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- Season 6 Player Guide | Halcyon D&D
Season 6 Player Guide This guide was made to help someone new to the server jump in and find their way around the primary locations that were constructed by staff that ti e into systems, mechanics, and the server story. It will not provide handholding for every process, but it should give you enough to figure most things out on your own! Co nnecting to the Server Boot up that good ole Conan Exiles and be sure to connect to the multiplayer server for Halcyon D&D using our Server IP and our mod collection. Both can be found on our Server Info page. Use Conan's Direct Connect functionality, and if the bubbles reinitialize 3-5 times, end the attempt and retry the Direct Connect. Conan multiplayer servers are not meant to house as many players as we do, so it can be hard to connect sometimes! When you first connect, you will be sent into the character creation menu for Conan Exiles. The only thing you need to worry about here is filling out your display name, which should be the character name you whitelisted with. Making Your Character & Leaving Spawn You will be delivered to The Customs Office, our spawn, after leaving the standard Conan Exiles character creation menu. Here is where you'll actually make your character. Follow these steps: Set up your dice sheet (Shift+R) with the whitelist details you provided in your whitelist ticket. Create and customize your character's appearance (Shift+B). A "Body" contains all of the customizable dimensions for your character's physical body. "Armor" is their primary outfit with slots for head, chest, hands, legs, and feet. "Accessories" is all the miscellaneous add-ons you'd like to have on your character. Many of them can be repositioned anywhere on your character! Go over to Feathers the Cock if you're in need of some equipment between your legs. He'll be at the help desk and he'll get you what you need. Open the Conan menu (press M to open the map, potentially) and navigate to "Clan" up at the top. Put yourself into a clan. You may leave this and be invited to another if you get invited by your friends/other players later on. Speak with Tom from This Space when you're ready to leave spawn and enter the world. You'll need to be level 8 with your sheet set up and give her the correct Passphrase , or else you will be barred entry! Giving anyone else this passphrase is an instant ban for you and your friend. The Wharf Upon leaving spawn, you will be sent to The Wharf. It is a neutral location governed by Nigel Blackthorne, attracting those looking to do business. It houses particular events and guilds looking for recruitments and sponsored caravan raids for the taking and defending. Once every four days a special event will trigger between 4pm EST and 8pm. Allowing players to work for their chosen guild and gain reputation and rewards. You will also find the stables here, so be on the lookout if you'd like a hearty steed to travel the lands. Equally, you may find the talented vocation tutors here. All manner of creatures can pass through, so make sure you're right with your manners before proceeding! Setting Up a Merchant First, buy the ToT Merchant placeable from the market hall merchant dressed in white, Madam Teller, next to the player market. Next, place the ToT Merc hant in the player market. Hold E and customize it using ToT. The black ToT option allows you to customize the physical appearance of the merchant. The red ToT option allows you to change the name. The green ToT option allows you to configure the merchant's stock and currency used. Be sure to use Halcyon gold coins as the currency and be sure to make sure everything aligns with our Market Rules . Conducting Research To conduct research, enter Orvius' Library. Upon entry, head into the main room and use the site teleporter to travel up to the second floor (Research Floor.) Here you can start the quest for: 3 Research Points, but will not be allowed to receive anymore for 72 hours. After you have your research points, cross the librar y and interact with one of the research quests. To read more about them, check out our Researches . They all take 10 Research Points in order to start, and once you start them, you can finish them by interacting with the exclamation point on the central table. Druid Vashveer Vashveer is a neutral druid in defense of the natural realm. Druids who are looking for a Wildshape trainer may find the newest Trainer within the Druid Grove marked on the map. Elaina Fairbridge Directly outside of the Wharf stands a helpful trainer. Speaking to her will begin a quest that can only be taken as a level 8. Every three days you may return here and gain experience for your current class. You need at least 1500 experience to reach 10th level, and then 4000 experience to reach 12th level. Please note: If you advance yourself to 10th level before completing the entire Introduction Quest line you will be unable to continue and