Faalor, a NWN campaign world
Faalor mists

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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