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  • Genasi (Earth) | Halcyon D&D

    Earth Genasi Racial Guidelines Basic Traits Racial Traits Earth Genasi Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. Earth genasi tend to be strong and tough, but are often stubborn and oblivious. They tend to be indifferent to others of their kind and thus in many cases isolate themselves. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Spine of the World Deities Chauntea Grumbar Enmity Generally amicable with many races and people Humans (Distrusted, especially those from Calimshan) Affinity Generally amicable with many races and people Notable Features Strong, oblivious and indifferent to others, stubborn, hearty, omnivore. Prideful, saw themselves as superior over all races including other Genasi. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti les per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Damage Resistance Covered in hardy, stone-like scales or gems, earth genasi shrug off more physical damage than most. You gain physical resistance (-2 to all physical damage sources). This does not stack with other sources of physical resistance. Earth Walk You are immune to knockdown effects caused by surface spells, such as grease or sleet storm.

  • Mind Flayer | Halcyon D&D

    Soul-Wight Creation Features Weaknesses Mind Flayer By willingness or force, you were forged by a dark ritual, removing your soul and placing it within a vessel to give you a new, boundless body as a vehicle for your whims. You serve to empower other undead creatures in their fight against the living, proving to be a tool for vengeance and carnage alike. So long as your soul remains, your war never ends. Whether you underwent this ritual of your own choosing to empower yourself or were forced to rise as a Soul-Wight by another. Your soul resides within a Soul Coin that remains in your possession or in the hands of another. Whoever holds it controls your destiny. Either by choice, or by force, you serve those who seek to turn undead against the living. Your new powers are beyond that of normal undead and you may retain the memories of your previous life, though they may be muddled, broken, or gone entirely after undergoing the rites of transformation. Creation This is a roleplay acquired affliction. To make a Soul-Wight, you must first access Restricted Research and learn about the Libram of Souls and Flesh. With possession of the libram, you may take Soul Slivers as a consequence to PvP. Researching the Libram of Souls and Flesh also unlocks the ability to perform the ritual of Soul Raising. Ritual of Soul Raising Must be performed on Unholy Hallowed Ground. All reagents are lost regardless of ritual roll. 10x Soul Slivers 1x Diamond 5x Incense 25x Arcane Residue 1x Living Creature who is the Target (( A player must consent to becoming a Soul-Wight. The ritual will always succeed.)) Features A character loses access to their race, class, and subclass by choosing this affliction. You do not require character levels or experience to access features. You may attune to non-class restricted magic items. Basics Base Hit Points: 68 Actions: 2 Attack, 1 Bonus, 1 Reaction Proficiencies Armor: None Weapons: None Proficiency Bonus: +4 Magical Resistances Your kind hail from a realm far away. It has helped shape you survive in more harsh realities. You gain Physical Damage Resistance to all attacks. +1 to all Saving Throws, and your base Armor Class increases by 3. Mind's Hunger llithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. The strain of combat intensifies this need. If you are under the effects of the Steeled Mind buff from using the Extract Intellect Consequence in the last 48 hours your Mind's Hunger starts at 0. Otherwise it is set to 6. Mind Blast As a Full Round Action the Mind Flayer magically emits psychic energy in a 3 tile cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 4d8 + 4 psychic damage and be stunned until the end of their next turn. Increases Mind's Hunger by 4. Summon Intellect Devourer Mind Flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. They then summon them to their side in combat to aid in their master's evil plans. You may control one minion at a time, it shares your AC and Saving Throws but has its own hit points. As a bonus action on each of your turns, you may shield yourself and any allies within 1 tile with psionic energies. Granting them +1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma Saving Throws until the end of their next turn. Extract Brain Call forth one of your thrall, sacrificing them for your grand designs. Your active minion's HP becomes 0. You reduce your Mind's Hunger by 2. Psionic Commander When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. These thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. As a reaction when you have an active Minion you may order it take the damage intended for you. Reducing the amount you take by, up to, the minions remaining Hit Points. Innate Spellcasting You have a natural talent for dealing in magics that effect the minds of others. Additionally you gain a +2 bonus to Spell Bonus (INT). You may cast the following spells with your available spell slots: Weaknesses Illithid Weaknesses You have weakness to psychic damage. Sunlight Sensitivity While in sunlight, the soul-wight has disadvantage on perception checks that rely on sight. Shackled Soul When you were created, your soul was used as a catalyst in the ritual. It was bound within the confines of a Soul Coin that now exists on this plane. So long as this coin exists, you cannot be destroyed. If you fall in battle and your body is destroyed you will manifest again so long as your soul remains tethered to this coin. Whoever possesses this coin can exert great control and command over you as they hold your very existence in the palm of their hand. Curse of the Grave Healing magics have no effect on the undead.

  • Vampirism | Halcyon D&D

    Vampirism Bloodlines Features Weaknesses Vampirism Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. Ones fascinated with power and control may seek to create a vast host of thralls. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Expectations Vampiric Blood Lines Vampiric Blood Lines While it is unknown who cast the first ancient curse, Vampirism has manifested and warped into seven distinct bloodlines spread across the lands. Each has distinct and noticeable attributes to those whom the curse effects. It is believed that a single Elder Vampire presides at the head of each line. Beneath them: an untold amount of True Vampires all capable of carrying death upon the night and spreading the curse to others. When turned, a Vampire Fledgling and then Vampire Spawn will share the bloodline of their sire, the True Vampire who turned them, thus becoming imbued with the bloodline’s attributes. Regardless of the Line that is chosen, all characters must adhere to the basis of Vampirism. Every bloodline still retains their weaknesses and strengths, and all are a slave to their bloodlust. Affliction Limitations Shapechangers such as Changeling and Oni cannot attain the curse of vampirism. Further, Dhampir and Shadar-Kai are also not allowed to become vampires. Lost To Time Those of the Lust and Sloth bloodlines have been completely absent for quite some time. Those of Sloth have taken too long in their reveries, Lust too far gone within their longing for others. These lines are so rare, it’s almost impossible to have seen one in the yawning void of existence for the other vampire bloodlines. (Due to this, players will not be able to choose these particular bloodlines at this time.) Avarice Gula Invidia Ira Luxuria Superbia Tistitia Lust The line of Luxuria fills the vampire with an intense longing for others. This can show in the form of unbridled desire for fornication, money, or even power. Though even with eternity on their side they are doomed to never stop wanting. Of course, that isn’t to say their desires are not tainted. Those of the Luxuria Bloodline are vividly obsessed with others that they latch onto. It is not simply a desire of the flesh, but a desire for what makes a person just that. They sup upon it all, the body, mind, and soul to their content. Nothing is outside of their purview and they spread their malicious compulsion wherever they go. Many victims do not realize something is wrong until it is far too late. Gluttony Vampires of this bloodline are the most ravenous. Their eternal thirst is even more impossible to curb. They are the ones who drain entire villages, hunt without end, and often draw the most attention to themselves. They take all that they can, uncaring of the quality put into the work, the blood, or the craftsmanship. They are completely smitten with the wanton need for more, over-indulging in anything they can get their hands on. Driven as if emaciated, their starvation knows only urgency. Their selfishness will swallow, until there is nothing but their void left. Greed Hunger is not the only thing that drives those of this cursed lineage. Unable to pass up the desire to amass wealth, treasures, or anything else they believe will lead them to fortune. This can range from the most exquisite blood to artistic masterpieces, to even a collection of refined trinkets. Incredibly insatiable and shallow, those of this bloodline find themselves basking in the satisfaction of other’s deprivation. Even metaphorical valuables can make up their horde, such as the proverbial purse strings of one’s soul. The cost will always outweigh their desire to acquire, to possess in absolution, and to own. Sloth The line of Tristitia can be seen as the sheer opposite of those of Luxuria. A twisted form of apathy reigns within these vampires, causing them to seem even more aloof, uncaring, or bankrupt than others of their kin. They are equally some of the most conniving, taking countless days or even weeks coming forth with a plan of action for their coven. Due to this, they rarely draw much attention to themselves, and there’s but a whisper in the wind behind the inevitable downfall of their enemies. While they can hunt for themselves, they are more often calling on others to do the work for them, too wrapped within their own thoughts to remember to feed. Moody and absent, they’ve seen the worst of existence, and refuse to give the world any more of their effort. Wrath Mortals cannot fathom the malignant rage that seethes through these vampire’s veins. Those of this bloodline are warped almost beyond recognition by their fury, their minds a cacophony of misplaced prejudice and disdain. They are the most feral of all bloodlines, caring not of any nefarious plans to keep themselves hidden or their safety by and large. The vampiric curse has perverted the minds of the Ira Bloodline, burgeoning them to become natural to the fight, and hungry for the kill. Their minds screeching, pounding for violence for violence’s sake, these vampires are a force to be reckoned with, especially alone. They rip and tear and cleave, destroying any flesh or mind in its wake. Envy Sad, resentful, and covetous vampires fill this bloodline. Their curse cries and whines for them to obtain possessions from others, by force if necessary. But it’s never enough. They are the ones that work within the shadows, a dripping poison on the tongue, pulling the strings of all the little marionettes. Making them dance and sing and wail, then replacing their old and tattered toys with the bright and shiny new ones. That is not to say, however, that they do not get their own hands dirty. The feeling of joy follows the ripping and carving of another’s reputation, their misfortune and grief. They hone in on their prey, destroying them meticulously with words and phrases, turning another’s greatest hope into their darkest sorrow. Taking it from them… only to have it turn to sand in their own hands. Slowly, these fleeting joys will always and inevitably sour, bringing back the cycle of anger and annoyance. The grass is always greener. And nothing they have looks as golden as it had before it was theirs. Pride Swathed in nothing but the finest of silks while they drink from one’s veins, the Superbia Bloodline turn their nose to all those they deem below them. They are the Aristocrats and Noblepersons. Known for their haughtiness and vanity, these particular vampires are incredibly prudish, dutifully intent on hierarchy, and are known to amass underlings, henchmen, and spawns to serve them. Those under them are treated with contempt at best and fodder at worst. The bloodline is riddled with sophisticated devourers, demanding only the finest blood from their preferred and carefully selected prey. They are quick to be offended, blame others, and reassure their own ego. Their arrogance is well-deserved, and any who question that are reminded of their place in the food chain. Features Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Spider Climb You have a climbing speed equal to your movement speed. You can move up, down, and along vertical surfaces while keeping your hands free. While climbing a surface you may only make a single melee attack against a target within 1 tile (regardless of your own reach). If you take any other action (such as casting a spell, or swapping weapons) you fall to the ground below and are subject to the usual fall damage. Empowered Unarmed Strike Your unarmed attacks are more powerful, constitute as magical attacks and have the finesse property. They deal 1d8 + AT R damage. Eternal Thirst You are driven by an eternal desire to drink the blood of other living creatures. When you roll initiative your thirst activates. If you are under the effects of the Recently Fed buff from using the Feed Consequence in the last 48 hours, or drinking from a Blood Vial in the last 24 hours your Eternal Hunger starts at 0. Otherwise it is set to 6. When your Eternal Thirst is equal to, or greater than 4 and you begin or end your turn your are given the Starving debuff. Drain Vitality Once per turn as an attack action, and against a target that is either Grappled, Knocked Prone, Stunned, or Charmed you may make an attack to attempt to drain them of their vitality. On a success the target takes 2d8 points of necrotic damage, you gain 1d6 + CON hit points and your Eternal Thirst is reduced by 2. Vampiric Regeneration As a bonus action, and so long as your Eternal Thirst does not exceed 6, you may gain 1 Eternal Thirst and heal for 2d6 + CON + Eternal Thirst hit points. Unnatural Speed As a bonus action, and so long as your Eternal Thirst does not exceed 4, you may gain 3 Eternal Thirst to gain one extra action on your turn. This may not be used to cast a spell if you have already cast a spell, and you may not take the same Full Round Action more than once on any turn. Enthralling Gaze As a bonus action, you may attempt to charm a target you can see within range. The target must succeed a DC 16 Wisdom Save or be charmed by you until the end of their next turn. A creature charmed in this way is always willing to receive your Drain Vitality bite attack. Any time you, or one of your allies do anything harmful to the target it may repeat the saving throw. Once a target succeeds on its saving throw, or the effect wears off it is immune or the remainder of combat. Using Drain Vitality on an Enthralled target removes this effect. Blood Frenzy Once per combat when your Eternal Thirst is greater than 5 you may select a target that you can see in range. Temporarily removing the downsides of your hunger until the start of your next turn and granting a +4 bonus to hit with melee attacks, a +4 bonus to Athletic checks, and 1 extra attack action on your turn. Undead Immunities You have resistance against necrotic damage and you are immune to magical sleep, effects that leave you bleeding, and effects that leave you poisoned. Alter Memories You gain the ability to make a creature unaware of your magical influence on it. When you charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Alternatively, you may use this feature in conjunction with a feeding consequence to have a creature forget the details of the combat. They remain aware who they were with before the fight took place, and that there was a fight, but further details are too clouded. This cannot be dispelled or reversed. Once it has been done the effects are irreversible. Ageless Bloodline Requires True Vampire You are a True Vampire, one of the oldest and strongest of your kind. You may create Vampire Spawn, so you must be able to control them. When you deal damage to a Vampire Spawn you deal an additional 2d8 typeless damage to them once per turn. Weaknesses Forbiddance The vampire can't enter a private residence without a verbal invitation from one of the occupants inside. Any building that is open to the public or openly accepting visitors such as taverns, gathering halls, or open homes with no expectation of privacy do not require an invitation inside. The invitation need only be given by a living creature on the inside, not the home owner. The invitation may not be revoked and expires as soon as the vampire exits the residence. Sunlight Hypersensitivity The vampire takes 12 radiant damage when it starts its turn in the sunlight. Damage from this source does not prevent fleeing. All vampires burn in direct sunlight. This can be partially negated by having their bodies covered by clothing, but the vampire will always have some level of discomfort. You do not need to roleplay literally burning in the sun and will only take damage while in combat, however you should be roleplaying some level of avoidance of directly standing in the sunlight, as it will still heavily tax and pain you regardless. The snowy regions of Exiled Lands are exempt from being considered sunlight regardless of the time of day.. Eternal Thirst The vampire is forever filled with the desire to quench its unyielding thirst. As a consequence, you may feed on your victim's blood granting yourself a +1 to Attack and Spell Bonus for 24 hours. Alternatively, if the vampire has not fed in the last 24 hours, they take the following negatives: -1 Strength Saving Throw, -3 Constitution Saving Throw, -2 Dexterity Saving Throw, -1 Intelligence Saving Throw, -6 Wisdom Saving Throw, and -3 Charisma Saving Throw. As a consequence, the vampire may also collect a vial of blood from their victim and consume it at a later point. Vials of Blood heal 3d6 hit points on consumption. Curse of the Grave Healing magics have no effect on the vampire. Radiant Weakness Your undead nature leaves you weak to radiant damage.