receive your rewards. Varelmer and the Encampment Home of the Windseekers , the Seekers, and the Argent Legion, Varelmere has several places of interest and is usually a friendly place to Common, Uncommon, and some Advanced races. Be mindful of our Hub Rules here. Likewise, nestled in the sprawling Deserts near a particular cave system, the Tribe of Many have set up a helpful Encampment for the scrupulous sort for the same reason. Apothecary: Located at the East side of Varelmer on the second floor. Located on the North side, in a hut, within the Encampment. Forager Station: Located on the East side of the main palaze in Varelmere. Located at the South side, in tents, within the Encampment. Craftsman's Workshop: Located on the East side of Varalmere on the second floor. Located on the South side along the wall within the Encampment. Blacksmith: Located on the East side, right off the thoroughfare, in Varalmere. Located at the South side along the wall within the Encampment. Adventurers' Guild: Located on the West side off the plaza in Varelmer. Located in the large hut in the central area of the Encampment. Orvius' Tower: Located on the East side of Varelmer. Bobby's Place: A tavern, lounge, and stage for up and coming performers! The Solstice Sanctuary: Nestled in the East side of Varalmere is small entrance with a marble statue, a humble fountain rests inside. Clerics can enter and create Holy Water here using Shift+R. A new ability will show up to make it. Trainer: Nestled in the training ground for Varalmere and a circle den in the Encampment, you will find an exclamation point. You can claim 500 EXP here every 3 days, or use 3 marks of service to acquire 500 EXP. Marks of Service Redemption: Within the East side of the central plaza in Varalmere you will find two merchants, one for Event Reward redemption and one for Marks of Service redemption. The Underbelly A place for more unscrupulous individuals, including but not limited to Outcast and Hated races. The Underbelly can be found within Varalmere. Be mindful that our Hub Rules do not apply here. You may also get to the Underbelly by boat via the Wharf. The Underbelly tavern is housed within. The Duke, for gambling, and a particular Shady Slim can sell... a particular sort of meat as well. Here you will find the blood sport arena that any may come and test their mettle against each other. Fights here can be bet on as well, so be sure to bring lots of gold! Once a week, you may come here to put your skills to the test. The winner will receive x2 Marks of Service and the loser only x1. Others may bet on the fights happening within the arena as well, so put on a good show and impress Gabby the Gambler! Hellgate Keep Hellgate Keep has become an area individuals may trek to battle a large beast. It is a mechanical function to fight this Demon, and you may do so once a week if you are successful in taking it down. Be warned it is a thing of the abyss and you'll need to bring a good sized party if you want to guarantee success! If you cannot find a party, you may take half the rewards for a cost. If you are found capable, you will be rewarded x4 Marks of Service and x10 Arcanium.
- Tiefling | Halcyon D&D
Tiefling Racial Guidelines Basic Traits Racial Traits Tiefling To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable. Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes. They have thick tails, their canine teeth are sharply pointed, and their eyes are often fiendish and otherworldly. Their their skin tones cover the full range of human coloration, but also typically include various shades of red and purple, or even darker blue. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Thay (As pawns) Tymanther Calimshan Sword Coast Baldur's Gate Dragon Coast Deities Asmodeus Beshaba Mask Shar Gargauth Generally any deity followed by those of where they lived Enmity Aasimar (Feared and loathed) Affinity Half-Orcs Genasi of Calimshan (Allied against Slavery) Notable Features Fiendish heritage, horned and tailed, innate spellcasting, resistance to fire, charismatic and cunning, often mistrusted, varied skin tones, sharp intellect, strong-willed, social outsiders, omnivorous with preference for rich and spicy foods. Basic Traits Height Min: 150 c m (4'11") Max: 185 c m (6'1") Langua ges Common Infernal Life S pa n A dult hoo d: 18 years Longevity: 160 years Mo vement 3 ti le s 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. Archdevil Origin Tieflings garner a bloodline infused with the essence of one of the archdevils of the Nine Hells, which heavily impacts their natural impulses and their appearance. Choose your archdevil origin from the following: Asmodeus, Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, or Zariel. Infernal Legacy The dark magic and nature of the Nine Hells flow through every tiefling. You know the Mage Hand, Minor Illusion, Thaumaturgy, and Vicious Mockery cantrips and are proficient in Deception. Hellish Resistance You have resistance to fire damage.
