Faalor, a NWN campaign world
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Faalor V

Last Updated: PST.

Start Date:  May 13th, 2006 

Here's the results of my poll, upon which I will base the upcoming campaign.

Setting

The main setting for this campaign will be an area between the Faewood Marches (north west Faewoods) and the city of Faalor. 

Player Characters

Player Name Race Class Confirmed
Magus Arrand Human Monk March 6, 2006
Arwin Jack Reed Human Rogue April 28, 2006
Carn Gregory Oak Human Cleric/Paladin April 29, 2006
Jas Rilan Gadeli Human Barbarian April 29, 2006
Beggar Gnoth, the Hairy Gnome Wizard April 15, 2006
Veth Cyril Tormund Human Cleric April 29, 2006
Mayvik Valdo Bross Human Fighter April 29, 2006
Floria Mary F. Reed Human Rogue April 30, 2006
Rangarig Kala Horntaper Human Ranger April 30, 2006
Patricia Gillia "Duskfang" Half-orc Fighter May 2, 2006

Players will start at 1st level and play a short prelude adventure.  This "adventure" will be biographical in nature and will help the player experience some of the major events his or her development.  This "adventure" begins ten years before the campaign present during the Night of Fog and Fear.  The PC will have a chance to live through that period of time, then go through a series of doors representing choices they make in training, lifestyle, as well as "living through" several life-altering events.  Here, the player will have the opportunity to go to Spirit College, join the army, become a merchant or find a mentor, whatever is most appropriate.  By the end of this, the PC will be between 3rd or 5th level, depending on the choices made and will have earned gold, items and housing as a result.

PCs should be human, halfling or dwarf.  A gnome or two would be an excellent addition to the party.  A dwarf may prove to be a very valuable member of the group as well.  Other races are playable, but may not be the best for this campaign.  Elves are not going to be a very fun race to play at all this campaign, at least through the first few sessions, after which it might be very fun to play (talk to me if you're interested in playing an elf, something interesting can be worked out).  Half-orcs can work but be prepared for some serious racism!

There will be a concerted effort to make all classes useful in this campaign.  With that in mind, the party should include a pure rogue, fighter, cleric and wizard.  Core classes, with heavy specialization, will be most useful.  All players should strive to play a single class, but there will be room for multi-classing (you will get a small XP penalty each week for multi-classing).  The party should include someone with decent negotiating skills, a healer, a magic-user, scout, and brawler.  All Prestige Classes will be heavily discouraged. Reliance upon your fellow PCs will be very important because no one PC will be able to do it all.  

The Campaign

The campaign will be a very low-magic campaign and will take place ten years after the events of Faalor IV and the Night of Fog and Fear.  Yurissa has nearly absolute control of the Island, with the notable exceptions of the Gnomish Nation, the Faewood, Bridalveil and the orcish haunts of the Crags and the Black Morass.  The elves seem to have taken a different approach to the human "problem", mounting small raids further and further north toward the city of Faalor. In recent years, the elves have taken to using orcish slaves to attack human settlements. Though the dwarves are still unofficially allied with the elves, tension has been mounting between this traditional friends.

Havenshire

All PCs will be based in the Village of Havenshire.  While they may not have grown up here, this is currently where they call home.  Havenshire is a small town about a 15  miles south-east of the City of Faalor and 10 miles southwest of the Crossroads.  It is a main thoroughfare between Faalor and Duath and a common stopping place for many travelers.  The town was originally settled by a group of Halflings but humans quickly settled there as well.  A clan of dwarves lives and works nearby, running a very successful gold mining operation.

NPCs of Note

  • Mayor Grabo Smith-  taking over for the ailing Mayor Stephen Mayfield, Grabo is a congenial, intelligent and very charismatic ex-adventurer.  He took up mayor-ship only 4 years ago.  He originally came from Duath and lead many successful forays into the Crags and Black Morass.  He claims to be a distant relative of King Padral, though, of course, there's much room for doubt.
  • Sheriff Westerbrook - Westerbrook is a bear of a man and ex-adventurering partner of Grabo.  It is said that Mayor Grabo rescued Westerbrook from the orcs and the two men have been constant companions ever since.  Westerbrook is a savage warrior, wielding a huge sword.  Only last year, a group of bandits set up camp nearby and Westerbrook successfully sent them packing (it is rumored that he killed them all).
  • Laynia Kelmer - Laynia is the current Rector of the Havenshire Church of Adrahil.  She took over the job 10 years ago, when Wilmer Ralm was killed on the Night of Fog and Fear.  She is a calm, popular and well-read minister.

Technical Details

Please update your NWN program to the latest version. As of this writing, you will need the following haks:

and Portraits:

Rule Changes

Rest will be slightly different.  You will be required to find a place to camp, tell the DM what measures you are taking to secure the sight, then, if the DM sees that you have taken proper precautions.  In safe areas, you may be able to rest as often as you like, depending on the situation.

I will also be pausing the game at certain times during combat to give you more of a chance to shout orders, plan attacks.

Magic and items will not be the focus of this campaign.  You should be prepared to rely on your character's native skills, spells and special abilities.  While there will be opportunities to create items, purchase or "liberate" loot magical doo-dads throughout the campaign, the focus of this campaign will be on character-building and story-development. Based on the poll numbers, expect to receive only 3-6 one-shot items (mostly potions and wands, for example) and 1 or 2 permanent magic items (weapons, armor, rings, etc., all of relatively low power level) including items you make per character for the whole campaign. (Please note, that spell-caster scrolls will be more available than usual and will not count against the one-shot magic item limit.)  Healing kits will be available, but I won't be using the standard Bioware item.  Instead, I have created a system where people can create their own kits out of available items and the items themselves will behave more in line with your healing skill.  (A failure on a heal roll may actually cause damage.)  Again, these items will be available, but not in great numbers, nor will they be easy to create; the cleric/druid's healing spell will be the main means of healing in the campaign.  Encounters will be scaled in anticipation of a low-level magic campaign with the limitations placed on it by the rest system.

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