor and
the complete destruction of humanity. M'uljari cannot
use any weapon but their own body and refrain from use of any
magic, including any magic item, other than their own
discipline-derived 'magic'. Elven monks cannot
flunk out of the school or take other multi-class (or they
will be hunted down and killed on account of the offenders
'lack of discipline'). If you play a monk, you
will be required to be deeply connected with your School,
reporting directly and at all times to a superior. The
path of the monk is a very difficult path indeed.
Multi-class
You are free to multi-class your character however you
wish, though some guidelines are necessary for realistic play
and helping the DM create a balanced campaign. Some classes
will be almost impossible to add later in the game, while
others will be allowed with significant justification and IC
rationalization, others still be allowed with only a little
justification. The DM should be notified of any new classes
the player wishes to add to their character. In some cases,
specific DM permission is required for any class addition.
Starting classes only: Four classes (Barbarian, Wizard,
Sorcerer and Monk) can only be taken as beginning classes. You
may not acquire levels in these classes after character
creation. The Barbarian and Sorcerer classes imply either
innate abilities, attitudes or heritages which cannot be
chosen. While the Monk and Wizard classes require years of
preparation away from the adventuring field.
Serious Justification Needed: Four classes (Ranger,
Paladin, Cleric, Druid) require some serious in game
justification for acquiring new levels after start. The
Cleric, Paladin and Druid may be acquired through some
religious experience which awakens the character's spiritual
awareness--either through a special calling or supernatural
encounter. Druids and Rangers need to have some wilderness
background already established in their character (by way of
wilderness lore or other outdoor skills) evident before the
acceptance of the new class. The DM's permission should be
granted before taking on a new level in this category.
Minor Justification Needed: Only two classes, the Rogue and
Warrior, require no major justification. A player should of
course have some reason for taking these classes, but DM
permission need not be sought.
Of course, taking on any of the Prestige classes require
that the player fully justify the choice. Players should
discuss this path with the DM before you create the character;
some Prestige classes just won't work in a particular
campaign.
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