- Shifter | Halcyon D&D
Shifter Racial Guidelines Basic Traits Racial Traits Shifter Shifters are sometimes called weretouched, as they are descendants of humans who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting. Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral, resembling a particular kind of lycanthrope. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Werewoods (Baldur's Gate) Glimmerwood (Luruar) Great Dale Forests of Lethyr Dambrath Deities Gods of nature, the moon, and primal strength Enmity Drow Affinity Often feared by common races for their lycan blood but generally amicable to all Notable Features Partially bestial traits, enhanced senses, temporary shifting abilities, increased speed or strength, animalistic features (claws, fangs, fur), instinct-driven, often tribal, adaptable, heightened reflexes, omnivorous with flexible diet. Basic Traits Height Min: 150 c m (4'11") Max: 180 cm (5'11") Langua ges Common Life S pa n A dult hoo d: 18 years Longevity: 70 years Mo vement 3 ti le s per turn Race Expectations Shifters must have a base form that will always be visible. If this means you choose to have paws, animalistic ears, or a tail you must always have them on. From there you may have an in combat shifted form that is closer to the lycanthropic heritage chosen for the character. 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. Beast Shift Up to 3 times per long rest, as a bonus action, you can assume a more bestial appearance for the remainder of combat or until you revert. Swiftstride remains for 3 turns of combat. This form is flavored to your lycanthrope ancestor. You gain the following benefits while shifting: Grants 8 Temporary Hit Points. Grants access to a single use per turn bite attack (1d6 + Attack Bonus). Either +1 AC (Beasthide) or +1 Movement Speed (Swiftstride) based upon selection on creation. Bestial Instincts Shifters can easily channel the beast within. You are proficient in Survival. Lycanthrope Ancestor Shifters resemble a particular kind of lycanthrope ancestor. They cannot be Dhampir. Choose a were-animal ancestor to represent the features of your shift from the following: Werebadger, Werebear, Werecat, Werecougar, Werecrocodile, Weredog, Werefox, Werehyena, Werejackal, Werejaguar, Wereleopard, Werelion, Wereowl, Werepanther, Wererat, Wereserpent, Wereshark, Weretiger, Werewolf, Werewolverine, Wereworg, Werehare.
- Dhampir | Halcyon D&D
Dhampir Racial Guidelines Basic Traits Racial Traits Dhampir Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampir a taste of a vampire's deathless prowess in the form of dark vision and innate abilities. Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reason to indulge. All dhampirs have red eyes regardless of race due to their cursed origin and all are human, and all are born as dhampirs rather than being created. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Spread around Faerun Deities As per original race Enmity Any that treat them poorly Affinity Hexbloods Reborn Tieflings Notable Features Partially undead, pale complexion, keen senses, heightened reflexes, unwilling thirst for blood (but detest feeding), often brooding and mysterious, socially isolated, omnivorous with preference for rare or fresh meats Advanced Race Expectations Dhampirs should not be played as a "daywalking" vampire. Characters of this nature tend to devalue both the characters and effort put in by those with an actual vampirism affliction. While Dhampirs do not need to viscerally hate Vampires, there must be some hostility within their interactions. Dhampirs should have a clear struggle and internal conflict with drinking blood and being associated with Vampirism. Basic Traits Height Min: As per original race Max: As per original race Langua ges As per original race This does not include the 'Choose One' option. Life S pa n A dulthood: As per original race Longevity: As per original race Mo vement 3 ti le s per turn Racial Traits Bite Attack A finesse-based attack action that deals 1d6 damage and heals you by 1d6. Darkvision You have superior vision in dark and dim conditions, negating the Perception present at nighttime and in the dark areas of the world. Deathless Nature You do not need to breathe. 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.
- Triton | Halcyon D&D
Triton Racial Guidelines Basic Traits Racial Traits Triton Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above. Tritons were a humaniform race, notable in their many underwater adaptations that render them visually distinct from other humanoid races. Their skin was most commonly a deep-blue, but had also been known to appear as pearl, light green, or in rare cases, other mutant colors. Their hands and feet were webbed, and they had minor dorsal fins that run from their mid-calf and end at their ankles. They were notably shorter than humans, averaging around five feet tall. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Elemental Plane of Water Sea of Swords Trackless Sea Bay of Dancing Dolphins Zakhara Deities Persana (Creator) Eadro (Some believe they are the Creator) Asathalfinare Pantheon Enmity Generally xenophobic but not fully unkind or instantly hostile to non-Tritons Affinity Sea Elves General Sea life Notable Features Amphibious, cold-resistant, noble and proud, speak formally, natural underwater warriors, guardians of the deep sea, lawful and duty-bound, distant from surface customs, adept with tridents and magic, diet of fish and sea plants. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Primordial Life S pa n A dult hood: 18 years Longevity: 200 years Mo vement 3 ti le s per turn Racial Traits Amphibious You can breathe air and water and you have innate swim speed. 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. Control Air and Water A child of the sea, you can call on the magic of elemental air and water. You can cast Gust of Wind with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Guardian of the Depths Adapted to even the most extreme ocean depths, you have resistance to cold damage.