  • Server Info | Halcyon D&D

    Server Info Server IP: 135.148.150.182:7777 Copy Application Statuses Server Modlist Halcyon Steam Workshop Mod Collection ........\workshop\content\440900\1823412793/ModControlPanel.pak ........\workshop\content\440900\1396310739/StacksizePlus.pak ........\workshop\content\440900\1369743238/No_Building_Placement_Restrictions.pak ........\workshop\content\440900\2384014945/Grim_Wonderbody_reupload.pak ........\workshop\content\440900\1976970830/GrimProductions.pak ........\workshop\content\440900\2275573619/BarbarianSurgeon.pak ........\workshop\content\440900\2050780234/BarbarianBarber.pak ........\workshop\content\440900\3248573436/Attic-Hair.pak ........\workshop\content\440900\2799362941/maleNewFaces.pak ........\workshop\content\440900\2772364595/femaleNewFaces.pak ........\workshop\content\440900\3043356654/FaceIt.pak ........\workshop\content\440900\2674337782/ForgottenDepths.pak ........\workshop\content\440900\2571367240/AGmods_Characters.pak ........\workshop\content\440900\2961309071/LoD_Warpaints.pak ........\workshop\content\440900\2528309873/AbyssWarpaint.pak ........\workshop\content\440900\3472898221/Warpaint_and_Utility.pak ........\workshop\content\440900\3008860121/Cookie_Skinnery.pak ........\workshop\content\440900\2794943951/HighmanesArsenal.pak ........\workshop\content\440900\2963680793/LoD_MetalAndFlesh.pak ........\workshop\content\440900\2360854427/LoD_Cosmetics.pak ........\workshop\content\440900\2994634277/TeyahsBoutique.pak ........\workshop\content\440900\3086070534/JCACC.pak ........\workshop\content\440900\2098700751/AccessoryEquipment.pak ........\workshop\content\440900\2010870025/HighHeels.pak ........\workshop\content\440900\3563111203/AccessoryMod_New.pak ........\workshop\content\440900\3210360389/RRA.pak ........\workshop\content\440900\3221682299/Sel_heads1.pak ........\workshop\content\440900\3387178035/PCAW.pak ........\workshop\content\440900\3326354818/immersivearmor.pak ........\workshop\content\440900\1928978003/NorthernTimber.pak ........\workshop\content\440900\2095912535/Asghaard_Desert_Town.pak ........\workshop\content\440900\2279131041/Asghaard_Ancient_Civilization.pak ........\workshop\content\440900\2474566370/Beyond_Decor.pak ........\workshop\content\440900\2752945598/Beyond_Decor_II.pak ........\workshop\content\440900\2644416526/Beyond_Stations.pak ........\workshop\content\440900\2261494087/SH_BuildingKit.pak ........\workshop\content\440900\2723987721/Pythagoras_Support_Beams.pak ........\workshop\content\440900\1815573406/Shanis-Stuff.pak ........\workshop\content\440900\1627929363/AmunetDungeonAssets.pak ........\workshop\content\440900\2365946321/AmunetDecoCollector.pak ........\workshop\content\440900\2854276803/EvilsCabinet.pak ........\workshop\content\440900\3100719163/EvilSA.pak ........\workshop\content\440900\3073504073/Agonys-Attic.pak ........\workshop\content\440900\3373599765/KnightsSanity.pak ........\workshop\content\440900\3507611715/PlaceableAccessoryClutter.pak ........\workshop\content\440900\3313276337/GrimMap_Green.pak ........\workshop\content\440900\2949984571/HalcyonHouseMod.pak ........\workshop\content\440900\3303648458/AngariumLetters.pak ........\workshop\content\440900\933782986/ExilesExtreme.pak ........\workshop\content\440900\2300463941/Devious_Desires.pak ........\workshop\content\440900\2982469779/JCF.pak ........\workshop\content\440900\3362177073/JCF2.pak ........\workshop\content\440900\2977286345/ipcm.pak ........\workshop\content\440900\2911943224/Mod_by_GrayMi.pak ........\workshop\content\440900\2861512275/ShimasCompendium.pak ........\workshop\content\440900\3036058836/RoleplayRedux.pak ........\workshop\content\440900\3036057084/ModAdmin.pak ........\workshop\content\440900\2677532697/TotImmersiveHud.pak ........\workshop\content\440900\2671265327/TotWalk.pak ........\workshop\content\440900\2850232250/TotAdmin.pak ........\workshop\content\440900\2847709656/TotChat.pak ........\workshop\content\440900\2886779102/TotCustom.pak Afflictions Closed - Lesser Lycanthropy Closed - Spawn Vampirism Open - Greater Lycanthropy (Only current Lesser Lycanthropes may apply) Open - True Vampirism (Only current Vampire Spawn may apply) Races Open - Adv anced Races Closed - Changeling Closed - Avariel Closed - Fey'ri Classes Closed - Blood Hunter Halcyon Staff Closed - Assistant

  • Researches | Halcyon D&D

    Researches Mythical Resources Lexicon of Faerûn Skillful Mastery Restricted Research Researches As players seek out advancing their characters, they might find themselves researching certain topics within the library of Ovius Alvarez located at the Research Tower in Varelmere. A player may choose to research once every 3 days getting 3 points towards the research of your choice. Topics Available: Mystical Resources - Mysterious Mushrooms & Strange Shards Lexicon of Faerûn - Language Research Skillful Mastery - Proficiency Research Mythical Resources You find yourself enthralled with the oddity of the world, nature's curious creations that others overlook. Seeing their vibrant potential, you scrounge through literature to find the places they grow so that you may seize them for your own. Adept Foragers will gain access to a new resource: the Mysterious Mushroom and Strange Shard. (Requires 3 research points.) Lexicon of Faerûn There are numerous languages spoken by various races, creatures, and inhabitants of the Forgotten Realms. For whatever reaso n , your character may undergo interest in learning a new language, or uncovering a forgotten o ne . Each character may learn one additional language through research. Additionally, for each point of INT a character has b eyond 0 (before item modifiers), they may continue to learn languages beyond that thro ugh the same system to a maximum of 5 learned languages. INT -1/0 = 1 INT 1 = 2 INT 2 = 3 INT 3 = 4 INT 4 = 5 The languages listed below are the ones more readily available to learn. If a player is after something more obscure, or rare, it is best to open a DM ticket to inquire before embarking with researching it. Abyssal, Celestial, Draconic, D warvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc, Infernal, Primordial, Sylvan, and Undercommon. (Requires 10 research points.) Skillful Mastery Do you feel like you just don't quite understand something as well as your peers? Is there perhaps a skill you want to learn that is just not inside your natural skillset? Well, this is the research for you! Each character may learn one additional proficiency through research from a limited set of allowed proficiencies. Note, this cannot stack with a proficiency you already have as granted by an affliction, race, class, or subclass. You may readily learn any of the following skill proficiencies if you do not already have them. If you do, well... you're just very talented as it is and would be better off reading something else! Arcana, Animal Handling, History, Medicine , Nature, Religion, Performance, and Survival. (Requires 10 research points. Can only be completed once.) Restricted Research Those seeking more advanced knowledge must first prove themselves as a scholar. Researching the more, mundane, topics within the library. After which, and a small fee they will gain access to an exclusive section within the halls. (Requires 10 research points and a one time fee of 2,000 gold coins.) Topics Available: Libram of Souls and Flesh - A tome full of dark arts and rituals. Book of Eternal Respites Intellect Devourer Libram of Souls and Flesh With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. While the library does not have one on display it does have transcripts of the contents for study. It's mere presence threatens to consume any who attempt to delve its secrets save the few who can learn to navigate it safely. (Requires 6 research points. You must purchase the Libram from New Ascalhorn or otherwise acquire it.) When equipped the Libram of Souls and Flesh gives access to an additional consequence following PvP. Allowing you to take a harmless and unimpactful sliver of a target's soul for use in dark rituals. Additional Topics Available: Ritual of Soul Raising - Requires 10 research points. Allows the caster to create a Soul-Wight. Chill Touch cantrip - Requires 4 research points. Allows the wielder of the Libram to cast the Chill Touch cantrip in combat regardless of class. Book of Eternal Respites A tome long thought believed lost to the ages. The celestial knowledge within can cure even the strongest of afflictions. While the original was located and brought to the library by the brave adventurer Domino, the researchers within have toiled for many weeks to begin making copies. While the original possessed divine protection, these replicas do not. Allowing any and all to learn common rituals of healing and repair. (Requires 6 research points. You must purchase the Book of Eternal Respites from Orvius's Wizard Tower or otherwise acquire it.) When equipped the Book of Eternal Respites rewards Karmic Favor when aiding another. Using Lesser Restoration, Greater Restoration, Regeneration, or Remove Curse with the tome equipped and studied will reward you this resource. Additional Topics Available: Ritual of Lesser Restoration - Requires 10 research points. Ritual of Regeneration - Requires 10 research points. Ritual of Remove Curse - Requires 10 research points. Intellect Devourer An arcane anomaly exists here. Apparently at one point this portal was much larger and lead to pocket dimension used by one of the tower's mages. It has since, collapsed. Causing all of the treasures within to be scrambled and lost. Some time later this brain? Came crawling out and began to speak with us telepathically. It claims to be a missing wizard who's name is Jeff, but we aren't exactly sure. Regardless, if you bring it some arcane residue and... offer up some of your knowledge it will ward you long enough to reach inside and grab a prize. (Requires 6 research points and 10 Arcane Residue)