- Half-Elf | Halcyon D&D
Half-Elf Racial Guidelines Basic Traits Racial Traits Half-Elf Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Aglarond Gulthandor The Daelands Luruar Deities The Seldarine (Elven Pantheon) Sune Silvanus Hanali Celanil Chauntea Selune Valkur Eilistraee (Aglarond born Half-Elves) Enmity Drow (Elven Generational Hatred. Gods at war) Orcs Goblins Affinity Elves Humans Dwarves Gnomes Halflings Half-races such as half-orcs Notable Features Independent, creative and expressive, dislike towards strict rules and restrictions, pointed but more rounded ears than elven race, omnivore with a heavier lean towards vegetables and grains inherited from their elven race. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common Elvish 1 Choice Life Spa n Adulthoo d: 20 years Longevity: 180 years Movement 3 tiles 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. Fey Ancestry You are immune to magical sleep effects. Of Two Worlds Half-elves are very familiar with the similarities and differences between human and elven society. Their multicultural nature makes them skilled at reading, and dealing with, a variety of people. You are proficient in Insight and Persuasion. Half-Elf Versatility Depending on your heritage, you gain various abilities. Drow half-elves receive Faerie Fire, High Elves may pick Firebolt, Frostbite, or Shocking grasp, and Wood Elv es may attain Fleet of Foot.
- Conquest | Halcyon D&D
Conquest System Conquest System Unity, power, freedom - desired by all, attained by few. With Halcyon's conquest system, you embark on a journey with your fellow allies. Through diplomacy, clashing of swords, and adventuring, you find yourselves climbing the ladder to greatness. Will you heed the call? organizations Organizations are created to serve their own interests within the region. Following the wake of the war with New Ascalhorn, and the destruction of the Far Forest things have begun to settle. Settlements rise and progress resumes. Player organizations come in two types: Control and Support. Each with different agendas and perks. Only a limited number of each organization can exist at any given time. To create an Organization you must meet the following requirements: Have at least 5 active members. A clear Leader and Co-Leader. Application completed with sufficient goals, agreeing to server expectations, list of active members, and any relevant information necessary. A clear independence from any other Organization. Their own goals, and ambitions. Puppet organizations/sister organizations will not be allowed. Strategic Points Across the region are several strategic points that are maintained for their resources. The Mine, Hunting Lodge, Farmstead, Logging Camp, and Arcane Tower all serve to provide the holder with Iron Ore, Animal Hides, Basic Herbs, Basic Logs, or Arcane residue respectively. Strategic Points may only be held by Control Organizations. Each Strategic Point may hold a maximum of 10 Supplies at a time which can be contributed by anyone. Once per day, a member of the controlling Organization can start production between the hours of 18:00 UTC (1pm EST) and 04:00 UTC (9pm EST). This is indicated by the point turning blue. Once production has started, the point will turn yellow. At this stage the controlling organization and their allies (they do not need to be in the organization) must defend the point for up to one hour. If another group arrives they may contest the point and declare PvP to a maximum of a 5v5. The rules of Even and Reasonable Odds do not apply here. Once the PvP is concluded, or the timer completes without contest, the point may be interacted with to claim the resources and Marks of Conquest. Each Supply will rewards 40 basic resources, and 5 Marks of Conquests as a reward. (4 Arcane Residue and 5 Marks of Conquest for the Arcane Tower) Supplies To fuel your efforts, supplies will be needed to start production on Strategic Points. Purchase upgrades for Settlements, or declare sieges on controlled points. Supplies can only be created by Support Organizations. Supplies are created by taking crafted goods and packaging them into crates to be distributed for another Organization's efforts. Each Support Organization will have a supply cache where they can contribute goods. Each holding their own point value based on crafting cost. Once a supply cache has at least ten points it can be used to create a Basic Supply. Each Support Organization can create up to 10 supplies each week. The point value for goods is as follows: Blacksmithing Goods Dagger (1) Pickaxe (1) Sickle (1) Spear (2) Battleaxe (2) Craftsman Goods Wooden Club (1) Staff (2) Whip (2) Belt (1) Boots (1) Gloves (1) Hat (1) Robes (3) apothecary Goods Potion of Climbing (2) Potion of Growth (4) Potion of Vitality (5) Potion of Speed (6) Each Support Organization may trade and disturb their supplies as they see fit. Control Events Conquest will follow a two week cycle of attack/defense. During week 1, all Control Organizations will need to provide a roster of up to five participants that are actively garrisoned at each point. If the point is sieged during that cycle only those who are rostered at a point may take part in its defense. Participants may only be garrisoned at a single point each cycle. At the same time, Control Organizations seeking to claim a strategic point will need to declare their bid to do so during week 1. They must dedicate a number of supplies to commit to the attack. In the case of multiple Control Organizations seeking to attack the same point, the Organization that declared the highest number of supplies is given the chance to attack. If there is a tie on the declaration each organization shall be given one follow up opportunity to bid their supplies again. Once rostering and attacks are settled, both organizations will be given until the end of week 2 to organize their event. Organization Leadership will be brought into a battleground channel to a facilitate this. In the event of being unable to come to a mutually acceptable time attackers will be given priority. If a defense is not settled by the start of the next weekly cycle. Defenders forfeit their point. Caravan Events Across the region several caravans have been arriving to supply the conquest benefactors who have established themselves in the Oasis. Both by land, and water materials arrive and require unloading to reach their destination. These benefactors have reached out to the various groups and organizations within the area for assistance getting these supplies to them. Every day, between the hours of 18:00 UTC (1pm EST) and 04:00 UTC (9pm EST) the caravans will randomly activate. This is indicated by the point turning blue. Anyone may arrive and begin to unload the supplies for their own means. Once started, the point will turn yellow. At this stage the group and their allies (they do not need to be in an organization) must defend the point for up to one hour. If another group arrives they may contest the point and declare PvP to a maximum of the labelled maximum on the point itself. The rules of Even and Reasonable Odds do not apply here unless the point is a Flex point. All Caravans will either be 3v3 battles, or Flex. Flex means you may bring up to 5 players, but will be expected to respect Even Odds and adjust to 4, or 3 depending on the arriving attackers or set defenders. Rewards Once the PvP is concluded, or the timer completes without contest, the point may be interacted with to claim 1-2 Advanced Supplies and 6 Spoils of Conquest. Advanced Supplies may be returned to the Conquest Camp at the Oasis for 2 Spoils of Conquest each, or kept and broken down into 2 Basic Supplies for one's own selfish needs. Scouting Events In an effort to guard against the return of old threats. The conquest benefactors within the Oasis have enlisted the aid of individuals and small teams to scout out key locations around the area and report back their findings. While others find these as great opportunities to square off against their own foes within the region. Every day, between the hours of 18:00 UTC (1pm EST) and 04:00 UTC (9pm EST) the scouting locations will randomly activate. This is indicated by the point turning blue. Anyone may arrive and begin to scout the area. Once started, the point will turn yellow. At this stage the group and their allies (they do not need to be in an organization) must defend the point for up to one hour. If another group arrives they may contest the point and declare PvP to a maximum of the labelled maximum on the point itself. The rules of Even and Reasonable Odds do not apply here. Rewards Once the PvP is concluded, or the timer completes without contest, the point may be interacted with to claim 4 Spoils of Conquest.
- 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.