  • Combat Guide | Halcyon D&D

    Combat Guide Halcyon utilizes a custom RPR system for our player versus player combat based around the Dungeons and Dragons 5e systems. This guide will serve to explain many of those systems to those unfamiliar and serve as a point of reference. Many of the restrictions are hard-coded into the RPR system itself and require little input from the user to function correctly. RPR Basics Turn Economy Status Effects Wounded Levels General Combat Rules Weapon Abilities Conquest Event Rules Ability Scores Each character has six different ability scores that points can be assigned to. They are: Strength - measuring physical power. Dexterity - measuring agility. Constitution - measuring endurance. Intelligence - measuring reas oning and memory. Wisdom - measuring perception and insight. Charisma - measuring force of personality. Hit Points All players start with 25 hit points. Each point into the Constitution Attribute grants 6 additional hit points. This is added onto the hit poi nts you receive for your class. Skills There are a total of 19 different skills, all of which have a base attribute. Your skill increases by 1 for each attribute point matching the appropriate skill. Skill values can only be increased in this way, by proficiencies earned through races and classes, or through acquired items. Chosen Attributes During character creation, you may select two ability scores to increase b y 1. These may not be stacked onto the same ability. Once you reach level 12, you may increase a single attribute by 1. Character Level Players begin at level 8 and may advance through various means. When first setting up your character sheet, you will have 8 skill points available to spend in RPR. Place these into your character level skill or you will not be assigned the correct abilities. Point Buy Each character has 13 points to spend on improving their ability scores. Each ability score sta rts at -1. Points may only be added until any one score reaches 2. Attack Actions When you choose to take the attack action on your turn , you may make a number of basic attacks as determined by your class and subclass. This is displayed on your character's stat sheet as "Attack Actions". If you are wielding a weapon in each hand, you may use a Bonus Action to make another weapon attack after making your allotted basic attacks. Spells and Cantrips, unless stated otherwise, each take up your entire Attack Action. You may not make additional attacks even if you have remaining Attack Actions after casting a spell, or cantrip, unless you have a class feature that allows it. Bonus Action Every character has one bonus action to use on their turn. This may be used on any class or racial ability, or spell that states it requires one bonus action. Reactions A reaction is used outside of your turn. This can range from abilities provoked from opponents making attacks on yourself, allies, spell conditions, or from moving away from a player and provoking attack of opportunity. Other Turn Actions On your turn you may choose to the do the following instead of making any attacks, or casting any spells that make use of your action or using any other full round action: Interacting with an object. (Opening a door is your action, locking the door is a second action.) Swapping a single weapon or equipment piece. (Drawing a sword and shield for example is two actions. Grapple: You and the target's movement speed is reduced to 0. Initiative & Pre-Buffing / Pre-Drawing Whe n you roll initiative to begin combat, you may immediately either draw your weapons (including shields) or cast a singular self-target buff on yourself. Self target buffs do not include cases where your equipment is the target , for things li ke weapon buffs, and does not include potion use of any kind regardless of the effect. Blood Hunter's Crimson Rite is the only exemption to weapon buffs. Movement Action On your turn, you may move a number of tiles equal to your "Movement Speed (Tiles)" stat. When you begin moving, you'll need to toggle the track movement option on the left side of the RPR menu. You may move before, between, or after taking any other actions. For example, you may make an attack, move, then make your second. Moving out of someone's "threatened tile" allows them to provoke an attack of opportunity. A threatened tile is the entire area around a character that they can reach with a basic attack. A character who has a weapon with a 2 tile reach can trigger an attack of opportunity at a greater distance around them. Additionally, if you have a class feature or ability that grants you a flying speed, you may move an additional amount of tiles equal to the bonus. In the case of flying, you may move vertically with ease; however, when you end your turn, you drift harmlessly to the ground to the nearest tile. You may hover for flavor, but you must be no more than 1 tile above the ground. If you wish to climb an object, such as a wall, during your movement, you do so at half speed. For example, climbing 1 tile costs 2 tiles of movement. Features that allow you climb walls or grant a climb speed allow you to move up vertical surfaces at a normal 1:1 speed. While climbing you may not take any actions, bonus actions, or do anything other than use your movement to climb. If you wish to swim, and you are not a race that has innate swim speed, you will move at half speed in water. Regardless of if your class or a buff provides features to dash, or any ability that counts as a dash you may only do so once per turn. Dash grants Fleet of Foot (+1 tile speed) and doubles the caster's movement (maximum of 4) until the end of their turn. Asleep ᶻz The creature is incapacitated, can't move or speak, and are unaware of their surround ings. The creature also falls prone . Banish A banished creature cannot take any Actions, Bonus Actions, or Reactions. They may not move from their current location. They may not be targeted by any ability or action until the end of their next turn. You may stand up from prone, or use the Help Action on yourself. Bleeding A creature takes 1d4 damage at the start of their turn until they take healing or someone uses their Help Action. Blinded Creature has -2 to attack, spell bonus, and AC while they are blinded. Burning 2d6 additional fire damage will occur at the end of the creature's turn if the "Help" action is not used to clear it Charmed ♥ A charmed creature regards the charmer as a friendly, and it will not attack the charmer unless it is provoked. It is charmed by you until the spell ends or until you or your companions do anything harmful to it. This includes apply a negative status effect to the charmed creatures such as restrained, slowed, etc... Disarmed 🗡 The creature's weapon has been disarmed, they must spend an action to pick it up, or switch weapons. Disadvantage A disadvantaged creature receives a -2 to all to-hit bonuses. Enfeebled All damage originating from Weapon Attacks deal half damage. Exposed An exposed creature has it's AC lowered by 2 Frightened The frightened creature cannot willingly move closer to the source of their fear, and receive -2 to attack and spell bonus. Illuminated An exposed creature has it's AC lowered by 2 and may not go invisible Incapacitated A n incapacitated creature cannot take any actions or reactions on their turn. Invisible Creature cannot be targeted whilst they are invisible with a melee attack or single target spell that requires sight, but a creature can attac k where they were with an AOE. Knocked Prone A proned creature moves at half speed, and has a -2 to Armor Class. They may spend half of their maximum movement (if available) to stand up and remove the condition. Poisoned A poisoned cre ature receives -2 to attack and spell bonus. Polymorphed The polymorphed creature can still move, but cannot take any actions or reactions outside of movement . Restrained A restrained creature cannot move from it's current location, or through other forced actions. It can be displaced, teleported, or spend it's movement for certain actions and abilities. S haken Shaken works depending on it's current stacks, as follows: I -1 All saves, Proficiency II -2 All saves, Proficiency, -1 Spell Slots III -3 All saves, Proficiency, -2 Spell Slots IV -4 All saves, Proficiency, -3 Spell Slots S ilenced A creature cannot do anything that requires a verbal action/component. Slowed A slowed creature moves at half speed, has a -2 to Armor Class, -2 to Dexterity Saving Throws, and loses their ability to react. Stunned A stunned creature is considered incapacitated, and cannot take any actions or reactions on their turn . Wounded Lasts for 72 hours or can be healed prior to that by a 3rd level Cure Wounds spell or having surgery performed. Healing this status reduces it to Recovering (Light) for 8 hours. Acquired upon the loss of any PvP that ends with you at 0 hit points. You receive the following debuffs: -30 HP -5 Attack & Spell Bonus Severely Wounded Permanent. Cured by a 4th level Cure Wounds spell or having surgery performed. Healing this status reduces it to Recovering (Moderate) for 16 hours then Recovering (Light) for 8 hours. Surgery reduces this to the Wounded status. Acquired upon ending PvP with the Wounded status alrea dy applied to your character. Or as a consequence applied following a non-skirmish PvP encounter. You receive the following debuffs: -40 HP -10 Attack & Spell Bonus -2 Movement Speed Death's Door Permanent. Cured by a 5th level Cure Wounds spell. This is only inflicted in the prior stages to a Character Kill (CK) attempt, as a consequence to the failure of a particularly potent magical ritual, or as part of a DM event. Death saving throws will need to be rolled per the DM's discretion if appropriate healing is not administered quickly enough. You receive the following debuffs: -200 HP -10 Attack & Spell Bonus -Cannot perform actions, bonus actions, reactions, or movement Recovering (Light) Lasts for 8 hours. You receive the following debuffs: -10 HP -1 Saving Throws -1 P roficiency Bonus Recovering (Moderate) Lasts for 16 hours. You receive the following debuffs: -15 HP -2 Saving Throws -2 P roficiency Bonus Recovering (Heavy) Lasts for 48 hours. You receive the following debuffs: -80 HP -8 Saving Throws -4 P roficiency Bonus -2 Movement Speed Maimed Permanent. Cured through a magical Regeneration Ritual, or a Potion of Regeneration. Acquired upon being imposed the Maim PvP consequen ce as part of a second PvP encounter or more. You receive the following debuffs: Arm: -4 Sleight of Hand, Loss of Off Hand. Eye: -2 Proficiency Bonus, -4 Perception, +2 Intimidation. Leg: -2 Movement Speed, -4 Athletics, -4 Acrobatics. Tongue: Silenced. Bloodless Lasts for 72 hours. Cured through a magical Lesser or Greater Restoration Ritual, or a Vitality Potion. Acquired upon having blood removed as a PvP consequence. You receive the following debuffs: -1 Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. -1 Saving Throws -10 HP Cursed Permanent. Cured through a magical Remove Curse or Greater Restoration Ritual. Acquired as a PvP consequences. You receive the following debuffs: -2 Proficiency Bonus -2 Saving Throws One Secondary Effect from the curse table. AoE Spells Area of Effect spells can be angled and point targeted to the ground, however all friendlies within' 1 tile of a target inside of an AoE must also be targeted. If you are within' 1 tile of the enemy you are targeting, this includes yourself unless you are using a cone or single-line AoE spell. This can be circumvented by the Careful Spell metamagic, and Sculpt Spells feature from Evocation wizard. What is an Attack? An attack is anything that targets AC. Martial attacks from weapons such as short swords, great swords, longbows and some spells like guiding bolt and inflict wounds go against AC and are Attacks. If it targets a save it is not an attack. This includes spells like Blight, class abilities like Warping Implosion and anything else that does not go against AC is NOT an attack. A strike is any melee weapon and natural weapon hit. Restraints When a creature is restrained its movement changes to 0. This means that a climbing creature or flying creature no longer have climb or fly speed. If the creature is climbing, they immediately fall and if a creature that normally can fly falls, they take fall damage while restrained. Teleporting only removes the Grappled status and not Restrained. Healing Downed Individuals If you are knocked to 0 in combat, and are not friendly sparring you must exit combat to receive your wounded status. If you are healed while down and the combat is still going, you may NOT return to combat. You will remain incapacitated until combat is over. Initiative Ties If you tie with another character on Initiative roll, whichever of the two of you has a higher DEX modifier will go first. If you have the same DEX modifier, roll a /d20 between the both of you. Whomstever then gets the highest roll, will go first. Jumping When needing to cross gaps in PvP a player can jump at half movement speed. Lighting A 1 tile radius around a light source (Such as a torch, candle, or illuminated object such as a weapon affected by Rite of Dawn) is considered bright light. The area one tile beyond that is considered to be dim light during night time. During the day time, anything in the presence of the sun (if you can look up and see the sky) is considered to be in bright light. Day is any time between 06:00 and 17:59 in game time. Night is any time between 18:00 and 05:59 in game time. During PvP, for the purpose of determining lighting rules the time is locked to the moment of the PvP declaration. For example if you declare PvP at 05:50 in game time that instance is locked to Night lighting rules. Additionally, being inside of buildings during the day is considered dim lighting. Being near a light source adjusts this accordingly. For the purpose of determining shadows for class abilities. You may use the shadows of objects around the world. Players, NPCs, and other moveable objects do not leave shadows for use by these abilities. When an area is within darkness it is also considered a shadow. Caravan Escort For this event the team to start it shall have to push a cart by expending an action to push the cart. This will be an automated system that will take the user's action for their turn and the cart will move to the next spot 3 tiles ahead. The defenders must push the cart to the other side of the road to win. Retrieve Supply Crate For this event the team to start it shall have to push to the other side of the arena and spend an action to take the crate. Once this is done they must bring it back to their starting zone and deposit it. Bringing the crate to the attacking team's side will end with a victory for the attackers. Stand your Ground For this event there will be three locations for people to go and claim for their side. The objective of this event is to claim as many points for their own side. To claim a point it will take the user's action and accrue it for the team. The team with the most points at the end will claim victory as long as they are not all wounded. Weapon Ability Base Cooldown: Every time a weapon ability is used it has a base cooldown of: 10, 8, 5, 3, 2 and 2 turns based on the caster's Constitution score. Individual Weapons Cooldown Modifier: Battleaxe: -1 Dagger: -1 Greatsword: +2 Katana: +2 Longsword: -1 Shortsword: -2 Spear: -1 Rapier: -1 Back Breaker As a bonus action after landing an attack with your weapon you may knock your target prone. Concussive Smash As a bonus action after landing an attack with your weapon you may sunder your target. Giving them a -2 to Proficiency Bonus until the end of their next turn. Lacerate As a bonus action after landing an attack with your weapon you make the target of that attack bleed. Cleaving Strike As a bonus action after landing an attack with your weapon you may attempt to follow the attack through. Striking up to two additional targets within range for 1d8 + Strength damage on a success. Flourish As a bonus action after landing an attack with your weapon you may put the target Off Balance. Giving them disadvantage on Strength and Dexterity Saving Throws as well as -2 AC until the end of their next turn. Polearm Master When a target moves into your weapon's range on their own turn, you may use your reaction to immediately make an attack of opportunity against them. Pommel Strike As a bonus action after landing an attack with your weapon you leave the target dazed. Giving them disadvantage on Wisdom Saving Throws and removing their reaction for this turn.