- Backgrounds | Halcyon D&D
Acolyte Cloistered Scholar Criminal / Spy Failed Merchant Fisher Folk Hero Entertainer Investigator Noble Outlander Sage Soldier Urchin Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. Skill Bonus +2 Insight, +2 Religion Cloistered Scholar As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge. The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn. Skill Bonus +2 History, +2 Nature Criminal / Spy You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. Skill Bonus +2 Deception, +2 Stealth Failed Merchant Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything. With failure, however, comes experience. You’re free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated — and a franchise just might be in your future. Skill Bonus +2 I nvestigation, +2 Persuasion Fisher You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end — a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon. Skill Bonus +2 History, +2 Survival Folk Hero You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. Skill Bonus +2 Animal Handling, +2 Survival Entertainer You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. Skill Bonus +2 Acrobatics, +2 Performance Investigator You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows. Skill Bonus +2 I nvestigation, +2 Perception Noble You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Your family could be old and established, or only recently established. How much influence they wield, what kind of reputation your family has, and how the common people regards them is up to you within reason. Skill Bonus +2 History, +2 Persuasion Outlander You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. Skill Bonus +2 Athletics, +2 Survival Sage You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Skill Bonus +2 H istory, +2 Arcana Soldier War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. Skill Bonus +2 A thletics, +2 Intimidation Urchin You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life? Skill Bonus +2 Sleight of Hand, +2 Stealth
- FAQ | Halcyon D&D
CLASS FAQ Storylines and DMNPC Encounters Within the world of Faerun, there are many gods, goddess, and tenets that the faithful follow absolutely. Here you will find class and race expectations for a multitude of situations you will find within Halcyon. Cleric Storylines and DMNPC Encounters Clerics must be dedicated to the service of an individual deity within our approved Forgotten Realms pantheon. Additionally your Clerical Domain must match with your chosen deities portfolio. For example a cleric of Selune cannot be a Death Domain Cleric. As such you are always under the watchful eye and scrutiny of your deity. Meaning you must follow their tenets, preachings, and otherwise represented their wishes on the material plane. Failure to do this will result in warning. Extreme cases or ones where forgiveness is not sought will result in the character be swapped to level 8 fighter and barred from returning to their particular clergy again. Clerical Expulsion When there is substantial evidence that one has gone against their deity's convictions, they are subject to being pulled into disputes. The player will be given a list of what exactly was broken in regards to their deities tenets and will receive a stacking Shaken debuff depending on the severity of their actions. The player will be required to do a one week check in with screenshots of their roleplay. They will need to show how they are affected by breaking the laws of their deity throughout this week. There must be signs of penance given to their actions and how they are realizing and changing their ways to hold themselves accountable and for their deity to bestow them once more. If the player has gone against their deity's tenets to the point they receive four stacks of the Shaken debuff, they will be immediately stripped. Each week of penance must be focused on one aspect of the Cleric's specific convictions that was broken and must show how that has been amended. Staff will read these over after it is submitted via a DM ticket. The player will be given a warning for the future at this time and the debuff will be removed if penance is accepted. If the same laws or convictions of the deity are broken again, or the Cleric has not cleared any of their Shaken stacks in a reasonable amount of time, the Cleric is liable to be stripped. Paladin Storylines and DMNPC Encounters All Paladins must adhere to the tenets of their given oath. These are all listed under each subclass' appropriate section. For example, an Oath of Glory Paladin believes in facing hardships with courage and encouraging others to do so. Meaning you are likely not to see one surrender a fight or run away just because things have gotten tough. Paladins who go against the beliefs of their oath will receive a warning. Continued failure to meet the expectation for one's chosen subclass will result in the character losing access to their paladin abilities and becoming a level 8 fighter. Paladin Expulsion When there is substantial evidence that one has gone against their tenets, they are subject to being pulled into disputes. The player will be given a list of what exactly was broken in regards to their Oath and will receive a stacking Shaken debuff depending on the severity of their actions. The player will be required to do a one week check in with screenshots of their roleplay. They will need to show how they are affected by breaking their tenets, throughout this week. There must be signs of penance given to their actions and how they are realizing and changing their ways to hold themselves accountable. If the player has broken multiple tenets, each week of penance must be focused on one tenet and must show how that tenet has been amended. Staff will read these over after it is submitted via a DM ticket. The player will be given a warning for the future at this time and the debuff will be removed if penance is accepted. If the same tenets are broken again, or the Paladin has not cleared any of their Shaken stacks in a reasonable amount of time, the Paladin is liable to be stripped. Oathbreaker When one has gone against their tenets for a substantial amount of time, they are liable to walk the path of the Oathbreaker. For those that have broken their oath, they may choose to go against any form of penance, and instead continue the path of selfish gain. The player must show a reasonable amount of roleplay that shows the corruption of prior tenets. They will need to show how they are affected by the dissolution of their tenets, and story elements that show justification for doing so. Each week, the player wishing to go through this process will submit their roleplay via a DM ticket. Each week must be focused on one tenet and must show how that tenet has been corrupted. Staff will read these over after it is submitted. If you receive Shaken debuffs for breaking your tenets without the explicit intention for Oathbreaker process, you will first have to go through penance for all of the stacks accrued and you will have to restart this process over again. The player will be given feedback for the future at this time as well as another stack of the Shaken debuff. This process will continue until all four tenets have been corrupted. After a successful narrative journey, the subclass will be approved and an Oathbreaker will be created. Please inquire in a DM ticket for more information on this process. Afflictions Storylines and DMNPC Encounters Players with afflictions are expected to be notable members of the community, and help drive narrative. This includes players who have been turned through IC means. Each affliction has listed drawbacks that should be adhered to at all times and followed within the spirit of their design. For example, vampires should still avoid the sun despite it not instantly destroying them as a roleplay concession. And should constantly crave blood and seek it out despite us generally not enforcing a strict policy on feeding. Lycanthropes should adhere to full moons and actively go into a blood-crazed state during them. Not only attacking their friends, or being caged up through the entire event. As an afflicted, you will be expected to be a driving force to cause a wider narrative that coincides with expectations of the affliction. They are intended to engage with the community at large in various aspects. While intrigue and diplomacy is an important part of their existence, there will always be a need for more. For vampires this is the eternal conflict to accrue blood by any means necessary, usually by taking it in combat. For lycanthropes the inner rage and fury that they have, which culminates in the Full Moon, usually also is only calmed by mauling in combat. Even if they are sating themselves in private company, that will eventually be insufficient, and they'll find themselves out prowling. While afflictions are not exclusively combat driven, many of their tendencies and needs revolve around conflict in some manner, and you will be expected to adhere to these expectations. Failure to be respectful towards other players, or follow the intention of your affliction can result in it being removed. Bites and Repercussions Players may find True Vampires or Greater Werewolves at their leisure to extend narratives as well as proffer for bites. When a bite is given to a character, subsequent roleplay will be submitted into a DM ticket. There, it will be reviewed and approved or denied. While it is being voted on by Staff, a bitten character will have a debuff called Cursed (III). This works similar to Death’s Door. You are weakened by the ancient curse coursing through your veins, and as such you will be expected to roleplay as if you are in an exhausted and feeble state as your body tries to fight, or submit, to the curse. After your application is approved or denied, the debuff will be removed. You may not roleplay as if you are already turned during the application process. Afflicted Commendations Every afflicted character gains the ability to use /commend [Player] to issue out a reward as thanks for their roleplay with another player. This is a show of gratitude, and reward for engaging with the afflicted player in a constructive and helpful manner. It is entirely at the discretion of the afflicted player if, and whom they give their commendation to each week if any. Every Afflicted Character will receive the ability to give 1 Commendation per weekly reset. Each player may only receive 1 Commendation per weekly reset. Afflicted characters may not receive Commendations. The roleplay leading up to commending another player must focus on the use of the affliction. For example you cannot have a nice time in a tavern with someone, and award them a Commendation without roleplay surrounding your Vampirism or Lycanthropy. Additionally: You may not give your Commendation to a member of your Clan or a known OOC associate. This is at staff's discretion. You may not give your Commendation to the same character week after week. These should ideally be spread and encourage branching out per your affliction guidelines. Any attempt to circumvent the spirit of the system in any manner will result in a retirement of the afflicted character and a prevention from using any such systems going forward. Commendations may be exchanged with a Bard NPC in the Wharf for a selection of rewards. Guild Reputation, Loot Table Rolls, or Marks of Service. Application Activity Storylines and DMNPC Encounters Due to the demand for these slots, there will be check-ins for Afflictions and Limited Application Slots every 4 weeks. If you are not in compliance with activity, limits and expectations of the given race or affliction you will be subject to being ticketed to be informed the character will be auto-shelved. You will lose all progress that requires screenshots- equipment, languages, researches, ect- as well as the whitelisted role. You will also be required to re-whitelist a new character. If there is an elongated time you will be off Halcyon- vacation, sickness, ect- then please open a Moderation Ticket to alert Staff.