  • Rules | Halcyon D&D

    Community Rules Character Rules Roleplaying Rules Building & Conan Rules PvP Rules Hub/Public Spaces Rules Market Rules Breaking and Entering Conquest Rules of Halcyon These are the rules of Halcyon, which encompass how one should act and what expectations are placed upon them in Discord, during roleplay, during the character creation process, upon the Conan Exiles server itself, and in other areas. We want to do our best to cultivate our culture and make all of our players aware of our mindset as a team. For some of our guidelines and values, feel free to check out our Server Culture on our Discord. Additional rules may be added as time goes on. If you have suggestions, questions, or believe we missed something, please make a suggestion in our Discord via the appropriate channel, or by submitting a Moderation ticket. We are always willing to listen and are here to help. Community Rules 01 ― Be Respectful All members of the com munity are expected to conduct themselves in a respectful manner. There will be a zero tolerance policy for toxicity and cruelty towards others. At the end of the day, this is everyone’s hobby. You may not always agree with someone else’s viewpoints but you are expected to disagree in a manner that is constructive or remain silent. There will be no bashing of other individuals, regardless of if they are from our community or another. The talk of political, religious, and discriminative topics should have no place here. We are all adults; act as such. We will not police private Discord servers or direct messages. We urge everyone to leave servers they do not agree with, or block people who they do not wish to contact as a first resort. If it is clear that harassment proves to be a problem and continues to take place over the course of multiple instances and reports then Halcyon Staff will review the issue on a case by case basis. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Adult Only Server This is an adult only server and Discord. You agree that you are at least 18+ years old to join and participate. The mention of children on the server will be heavily scrutinized and due to most themes should not be brought up in situations. You may not portray or even “pretend” that your character is anything but an adult. Anything that is reported concerning the relations of one of these characters with that of another race that encroaches upon pedophilia / age play will be punished severely. We wi ll place trust in our playerbase and not allow a few bad apples to ruin the experience for everyone. You will be given the benefit of the doubt until suspicions arise. Do not abuse our trust. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 0 3 ― NSFW Content There is a n NSFW section accessible through the NSFW role, which is accessible through Channels & Roles at the top of the Discord. Do not post such material anywhere else. We want people to be able to use the Discord wherever they may be. On the topic of NSFW, keep the posts within reason. The staff will delete anything that is questionable or extreme, such as people looking like they could be underage, anything that causes harm to another person, or discrimination. If it doesn't follow Discord official rules, it will be deleted. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― No Spamming/Mass Pinging Do not spam channels in the Discord or posting content that is unrelated to the channel’s purpose. Furthermore, do not ping people en masse or ping others over and over even if it is your friend. Pinging Staff is only allowed within tickets, and when a response has not been received for a reasonable amount of time (usually several hours). ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― No Rules Lawyering As a player, it is not your duty to enforce or impose rules against other players. If you believe that someone is doing something incorrectly you may direct them towards the written rule a single time for the sake of education but you should not repeatedly do so over the course of a scene. At this point, the matter should be directed to staff via the ticket system. Additionally, to avoid covering every single instance of possible use that could come up, many of the rules will be enforced with their spirit in mind and not solely their letter. Staff have the final say in this matter. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― No Advertising While you are not limited in the discussion of other communities or experiences, we do ask that you do not actively use any of our platforms as a means to solicit or entice others to join another server or community. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― Do Not Exploit Bugs If you come across any bug, or unintended feature you are required to make a bug report, or ticket, to notify staff of the issue. Making use of any bug in a way that is clearly labelled as unintended or is common sense it should not work that way, will result in a full character reset for all offenses. Your inventory will be wiped, your RPR sheet will be reset, and you will receive a final warning. Repeated offenses will result in a ban. Character Rules 01 ― You Must Whitelist Your Character You must fill out a whitelist and a consent form to play on the server. A whitelist ticket can be created when you're ready to create your character. Please see our Whitelist Guide for more information. Your consent sheet must be filled out in-game and can be found in the Roleplay Redux menu (Shift+R). Other players' consent sheets can be viewed by holding E on them and selecting the blue RPR Logo. Please make a habit of this. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Properly Portray Your Character Your character's height and general thematic must fall in line with the racial standards presented on your chosen race's page. While we do allow some creative liberties you must stay in line with what is considered the norm for a given race. For example, you may not choose traits that exist within your race but are deemed as rare, such as Szarkai, winged kobolds, and winged tieflings. Your character must have acceptable proportions that fit them. Just because the sliders can go that high does not mean you are allowed to utilize them. Many of these settings are open for smaller characters to be able to adjust their proportions. Hooves and Paws count towards your height total - make sure to go to spawn and measure yourself beneath the height bar to check if you are within height restrictions. You must have a valid character name. It must be at least 3 characters or longer and should not include any special characters, symbols, or foreign languages. Character names cannot reference pop culture or real world celebrities and should not mirror any fictional characters from any existing content. You may not roleplay your character as anything other than your chosen race. For example you may not select Orc and roleplay you are an Orog. Some races will have listed alterative origins, only these are accepted for use. All characters must be adults within their culture, as well as the minimum age of 18. Halcyon house mod RpR runes must be represented properly with ToT items. For example, a two handed greatsword must be displayed and flavored as a two handed greatsword. Armor must look like armor: Dwarven Plate is heavy armor across the torso and Serpent's Scale is lightweight leather mixed with scales, ect. If you have a bag of holding you must display a bag on your person to represent such. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Rerolling/Shelving Characters You may reroll once every two weeks. During the reroll process you may choose to shelf your character or retire them. To reroll, you open a reroll ticket and fill out the necessary information. Our whitelist staff will guide you from there. Before rerolling, you must ensure that you are not active in any on going conflicts with other characters. A departure will be posted publicly , which will give other parties the chance to contest your reroll. If you are found to have ong oing conflict and choose to reroll anyway you will be placed back on your previous character and may receive further punishment. If you have an af fliction or an approved advanced race, and choose to shelf that character, you will not be able to un- sh elf them without going through the approval process again. If you received your affliction through roleplay, the character that turned yours will need to have an available "turn" and be willing to grant it to you again or the character cannot be un-shelved. Additionally, "turns" are refunded to the affliction who turned your character once you shelf. You are allowed 2 shelf slots. Patrons receive an additional 2 slots. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Reroll Contests If a character you have ongoing conflict with chooses to reroll, you may contest that reroll for up to 48 hours after their departure has been posted. This is only to be done in situations where a reroll is being done directly after stirring issues with another party or being used to circumvent an incoming Character Kill (CK). If neither of these are true, please respect the other party's wishes to move on from the narrative. People in the Forgotten Realms slip away and often leave things unresolved. Your character can hold onto those resentments and develop themselves through other storylines while the other party departs. You must provide screenshots of the situation and have a clear plan to re solve the narrative in a meaningful manner upon opening the Reroll Contest ticket. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― One Character per Player You may only whitelist and play one character at a time. That character may only be your currently approved and whitelisted character. If you are waiting for a whitelist or reroll ticket to get approved, you may not leave the spawn area. You may not use alternative accounts to circumvent this process. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― Character Visuals Y our ToT should fit the servers setting and remain within reasonable limits at all times. This includes, but is not limited to: having extremely modern styles, being a clear 1:1 cosplay of another character from media, or having over exaggerated and excessive accessories. This includes having any floating or detached objects from the main body of your character. These should be reserved for private spaces and away from the hub. Additionally, you may not have any visible particle effects such as flames, smoke, very bright lights or otherwise on your character when in public settings outside of active PvP scenes. This is to respect the hardware available to other players when attending public spaces, or the hub. Making use of any combination of available items to make your character entirely invisible for any reason will result in a removal from the server. Roleplaying Rules 01 ― You Are Always In-Character If you are logged into Halcyon you are in character. You may not claim to be OOCly somewhere, avoid roleplay by going OOC, or attempt to dodge roleplay. If there are other players present and you wish to leave a scene, you must first provide an emote declaring that your character intends to leave and give reasonable time for a response to be given before running off. Additionally you may only play your whitelisted character at any given time. Players may not take the role of an NPC. Alternatively players may request DMNPC Encounters for their adventuring needs. Spawn is the only area that is considered OOC. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Keep Scenes Rolling Scenes are expected to continue even in the event there are disputed actions or issues. Make a ticket and post the necessary screenshots of logs - staff will review when able and issue a ruling. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― No Metagaming Metagaming is utilizing knowledge gained OOCly through any avenue (I.e.discord, voice chats, whisper channels etc.) in character. Additionally, your current and future or past characters may not interact with one another by any means. This includes using another party as a go between. Information, knowledge, and storylines should not be continued after a re-roll unless the new character is properly introduced to the narrative through acceptable means via the server. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― No Powergaming/Godmodding Godmodding and powergaming are strictly forbidden. Godmodding is doing an action for another player. Powergaming is forcing them to do an action. Things like ignoring PvP intents or forcing a character unconscious are examples. Additionall y, you may not roleplay having an item you do not have, or one that has an effect on another player that is not actively supported via our systems. For example, saying you contact someone with a sending stone, or stating you possess a Bag of Holding when you do not actually have the item. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― Respect Consent Sheets Adult themed content is consent based on Halcyon. As such, we expect our players to thoroughly communicate consent in regards to explicit materials. Failure to respect players' consents will result in administrative action. Consent is required for sexually explicit roleplay, overly graphic violence, as well as capture and imprisonment. You may not use consent to avoid consequences of a PvP from the RPR-defined consequences (Severe Wounds, Maim, Thievery, etc) however you may request a fade-to-black for the details of the scene. You may request a fade-to-black for the details of the scene though, and such a request must be honored, but the results will still be in effect. Consent is mirrored. If you enact graphic violence on other player s, you may not claim it is against your consent if it is attempted on you. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― No Child-like Characters or Behavior Our server does not support or promote this sort of roleplay. Acting childlike or having a childlike appearing character will result in character retirement. All characters are expect to be mature and act as adults. Referring to other characters in a way that implies a parental dependency will not be allowed. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― No Mention of Children or Pregnancy Children and pregnancies will not be allowed to be actively roleplayed on the server. Roleplaying being pregnant, giving birth, or having/roleplaying as a child is unacceptable and will not be tolerated. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 ― Keep Adult Themes Private We are an adult RP server. There will be sex and other adult themes, however, it should be done in private places. Sexual roleplay of any kind (this can include the presentation of genitals in a manner that implies sexual activity) should not be done in public places, where someone who has not consented to the roleplay may stumble across it unwittingly without the opportuni ty to opt out. Example areas would be immediately around warps, or areas that are considered open to the public. This does not include areas that are reasonably isolated and private builds. This kind of roleplay should be done in mumble or whisper chat to avoid instances of accidental exposure. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 09 ― /Act Policy You may use /act to alter your display name while on the server following these rules: You may only use an act name when your characters face is entirely obscured from view., It must include a descriptor that defines your race/class. (Red Hooded Elf, Blonde Haired Rogue, etc...), This does not apply to shortening your character's full name to a nickname or adding a title. (I.e. Charles Darwin to Charlie or Lord Charles Darwin.) You may only have ONE alias (an alias is an alternate name you go by.) This must be logged and registered with staff or it may not be used. Alias are not descriptor or titles. They must be names that you would have for character. While under the effects of the Disguise Self spell, you may have a temporary alias that is not the same as your registered one. This must still follow proper alias rules (ex: Bob, Terry, Jason, not 'Stygian Doomlord'.) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 10 ― LFRP Policy If you are utilizing the LFRP feature, you must only list yourself accurately. You may not list as Solo when you have a group regardless of if they are waiting in ambush or otherwise. Other people approaching your LFRP marker do not have to respect what you have listed as what you are looking for, but you must be truthful to what you are listing yourself as. Once you find RP, you must turn off your LFRP marker unless you are utilizing it as the host of an active tavern/similar non-hostile venue to draw players. In this case, a single LFRP marker is allowed to stay active to promote RP unless hostilities arise, in which case it must also be turned off regardless of if they are directed at the host or not. If you are broadcasting yourself as a Duo, Trio, Group (4), or Group (5) and a group arrives to confront you. Regardless of who is present when they arrive, if your LFRP was still displaying you are limited to entering the PvP with only 2, 3, 4, or 5 combatants respectively. Additionally if you are listed as a Solo, Duo, Trio, or Group (4)/Group (5) and an arriving party declares PvP intent on you after showing up at your LFRP you are allowed to call for Even Odds. This does not apply to ambiguous listings such as Host, or anything else that does not specify a number. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 ― English Only in IC Chat All chat typed by a player in dialogue or emotes must be done in English. Characters speaking different languages must make use of the scripted languages available to their characters. You ma y not use any online translators to supplement a language. The only exception are flavor words for spell incantations which should be brief words of power. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 12 ― Capture/Imprisonment Policy If another player is taken prisoner as a consequence, they are only subject to remain imprisoned for the duration of the roleplay. Scenes involving the capture of another player should be di scussed with both parties OOC and either an agreement for long-term capture needs to be accepted by both sides or the captured player is free to /home and exit the scene after a half hour of not receiving roleplay. If you agree to long-term imprisonment, you must honor that agreement for 24 hours. Once that amount of time has passed, you may choose to /home after 30 minutes of failing to receive any direct roleplay from your captor. It will be assumed a way to escape was found even if it does not entirely make sense. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13 ― Teleportation Circle Guidelines Teleportation Circles are defined as any RPR waypoint created, and marked on the map with a blue icon. Teleportation Circles are created In-Character, either by NPCs in the case of the base network or by players to join the network. All Teleportation Circles require the use of a custom runic sequence to activate. This is a visible phenomenon that other players within range may see. Due to the limitations of RPR the print text for using a waypoint defaults to a large range. As such you may not use the print text as In-Character information unless your character visibly had sight of the character using the waypoint. In which case you may take the input of the location as knowledge your character has and follow if you so desire. When adding your Teleportation Circle to the main network it is assumed that your runic sequence is made public knowledge within the hub's library for any to access. You may not make a Teleportation Circle connected to the main network without doing this. The only exception are base wormholes. Players may not linger at Teleportation Circles with the intention of interacting with anyone who comes through them. However, if you are present at a Teleportation Circle through roleplay and another party appears, you may engage with them as they are not safe zones. For example, you are traveling to use the Far Forest Teleportation Circle and someone comes through as you arrive. That person is not exempt from being roleplayed with and should proceed IC. If conflict, specifically PvP, is to take place due to a bumping into at Teleportation Circles, parties should, as an OOC courtesy to others, move at least 25 tiles from the Teleportation Circle to engage in their combat as to not immediately drop others into the scene when using the waypoint. You may follow a player through a waypoint and engage with them as normal. Waypoints are not Safe Zones. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 14 ― Do Not Abuse Climbing You may climb walls by rolling a successful Athletics check and take a full-screen screenshot as evidence in case of entry. A one tile climb has a set DC of 10 and will go up by 2 for every additional tile thereafter. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 15 ― Only Use Warps as an OOC Convenience You are not allowed to use any teleport, warp, or /home during combat or to avoid conflict. Such as leaving the scene of a PvP or other roleplay. This is to give others a fair chance to interact with you. This includes using /home or /warp Wharf to make it to a scene in progress. If any of these are used you will be removed from the scene out of fairness to the other party. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 16 ― Muling/Grandfathering Items When a character is shelved or retired, any items in their possession must be shelved with them or deleted. The only exception is that items you do not wish to shelf, or delete may be given out to characters that yours has significant enough roleplay with prior to justify the cost of said items. For example, you may not find a random player in the hub and give them all of your magical items because you are deleting your character. Items left to other players must be done through roleplay, and if requested evidence must be provided of this roleplay to staff. Additionally any items given away by one of your characters cannot ever find a roleplay reason to be given back to your new character. If anyone is found to be transferring items between their characters, or unloading them to OOC friends before a re-roll the inventory of all involved parties will be wiped clean. As well as any clan storages if they were used to facilitate the transfer. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 17 ― No Streaming Roleplay outside of PvP Streaming of your play on the server is prohibited. This includes to discords with friends. The sole exception to this, being if you are in active scene locked PvP. In which case you may stream for entertainment. If you are caught streaming non-locked scenes or situations where the information can be used to metgame your character's location. Anyone who arrives at your location (including if you have an LFRP up at the time) will be struck for metagame. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 18 ― Hiding Limbs/Racial Features You are not allowed to hide tails, horns or paws without using disguise self. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 19 ― RpR Abilities Outside of Combat You are not allowed to use RpR abilities such as combat spells, combat item abilities, and teleportations outside of combat. Flavor spells are allowed as long as they do not add any mechanical benefit within the scene, and as long as everyone within the scene consents. Healing spells and Rituals are excluded from this rule. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 20 ― Distribution of Wealth Due to the nature of our system players often find themselves with excess items that cannot be shelved and otherwise must be discarded upon re-rolling, or with funds and items they otherwise have no use for over the course of a season. Characters may not off-load large sums of their wealth to characters they have little to no roleplay and narrative with. This is to maintain a healthy and logical sense of the world as well as preserve the sense of new characters to work their way into earnings instead of being gifted everything. If reported, the value of items gifted to characters will be weighted against the roleplay between the parties to see if it makes sense to receive such a thing. If the amount is seen as too illogical the items/gold will be deleted and both parties will be subject to further punishment. For reference a character can live a modest lifestyle for the cost of 1gp a day, or an extremely high class aristocratic lifestyle for 10gp a day minus additional expenses. A 5,000gp magic item is the same as a year of living a lavish lifestyle and shouldn't be taken lightly. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 21 ― New Character Associations We understand that players wish to roleplay with their friends and that is perfectly acceptable. However, there has to be some level of character integrity due to the nature of RPR and our gearing system. As such, after a re-roll we do permit player's new characters to rejoin their previous clans and continue stories with existing characters. However: Your new character should not have /any/ prior knowledge of ongoing events in the Silver Marches, beyond what is on the Server Lore page, and should be treated as any other new character would be. Any pre-written associations with existing characters may not be used to try and expediate the usual integration period, and you cannot take up a leadership position within your old clan. Upon rejoining a clan your previous characters were in, or associating with characters your previous characters have. You are placed under a trade embargo for one month. You may not receive magical items (attuned, unattuned, +1 or +2 weapons), consumables valued at over 200g each, or amounts of 1000 gold or higher per week from clan or personal storages. You may also not receive Arcanium in any amount, or Basic/Advanced Supplies that were not earned with your new character. (They must be present at the Caravan or Trading Post Event) Your new character may also not immediately arrive and fill the role your prior character did as a leader/ranking individual in a clan from a mechanical or roleplay perspective. Any players found violating this rule will have their entire inventory wiped and if a clan storage was used, that will be wiped as well. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 22 ― Reasonable Limitations Throughout the server you may encounter various DMNPCs as either static puppets or during events that are ran by our DM Team. These are suppose to remain largely NPC characters there to help facilitate the plot and advance it for players. They are not stand-ins for player characters and will never be played by DMs for the purpose of forcing PvP on player characters. Do not address DMNPCs with the intention of encouraging them to handle player driven conflicts. Attack other player characters, or attempt to encourage them to involve themselves in narratives outside of their intended purpose. There must remain a suspension of disbelief between what involvement DMNPCs can have and what is fair to other players and their narratives. No one wants to have their roleplay interrupted by NPCs that could easily overpower them and disappear without a trace. This same courtesy should be extended to all players. You will be removed for active events for violation of this rule. Building & Conan Rules 01 ― You Must Be in a Clan You must be in a Conan clan once you leave the starting area. Even if you are a solo player. If you are not in a cla n, any builds you make will be deleted without warning when they are found and items will not be refunded. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Building Restrictions The maximum clan size is 15. Building restrictions are as follows: 1-2 Players ― 600 Building Pieces | 200 Decorations 3-5 Players ― 1500 Building Pieces | 500 Decorations 6-9 Players ― 2700 Building Pieces | 900 Decorations 10-12 Players ― 3000 Building Pieces | 1200 Decorations 13-15 Players ― 3800 Building Pieces | 1500 Decorations ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Fit the Setting Your build should follow realistic design and fit the setting. Your build should not resemble a typical Conan survival base. Builds will be reviewed and audited on a case by case basis. Do not stack foundations excessively - you may stack them to solve landscaping issues or stability in moderation. If you are concerned you are in excess , simply open a ticket and ask for a review. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Distance Yourself Your build should be a reasonable distance away from others; stay out of render distance of other builds, especially if you have a large clan build. This helps with player and server performance in these areas. Staff will review on a case by case basis. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― One Build per Clan You may only have one build per clan. A build may not extend through telepor ts. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― No Land Claiming You may not place down foundations or other building pieces to claim land for yourself or your clan to use later. You may place down outlines and markers while you are actively building, but they may not remain after you have logged out or more than 12 hours have passed. These will be deleted when found. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― Build Away from Important Locations You may not build in a way that blocks access to any location used by our scripted professions or systems. Areas such as resource locations, boss summons, or quest locations. When building in the Underdark you may not build in a way that will block access to the warps that interconnect it. Moreover, do not build in the following zones, as they are used for our main hubs and other gameplay areas: ━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 ― Your Build Must Be Accessible Your build must be accessible. You must be able to access the entrance to the base through normal Conan movement and without climbing or using elevators. In the cases of a base having an arcane lock, the majority of your base and public spaces must be accessible. It may be used to secure strictly private sections of the base, but cannot be the only entrance to the entire base. If it is found to be inaccessible or purposefully hinders access, it is ticketable and will require alteration. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 09 ― No Honeycombing or Airlocking No air-locking or honeycombing (putting an obnoxious amount of doors to make break-ins harder). ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 10 ― Mounts/Pets Must Be Label ed Any pets or mounts found obstructing spawn, hubs, or bases without names will be subject to the void. Make sure you have them properly named so you can be reached to collect them. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 ― Do Not Leave Bedrolls Outside of Y our Build Do not use bedrolls. If they are found, the y will be deleted. ━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━ 12 ― Clan Names Must B e Serious Clan names must be serious in nature and fit the setting. Fitting puns or realistic wordplay is acceptable. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13 ― Limit Vegetation Use Due to taxing server performance, trees are limited. You are limited to 5 fantasy trees/Exiles Extreme per 5 members of your clan. A clan of 1-9 may have 5 trees. A clan of 10-14 may have 10 trees and a clan of 15 may have 15 trees. If we have to count to audit your trees we will delete all of them in the process. Highmane’s trees and other default Conan trees may be used in moderation. Excessive trees will be removed by staff when necessary. Regardless of amount , if your build is causing lag for players, you will be asked to remove excessively placed objects like mushrooms, shrugs, flowers, etc. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 14 ― Stay Within Bounds Our server mod removes the green barrier on the edges of the map. Do n ot build outside of bounds. If your build is found outside of the bounds it will be removed. Additionally, do not build within the far southern desert portion of the map. This directly impacts server performance and should be avoided. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 15 ― Building Audits After two weeks of inactivi ty, your base will be subject to removal. Regular build audits will be conducted and if your base is not in compliance with activity or limits you will be ticketed to make the proper adjustments. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 16 ― Limit Chests Limit the usage of items and decorations with inventories. When possible, always use the (Decoration) version of placables. There should be no use for base Conan crafting stations on our server. Refined materials can be gained via a kit when building. Additionally you should only have one storage container per person in your clan, as well as one general storage container for communal use. PvP Rules 01 ― PvP Intent Must Be Declared Any actions that require you to target another player means you must use the PvP Intent RPR ability and type in Spar, Skirmish, Normal, Character Kill Attempt in conjunction with their first hostile action. The defender then has the choice to Join, Surrender, or escalate from a Skirmish to a normal PvP should they desire and the situation allows. You may only join when seeing the PvP intent text. Any actions that require you to target another player with a spell or ability are considered hostile without prior, express permission or consent. A simple unarmed strike is also a hostile action. When hostile action is taken against you, you may (PvP Accept) and are automatically the defender. There must always be a clear aggressor and clear defender. You may not enter PvP as a neutral force. All other parties wishing to join the PvP must declare their intent to join with /pvp Join or /pvp Observe. Once suitable time has elapsed for everyone present to make their declarations, the PvP is considered locked. Up until this point, anyone may swap their declaration from Join to Observe and vise versa, but may not change it after final call. Once final call has passed, Initiative may be rolled and the scene is locked. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― You May Declare Skirmish or Normal PvP Two types of PvP can be selected upon declaring combat Intent: skirmish and normal. Skirmish is for PvP with light consequences, such as sparring, robbing someone f or common items, or a simple bar fight. Any PvP done within a hub is automatically considered to be a skirmish. Light consequences are those that are not long-lasting. You may not mutilate, amputate, curse, disease, or capture without explicit consent from the opposing player(s) during the consequences phase of a skirmish. Normal PvP, simply referred to as PvP, concludes with normal consequences. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Reasonable Odds The subject of a P vP intent may call for reasonable odds. This reduces the aggressors to +1 (2v1, 3v2, 4v3). Defenders must put up a fight if they join the intent. Additional aggressors unable to participate may observe and rejoin the scene once consequences have concluded. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Even Odds When PvP intent is declared within a clan's base, a member of the clan may call for Even Odds. This requires the number of combatants on both sides to be equal. Additional members from either side are unable to participate and may observe the scene. Rejoining only once the consequences have concluded. When inside a clan's base and Even Odds are called by the opposing side, the defending clan may instead choose to invoke Reasonable Odds in their favor. Adding up to two additional defenders to their side. This still caps at 5 combatants on either side. If everyone involved in the PvP agrees, the defenders may request members of their clan who are able return to or log in to aid with the defense to allow more invaders to take part instead of setting out entirely. In all scenarios you must have least three people PvPing on your side to call Even Odds. Otherwise Reasonable Odds may be call when applicable. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― PvP is Instanced Once PvP has been declared, the area and those involved are instanced. Only those within the instance may interact with those inside. If you did not see the initial PvP intent and join/observe , you must leave the area. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― You May Attempt to Flee Combat In combat, any parties may choose to attempt to leave combat by using the Flee button in RPR. At the end of fleeing party's turn they receive 1 turn of fleeing if they did not take damage in the previous turn cycle. This includes the turn they started fleeing. For example, if Rogue 1 starts to flee and begins to run, but had taken damage from Paladin 2 prior to that, they do not get credit for fleeing that turn. When a player chooses to flee, they must be moving from the start of their turn and must use their maximum movement speed. Objects cannot be interacted with, otherwise it will require the player to end Flee. Actions taken by the fleeing party are limited to self target buffs that would aid in their escape. Such as, but not limited to: Misty Step, Jump, Invisibility, etc. If damage is done by the fleeing party they must immediately use stop fleeing and stun themselves. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― Consequence Phase Ends PvP When ending combat, a list of options are given in the PvP Consequences tag (you may have to refresh your RPR). A victor may choose to inflict any in the RPR list, magical curses if the character has access to any, or a theft. Severe consequences such as maiming may not be done on the first encounter. Victors may move the losing party to a separate space within the same grid square to enact consequences - this is considered a temporary capture and not consequence stacking. The victors must be given a reasonable amount of time to leave the scene before being engaged again. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 ― You May Not Have Active Buffs Outside of PvP No spells that put a status over the character’s head are allowed outside of combat. This includes potions as well. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 09 ― Pre-Buffs When initiative is rolled, there is a choice between drawing weapons (and shield) or casting a singular buff that is self-targeted and not a potion or a weapon buff. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 10 ― Doors in PvP Doors in an active PvP require an action to be opened. If they are to be opened, they must be unlocked. It takes an action to lock a door. A door may have its lock picked with thieves’ tools, or be breached, as an action. If a door was not locked with an emote during the scene leading up to PvP, it is considered unlocked. Doors may not be locked/barred from the inside. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 ― Fall Damage Fall damage is 1d6 per tile of descent. If the user is capable of flight and not restrained, they do not take fall damage. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 12 ― Flying If the character is capable of flight, they will float back to the ground safely at the end of their movement. You may not take actions (such as making an attack, using an ability or casting a spell) while suspended in mid air. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13 ― Line of Sight To hit a character with an attack or spell that requires sight, they must be able to see ½ of the character. Spells that list the target is a point you may see do not require you to target another player with it and can be used to AoE the ground. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 14 ― Lack of Regard for Well-B eing If a character clearly shows that they do not value their life, they will have their rights to skirmish consequences removed. Reactions to threats should be taken seriously and roleplayed properly. If a player continues to fail to do so a dispute may be opened to request higher consequences. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 15 ― Character Kills (CKs) A Character Kill (CK) ticket must be submitted to end another character’s life. It requires strong narrative reasoning and screenshots to be approved. Applications are highly scrutinized in review by staff. CKs may only be made at the end of a combat, in the Consequences Phase, for PvPs that were started with /pvp CK and also have an approved CK application. When a character is killed , they may no longer be played and are forced to perform a reroll that is exempt from the 2 week timer. If the one that initiated combat is defeated, they may be CK’d in response. Anyone involved in the PvP may be given severe consequences even if it is a first down. Involvement in a CK fight serves as strong evidence for a CK against your own character. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 16 ― Long/Short Rest Long and short rests are exactly that. You should not be using them to quickly regain things. You must be out of combat for at least 45 minutes to use short rest. A long rest may only be taken after 2 hours. Both times, you must be out of combat and resting. If you have forgotten to do this, you may request permission to do so from those around you and if they do not mind, you may long rest. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 17 ― Max Encounter Size Due to the time commitment that is required to go through large involvement PvPs. Organic world conflict, such as what you find at LFRPs or a group you happen to come across without prior OOC communication and arrangement, are limited to 5v5. Larger PvPs need to be discussed with participants ahead of time to allow appropriate OOC arrangements to be made and time set aside. If participants agree extras over the 5 cap on either side can split into secondary instances and move away to have their own encounter. Hub/Public Zones Rules 01 ― No PvP within the Hubs PvP Intent should not be dropped within any of the server hubs without good reason. This includes Varelmere, the Wharf, or New Nessad/The Encampment. The NPCs within these locations would resolve issues themselves and not allow a full scale fight to break out, or respond negatively to the affect it has on their own business. However, hubs should not be used as a "safe zone" or area, where characters take advantage of this fact to avoid consequences. If PvP is dropped in any of these areas a DM ticket must be opened to notify Staff. You must also move the PvP to an area outside of the general social space. For Varelmere, you should move to open space above the city proper. For the Wharf, move down the beach, or to the nearby cliff side. For the Encampment head to the barrens outside the city. This is to avoid forcing players attempting to use the social space being bombarded with PvP text. Additionally, starting PvP within the hubs will result in players that take part in disturbing the city receiving a fine by the city officials. You will not be able to enter the hub until your fine is paid off and you will be limited to being able to pay so much in fines per day. These are handled on a case by case basis. Players who are attempting to use the hubs to shelter themselves from trouble and make use of a safety blanket can also be ticketed and, if egregious enough of a case, they will receive a fine and be banned from the city as well. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Hub Specific Rules Varelmere, New Nessad and the Encampent are all patrolled by their respective guard organizations. Any commotion, disturbance, or conflict would have an NPC response. Due to the limitations and viability of this to be handled properly all players must file a guard report upon PvPing in any of the hubs, and accept that they would be escorted from the area by the guards at the least. Further action will be decided by the DM Team and issued out to involved parties. These are as follows: Varelmere Hated Races are not permitted to freely roam the streets. They must have all distinguishing features concealed or they may not use the surface streets and facilities freely. Any hated race reported to the guards will receive a 200 gold fine. Disturbing the peace is not allowed. Antagonistic, loud, or obnoxious behaviors will not be permitted to take place. This includes, but is not limited to: worship of evil deities or spreading of their ideals, attempting to harass or dissuade visitors from their tasks, displaying humanoid remains, or lewd acts or the display of full or partial nudity. Anyone found in violation after a report to the guards will receive a 400 gold fine. This fine is doubled if the violation was performed by a hated race. Violence against others is not permitted within the city. Hostile actions will be meet with a guard response, and the involved parties will be removed from the city to resolve their issue. The instigator will receive a 700 gold fine. This fine is doubled if the violation was performed by a hated race. (Note, hostile actions are the same as a PvP intent. Making contact with another player's character without their permission is considered a PvP intent and will be treated as such for the purpose of enforcing this rule.) Fines may be paid at the front gate of Varelmere in amounts of up to 100 gold every 24 hours. The city may not be entered while an active fine is due. The Wharf Disturbing the Peace is not allowed. Antagonistic, loud, or obnoxious behaviors will not be permitted to take place. This includes, but is not limited to: worship of evil deities or spreading of their ideals, attempting to harass or dissuade visitors from their tasks, displaying humanoid remains, or lewd acts or the display of full or partial nudity. Anyone found in violation will lose 200 reputation with all Guilds, doubled per additional offense. Violence against others is not permitted within the wharf. The instigator will lose 200 reputation with all Guilds, doubled per additional offense. (Note, hostile actions are the same as a PvP intent. Making contact with another player's character without their permission is considered a PvP intent and will be treated as such for the purpose of enforcing this rule.) (( If offenses take place during scheduled Wharf Social Events they will count as two offenses for each instance. Double, Quadrupling, Quintupling, etc... the penalty each time. )) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Call for Aid Hated Races (red borders) and afflictions are exempt from the skirmish cons of PvP Rule #2 when PvP is initiated inside of any Hub. If they are blatantly showing their r ace/affliction and are the aggressor , a call for aid may be made by the defender. A shout with (Call for Aid) at the end of it may be given and emotes of (PvP Join) may be offered in return by any that see the call for aid. You may only join the defender’s side in a call for aid. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― No Wildshapes Within Hubs Wild animals would not be allowed to freely roam around the hubs and would be moderated by the guards. Druids should refrain from using these while visiting any of the hubs, the exception being m undane animals such as the Horse , Chicken, Tavern Cat. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― Hub Notice Board Policy When posting notices on notice boards, you must adhere to some rules to avoid being ticketed and/or having your notice removed. You may not post anonymous notices within the primary hub(s). Anonymous notices may be posted on all other boards. You may only remove notices from boards you own. Anything you post upon a notice board within the hub(s) must be sensible in nature. Trollish OOC notices will be removed, as well as notices that go against the authorities of Varalmere, the Wharf, the Encampment and New Nessad. Within the hub, you may not post a Call-to-Arms, as they would be immediately re viewed and removed by authorities who want nothing to do with such matters and potential rumormongering. This is defined as a rallying of people to attack and defeat a foe, or a "witch hunt" against a specific person or group of people. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― Hub Campfire Policy You may not use /campfire within any of the social spaces. This includes but is not limited to Varelmere, the Wharf, New Nessad/The Encampment or any other area that would realistically be disruptive. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― Scripted Zones Areas which are designed to be assessable for server functions should not be impeded or camped by players. This includes areas for gathering, adventurer dungeon locations, wilderness and fishing zones, etc... While conflict can understandably happen at this locations, it should not be a place parties wait for or prey on players. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Market Rules 01 ― Adhere to Market Trader Standards If you do not adhere to the following stipulations, your trader may be deleted without warning. Each clan is allowed one single trader within Varalmere market. Each trader must have an RP appropriate name for their race and include [CLAN NAME] at the end. Each trader must have an appearance that is as basic as possible. No accessories outside of simple race-identifying ones such as ears. Sell prices may not be higher than the sell price offered by the Windseeker Representative. This includes magical items. You must keep your trader stocked with items. Keep reasonable space between traders for interaction purposes. You may make an item's sell price 9,999 gold in order to hold items you are purchasing via your trader. Please make sure to clear the stacks out in a timely manner. Your trader's race must be common or uncommon. No other races. Banking items and gold is prohibited - please keep your trader tidy! Your trader may not have an animation or emote. ━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Do Not Steal Market Wares from Fellow Clan Members You may not utilize your position in a clan to steal items from a clan market. This means that, unless you have permission and the go-ahead from whoever placed an item inside of your merchant, you may not withdraw it for your own ends. Make sure to talk to the relevant individuals first and foremost. ━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― You may not Buy/Receive Letters at your Market Trader Traders within the Market may not be set to purchase letters, parchment, or sealed letters. Any found doing so are subject to deletion and loss of all items inside without refund. Breaking and Entering 01 ― Breaching and Lockpicking doors Doors may be breached in-game via using breaching and lockpicking mechanics. POI's must be left when a door is breached successful or failure ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Do not steal items from Inventories No items are allowed to be stolen from inventories when a breaking and entering has been performed. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Breaching is a hostile action Breaching is a hostile action when performed. Breaching is considered loud, audible within Encounter range, whereas Lockpicking is silent. If a Lockpicking action is physically witnessed, you may (/pvp accept) and are automatically the defender. If a Breaching action is heard (through RPR printout), you may (/pvp accept) as defender without having visual sight of the acti on. Conquest 01 ― Conquest Events Supply Caravan Ambushes, Trading Post Supply Runs, and Dwarven Mine Acquisitions are all considered Conquest Events. All Conquest events will be marked on the in-game map. The marker will change depending on the status of the event. White means the event has not begun. If you did not trigger the event you may not approach the area. Yellow means the event has begun and you may engage with the group that started the event. Red means the event has concluded and rewards may be collected following any active PvPs. If a group arrives and begins to roleplay, as the timer for the event concludes, they have a five minute grace period to declare PvP Intent before rewards can be claimed. All Conquest Events are Flex Odds. You may bring up to 5 players on your side to an event. Arriving parties may do the same. In the case you have more players occupying a Conquest Location than arrive to participate you are required to adjust your group size down to Even Odds at a minimum of 3 to match the arriving party. For example if you have 5 players at an active caravan ambush and 3 arrive to defend it, the fight becomes a 3v3. The larger group is allowed to pick and choose who participates from their side. If less than 3 players arrive to contest a Conquest Event, the present party is only forced to drop to three active participants. Making it a 2v3. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Conquest Locations Locations that are designed for Conquest Systems (Caravans, Trading Post, Dwarven Mine, etc...) are considered active PvP zones and should not be approached without the express intention to participate in such. Anyone who approaches a Conquest Location is subject to a PvP Intent for being in the area. Groups that are occupying an active Conquest space (It has a Yellow Map Marker), should give parties who approach at least one verbal warning to leave before an Intent is dropped. Any party which approaches an active Conquest space without the intention to participate, such as immediately fleeing, will be punished for disrupting the spirit of the system. If a PvP Intent has already been declared, and all parties of the active PvP agree then arriving parties may observe the fight for their own enjoyment. If later asked by a participant in the PvP, observers must leave. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Consequences During Conquest Events, there is no Consequence Phase. As soon as PvP is concluded the winning side may collect their reward from the point and clear the scene. No further consequences may be given to the losers. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― General Rules If you start production on a Conquest Point you are locked to the group size that was present when the point was activated. If your allies arrive after the point was started they may not join you in defense. If you arrive at a Conquest Point and realize you do not wish to engage with the current defenders. You must leave the area immediately to make it clear no fight is going on or the point is not already occupied from a glance. The first group to arrive to a defended point has rights to declare themselves the attackers. Attackers may declare PvP on the Defenders (which is the group that was present when the point was activated). No other new arrivals may join them. If you arrive at a Conquest Point and choose to defend the point, you must remain within 10 tiles of the flag there for 1 full hour. There is an in game prompt to confirm your choice. If there has not been a PvP within the hour of activation, the defenders will receive the rewards. You may only start Conquest Points if you have a minimum amount of the required players to defend the location. You will need at least two players to begin the point. Any player found activating points without the required minimum will have their rewards removed. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― Conquest Point Setup Rules The first group at a conquest caravan or event location are allowed the advantage of setting up their defense of said location from further attacks. However to maintain some level of fairness to all parties you are prohibited from the following: You may not utilize the base game climbing feature to reach locations you cannot immediately walk to. You may not utilize out of combat flying to reach locations you cannot immediately walk to. Arriving groups must be able to use /defend to declare themselves defenders of a Supply Caravan Event. If PvP Intent is dropped before they are all allowed the chance to get into range then they are allowed to move and position themselves up to the edge of the zone and use /defend. After which they may move up to 3 tiles to position themselves as they like. Parties already present on the point may not move from their own positions during this. Even if it allows arriving parties to approach them. Your "defense" should be done within the bounds of the point and follow the spirit of the arena as designed by staff. Additionally any player violating the setup rules, climbing into towers or other un-walkable (If you cannot get to the location by holding W it is not walk-able) locations may be forced by the arriving party to move to the point's conquest flag, and skip their first turn of combat. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― Event Bounds Conquest locations are designed with the intent to use them to resolve the PvP. When you arrive to trigger the event, you are expected to remain within a set area of the provided flag. Additionally you are expected to allow the arriving group to enter the area before engaging them. If at any point after initially entering the area for a Caravan or Conquest Event a member of either side chooses to willingly (forced movements and displacement do not count) move more than 20 tiles from the central point. They must immediately use the "Surrender" button in RPR, even if they are required to turn cycle. Any damage or effects they have dealt on their turn prior to this may be undone.

  • Forager | Halcyon D&D

    Forager Resources Forager Foragers are those that seek common and rare materials in the wilds. They harvest and return these to more civilized areas to allow the raw materials to be refined into usable metals, lumbers, and reagents. It will be your job to journey out and do just that. Mining and Prospecting Miners tunnel into mountains and dig deep into the grounds below our very feet in search of precious ores and treasures. In a world torn asunder by conflict and strife, the demand for valuable metals could not be higher. Prospectors search vigorously across the lands and construct massive mines just to reach that much needed metal. Mining is granted bonuses by STR/CON. Herbalism Herbalists aid the many races of Faerûn have looked for natural remedies and enhancers to their own abilities. Entire fields of study exist to catalog and document the effects various plants and flora have on the body. Where do they get these? From herbalists, and others brave enough to traverse the wilds in pursuit of some of the rarest of herbs. Herbalism is granted bonuses by INT/WIS. Attunement of the Earth Requires Forager: Adept Your mastery ov er the earth allows you to hone your skills. Grants a +3 to Mining Bonus until your next weekly reset. Attunement of the Wilds Requires Forager: Adept Your mastery ov er the wilds allows you to hone your skills. Grants a +3 to Skinning/Logging Bonus until your next weekly reset. Attunement of the Land Requires Fora ger: Adept Your mastery ov er the land allows you to hone your skills. Grants a +3 to Herbalism Bonus until your next w eekly reset. Survey the Land Requires Forage: Expert You are able to take in the sights of the land around. Picking out previously depleted areas of remaining materials. Once per weekly reset you may gain +5 additional gathering attempts. Novice Adept Expert Basic Herb Harvested near the Ancient Aqueduct. (INT/WIS+ Forager Level + Herbalism Bonus) Daisy Harvested near Northreach (INT/WIS+ Forager Level + Herbalism Bonus) Iron Ore Harvested from Highlands. (STR/CON+ Forager Level + Mining Bonus) Brisk Leaf Harvested from the Jungle Ruins (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Giant's Root Harvested from the Far Forest (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Mother's Leaf Harvested from the Northern Swamp (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Valorbell Harvested from the Central Desert (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Silver Ore Harvested from Westridge (STR/CON+ Forager Level + Mining Bonus + 3d2) Mysterious Mushroom Requires Research Harvested from Hellgate Keep. (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Strange Shard Requires Research Harvested from Helkgate Keep. (STR/CON Forager Level + MiningBonus +3d2)

  • Curses | Halcyon D&D

    Curses Curses may be applied to another player as a consequence to PvP encounters using the Bestow Curse spell during Consequence Phase by DMs following events/storylines or when a character receives an affliction. Curses are broken into three categories: Minor Curses - These are curses applied via the Bestow Curse spell following PvP. They can then be removed by the Remove Curse Spell, or Greater Restoration. Major Curses - These are curses applied via cursed objects, or from DMs following events and storylines and may only be removed by Greater Restoration. Ancient Curses - These are immensely powerful curses that have no direct way to cure them. All afflictions are ancient curses and thus can only be cured through a DM storyline. Curse Effects Once cursed the player will receive a negative to their in-game statistics until cured. Additionally the target and curse giver must decide on a secondary effect from the list provided. If both parties agree on one of the effects to give it may be selected without a roll. However if there is a contest on the desired curse then it must be decided via a /roll 1d11. The cursed target must roleplay out the effects of the curse until the status is removed. Cursing and Remove curse Bestow Curse is given to Bard (12), Cleric (12), Wizard (10) or by using a Cursed Effigy. Remove Curse is given to Cleric (10) & Wizard (10). Minor Curses Major Curses Ancient Curses Curse of the Afflicted You fully believe you are either a vampire, or werewolf. You may choose, but must stick with your choice. Vampires believe they will burn up in the sun, and need to consume blood to survive. Though if you do consume blood, you will get sick. Werewolves believe they will transform on the full moon and feel more aggressive all of the time. Curse of the Bog The stench of a foul-smelling bog follows you wherever you go, and no matter how much you scrub or try to hide the scent, you are unsuccessful until the curse is lifted. Curse of the Faithless You are afraid of anyone who speaks about religion or represents it openly. You must flee from anyone speaking about, or appearing as a religious figure. Curse of the Forlorn You forget everything you know about the person you love most and no longer have any feelings towards them until the curse is cured. Curse of Gluttony You must eat any food you see present. It does not matter if you enjoy eating it or not, it must be consumed if it is your presence. Even if it would make you sick from overconsumption. Curse of Laceration Large lacerations appear across your skin until the curse is removed. They tear open the flesh, bleed and then eventually heal themselves. But the process is agonizing each time a new wound appears. Curse of Reduction You lose 20cm of height. (This may not be applied to Halflings, Gnomes, Goblins, or Kobolds. Curse of Rudeness You are unable to perform any task that you are asked to do by someone else. Additionally you must insult them for asking you to do anything. Curse of Sloth When you are in the presence of anyone else physical activity causes you great mental anguish. Your head hurts to the point you cannot function. Someone else must carry or escort you around. Curse of Thirst You feel as if you can never get enough to drink. Anytime you see water, you have to drink some of it unless you are physically restrained from doing so and taken from the area. Curse of Volume Control You can no longer properly control the volume of your voice. (You can only speak in whisper or shout. You may still emote in say or mumble without dialog) Lycanthropy One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Vampirism Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Coming Soon...

  • Item Catalog | Halcyon D&D

    Item Catalog Light Armors Medium Armors Heavy Armors Shields Simple Weapons Martial Weapons Ranged Weapons Ammunition Potions Tools Apparel Item Catalog On Halcyon we have lots of different items in our world which our players work towards crafting their weapons, armor, potions and even magical items! Here is a catalog for all of these different items you may come across in your journeys. Light Armors Leather Armor Armor AC 11 + DEX Buy: 145 | Base: 194 | Sell: 242 Studded Leather Armor AC 12 + DEX Buy: 202 | Base: 270 | Sell: 338 Medium Armors Chain Shirt Armor AC 13 + DEX (2 Max) Buy: 124 | Base: 166 | Sell: 207 Scale Mail Armor AC 14 + DEX (2 Max) Buy: 342 | Base: 456 | Sell: 570 Half-Plate Armor AC 15 + DEX (2 Max) Buy: 729 | Base: 972 | Sell: 1215 Elven Chain Armor AC 14 + DEX (2 Max) Does not require medium armor proficiency. Buy: ???| Base: ??? | Sell: ??? Mithral Half-Plate Armor AC 16 + DEX (2 Max) Requires 2 point of Strength Buy: ??? | Base: ??? | Sell: ??? Heavy Armors Chain Mail Armor AC 16 Requires 1 point of Strength Buy: 168 | Base: 224 | Sell: 280 Splint Armor Armor AC 17 Requires 2 points of Strength. Buy: 436 | Base: 582 | Sell: 727 Plate Armor Armor AC 18 Requires 2 points of Strength. Buy: 967 | Base: 1290 | Sell: 1612 Mithral Plate Armor Armor AC 19 Requires 2 point of Strength Buy: ??? | Base: ??? | Sell: ??? Shields Shield Armor Off Hand, +2 AC Buy: 118 | Base: 157 | Sell: 196 Simple Weapons Spear Simple Weapon One Handed, Versatile, Reach, 1d6 + STR Polearm Master Buy: 72 | Base: 96 | Sell: 120 Dagger Simple Weapon One Handed, 1d4 + STR/DEX Lacerate & +2 Skinning Buy: 40 | Base: 53 | Sell: 66 Quarterstaff Simple Weapon Two Handed, Versatile, 1d8 + STR/DEX Back Breaker Buy: 72 | Base: 96 | Sell: 120 Wooden Club Simple Weapon One Handed, 1d4 + STR Back Breaker Buy: 40 | Base: 53 | Sell: 66 Mace Simple Weapon One Handed, 1d6 + STR Concussive Smash Buy: 72 | Base: 96 | Sell: 120 Staff Simple Weapon Two Handed, 1d8 + ST R Back Breaker Buy: 72 | Base: 96 | Sell: 120 Sickle Simple Weapon One Handed, 1d4 + STR +2 Herbalism Buy: 43 | Base: 58 | Sell: 72 Pickaxe Simple Weapon One Han ded, 1d4 + STR +2 Mining Buy: 43 | Base: 58 | Sell: 72 Martial Weapons Halberd Mar tial Weapon Two Handed, Heavy, Reach, 1d10 + ST R Polearm Master Buy: 140 | Base: 187 | Sell: 234 Warhammer Mar tial Weapon Two Handed, Heavy, 1d10 + STR +4 Breach Back Breaker Buy: 109 | Base: 145 | Sell: 181 Greataxe Mar tial Weapon Two Handed, Heavy, 1d12 + STR Cleaving Strike Buy: 140 | Base: 187 | Sell: 234 Katana Martial Weapon Two Handed, Finesse, 1d10 + STR/DEX Flourish Buy: 184 | Base: 246 | Sell: 307 Greatsword Martial Weapon Two Handed, Heavy, 2d6 + STR Pommel Strike Buy: 184 | Base: 246 | Sell: 307 Battleaxe Martial Weapon One Handed, 1d8 + STR Cleaving Strike & +2 Logging Buy: 78 | Base: 104 | Sell: 130 Longsword Martial Weapon One Handed, Versatile, 1d8 + STR Pommel Strike Buy: 94 | Base: 125 | Sell: 156 Shortsword Martial Weapon One Handed, Finesse, 1d6 + ST R/DEX Flourish Buy: 72 | Base: 96 | Sell: 120 Rapier Martial Weapon One Handed, Finesse, 1d8 + STR/DEX Flourish Buy: 94 | Base: 125 | Sell: 156 Whip Martial Weapon One Hand ed, Finesse, Reach, 1d4 + STR/DEX Buy: 78 | Base: 104 | Sell: 130 Scythe Martial Weapon Two Hand ed, Finesse, 1d10+ STR/DEX Laceration Buy: 140 | Base: 187 | Sell: 235 Ranged Weapons Hand Crossbow Simple Ranged Weapon 1d6 + DEX When offhanded deals d4 4 tile range Buy: 72 | Base: 96 | Sell: 120 Crossbow Simple Ranged Weapon Two Handed, 1d8 + DEX 6 tile range Buy: 110 | Base: 146 | Sell: 182 Heavy Crossbow Martial Ranged Weapon Two Handed, 1d10+ DEX 10 tile range Buy: 151 | Base: 202 | Sell: 252 Shortbow Simple Ranged Weapon Two Handed, 1d6 + DEX 7 tile range Buy: 72 | Base: 96 | Sell: 120 Longbow Martial Ranged Weapon Two Handed, 1d8 + DEX 14 tile range Buy: 151 | Base: 202 | Sell: 252 Ammunition & Throwables Arrows (40x) Equipment Longbow & Shortbow Ammo Buy: 80 | Base: 106 | Sell: 132 Bolts (40x) Equipment Crossbow Ammo Buy: 80 | Base: 106 | Sell: 132 Throwing Knives (10x) Equipment 2d4 + D E X/STR and have a 4 tile range. Buy: 79 | Base: 106 | Sell: 132 Net (4x) Equipment Grants the ability "Throw Net" to restrain th e target on a failed STR sav e in a 8 tile range. Buy: 58 | Base: 77 | Sell: 96 Bola (4x) Equipment Grants the ability "Throw Bola" to restrain th e target on a failed DEX sav e in a 8 tile range. Buy: 58 | Base: 77 | Sell: 96 Caltrops (8x) Equipment Grants the ability "Throw Caltrops" to slow th e target on a failed DEX sav e in a 10 tile range. Buy: 52 | Base: 70 | Sell: 87 Potions & Oils Potion of Healing Potion Heals 4d4+4 HP. Buy: 124 | Base: 166 | Sell: 207 Potion of Greater Healing Potion Heals 6 d4+6 HP. Buy: 325 | Base: 434 | Sell: 542 Potion of Superior Healing Potion Heals 8 d4+8 HP. Buy: 578 | Base: 771 | Sell: 964 Potion of Supreme Healing Potion Heals 10 d4+20 HP. Not Sold Potion of Growth Potion Grants Enlarged status for combat. Buy: 156 | Base: 208 | Sell: 260 Potion of Heroism Potion Gain 10 Temp HP & grants b lessed status for combat. Buy: 202 | Base: 270 | Sell: 337 Oil of Sharpness Weapon Oil Grants +2 Melee and Ranged Hit Bonus. Buy: 195 | Base: 260 | Sell: 325 Potion of Speed Potion Grants Hasted effect for combat. Buy: 176 | Base: 235 | Sell: 294 Potion of Climbing Potion Grants Equal Climb speed for combat. Buy: 82 | Base: 110 | Sell: 137 Potion of Flying Potion Grants Flying movement f or combat. Buy: 144 | Base: 192 | Sell: 240 Potion of Vitality Potion Cures Wounded, Disease, Poison, and Bloodless effects. Buy: 210 | Base: 280 | Sell: 350 Potion of Regeneration Potion Restores lost limbs and removes Maimed status akin to Regeneration spell. Not Sold Tools Apothecary's Tools Off hand +2 Crafting Bonus Not Sold Blacksmith's Tools Off hand +2 Crafting Bonus Not Sold Craftsman's Tools Off hand +2 Crafting Bonus Not Sold Surgeon's Tools Off hand Requires Medical proficiency to remove wounded and severe wounds Not Sold Thieves' Tools Off hand +1 Sleight of Hand and allows for lockpicking Not Sold Apparel Bag Accessory +1 Equipment use Not Sold Belt Waist +1 Athletics Not Sold Boots Feet +1 Acrobatics Not Sold Cloak Back +1 Stealth Not Sold Holy Symbol Focus +1 Religion Not Sold Gloves Hands +1 Sleight of Hand Not Sold Necklace Neck +1 Performance Not Sold Hat Head +1 Persuasion Not Sold Ring Ring +1 Deception Not Sold Robe Body +1 Arcana Not Sold Tome Focus +1 History Not Sold

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