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- Arcanist | Halcyon D&D
Arcanist Creations Arcanist Students of the unseen currents that bind the world, arcanists weave subtle enchantments into otherwise mundane objects, inscribing wards and imbuing tools, arms, and trinkets with measured magical power. Through careful study and ritual practice, they can dismantle magical items into refined arcanium, a rare arcane resource used to craft protective charms, elemental resistances, and wondrous items sought by adventurers and scholars alike. Transmutation Through your knowledge of magical sigils and incantations you have learned to draw out the fragments of the weave from mundane objects to collect Arcane Residue. You may then forge 4 arcane residue into one Arcanium. Creations You are capable of adding protective wards to Mithral armors or mundane pieces of apparel to create armors that ward against status effects, or items that offer up elemental resistances. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + Arcanist Level + Crafting Bonus roll. Advanced Transmutations Requires Arcanist: Adept You know how to draw out refined arcanium directly from magical items. Rewarding more return than would be offered by traders for the same ware. Arcane Infusion Requires Arcanist: Adept You may now re-forge metal weapons with magical energies, granting them a +1 bonus to Attack Bonus and bypassing any physical damage resistances on the target. This requires the complete weapon, and 10 Arcanium. On a failed attempt, only the Arcanium is lost. Enhancements of this nature increase the crafting DC by 2 and are subject to a 1d20 + Arcanist Level + Crafting Bonus roll. Wondrous Item Crafting Requires Arcanist: Expert You may now craft Wondrous tier magical items. (With the exception of Elemental Charged Weapons and the Bag of Holding.) Overflowing Magic Requires Arcanist: Expert Once per weekly reset you may clear your remaining magical item creation cooldown. Novice Creations Expert Creations Feywrought Armor DC 16 Grants +2 Bonus against Charm Effects. 1x Mithral Half-Plate/Plate Armor 50x Mysterious Mushrooms 10x Arcanium Gloomwrought Armor DC 16 Grants +2 Bonus against Frighten Effects. 1x Mithral Half-Plate/Plate Armor 50x Strange Shards 10x Arcanium Belt of Brilliance DC 14 Grants Resistance to Fire Damage 1x Belt 5x Mithral Ingot 10x Arcanium Boots of the Winterlands DC 14 Grants Resistance to Cold Damage 1x Boots 5x Mithral Ingot 10x Arcanium Brooch of Shielding DC 14 Grants Resistance to Force Damage 1x Holy Symbol 5x Mithral Ingot 10x Arcanium Cloak of Storms DC 14 Grants Resistance to Lightning and Thunder Damage 1x Cloak 5x Mithral Ingot 10x Arcanium Goggles of Radiance DC 14 Grants Resistance to Radiant Damage 1x Hat 5x Mithral Ingot 10x Arcanium Grips of the Grave DC 14 Grants Resistance to Necrotic Damage 1x Gloves 5x Mithral Ingot 10x Arcanium Periapt of Proof Against Poison DC 14 Grants Resistance to Poison and Acid Damage 1x Necklace 5x Mithral Ingot 10x Arcanium Ring of Mind Shielding DC 14 Grants Resistance to Psychic Damage 1x Ring 5x Mithral Ingot 10x Arcanium Amulet of the Devout 1x Holy Symbol 40x Silver Ingot 18x Holy Water 4x Diamonds 50x Arcanium Dragonhide Belt 1x Belt 40x Silver Ingot 18x Draconic Scales 200x Brisk Leaf 50x Arcanium Instrument of the Bards 1x Lute 40x Silver Ingot 18x Captured Melody 100x Lumber 50x Arcanium Serpentscale Armor 1x Mithral Half-Plate 40x Silver Ingot 18x Draconic Scales 100x Steel Ingot 50x Arcanium Arcane grimoire 1x Tome 40x Silver Ingot 18x Unstable Essence 2x Crystal Ball 50x Arcanium Dwarven Plate 1x Mithral Plate Armor 40x Silver Ingot 100x Steel Ingot 18x Resilient Hearts 50x Arcanium Moon Sickle 1x Sickle 40x Silver Ingot 18x Feral Claw 200x Valorbell 50x Arcanium Staff of The Woodlands 1x Staff 40x Silver Ingot 18x Feral Claw 200x Giant's Root 50x Arcanium Bracers of Archery 1x Gloves 40x Silver Ingot 200x Arrows 10x Longbows 50x Arcanium Glamored Hunter's Coat 1x Elven Chain 40x Silver Ingot 18x Unstable Essence 100x Leather 50x Arcanium Robes of the Archimagi 1x Elven Chain 40x Silver Ingot 4x Diamonds 100x Bolts of Cloth 50x Arcanium Watchful Helm 1x Hat 40x Silver Ingot 18x Unstable Essence 100x Steel Ingot 50x Arcanium Wraps of Unarmed Prowess 1x Gloves 40x Silver Ingot 18x Feral Claws 100x Bolts of Cloth 50x Arcanium
- Vocations | Halcyon D&D
Vocation Overview Angler Provisioner Survivalist Butchery Vocation Overview Vocations are a time honored tradition amongst the adventurers of the land. There are many known vocations that adventurers can pick up and train in their off hours, but of the most notable are the angler, provisioner, and survivalist. Catching fish, cooking an aromatic dish, or learning the lands can help any adventurer and their allies! The scaling for gained experience is the same across all vocations. Each time you level in each vocation, they will gain a base +1 to their rolls for Provisioner, Angler, or Survivalist. The breakpoint for experience is below. Experience Needed Per Level Level 1 - 0 Level 2 - 400 Level 3 - 800 Level 4 - 1600 Level 5 - 3200 Level 6 - 6400 Level 7 - 12800 Level 8 - 25600 Level 9 - 51200 Level 10 - 124400 Angler For as long as people have existed, there's been the need to feed them. Though fishing isn't quite as prominent in the Marches due to it being land-locked, it's been a staple of the diet of many creatures for thousands of years. There's a surprisingly good handful of fishing spots in the marches. Three locations along the lakes, and three along rivers. If you'd like to try your hand at it, grab a fishing rod or spear and buy some bait before heading that way. To get started, head out to a fishing spot and type /fish into your chat box. This will bring up the fishing game. While fishing with a pole, you're going to want to tug in the opposite direction that the fish is heading in to tucker it out and make it easier to reel in. For every correct selection, you gain a +1 to your fishing roll. Be careful though! If you tug in the wrong direction, the fish will be able to slip away. Once you've got your catches, you can butcher the fish into fillets or fishing bait. The fishmonger is always willing to purchase your excess fish materials. He's... a little odd. Provisioner Anyone can cook—from simple cuts of meat to fresh-caught fish, to a warm meal for weary adventurers. But provisioners are more than cooks; they are the backbone of the Marches, turning basic ingredients into food that keeps people going. From trail rations and roasted vegetables to spiced cutlets and even the famed Silverymoon Grand Table Feast, whatever the need, the provisioner provides. Skill comes with practice. No one starts out ready to prepare a Grand Table Feast. Every dish along the way matters, feeding companions and improving your craft. And remember—not everyone shares the same tastes. Some appetites are… different. A good provisioner knows their ingredients. Not all meat comes from the forest or river, no matter how it’s labeled. Some cuts arrive without a clear story—unsettling to some, but a delicacy to others. Once cooked, it’s easy to forget where it came from. So take care. Know your source before you serve, and choose your meals wisely. In the Marches, a dish can reveal more than you intend. Recipies Let's Cook! There's a cooking station in every major hub where you can try your hand at making food. Fair warning-- cooking utensils and ingredients are not included. You have to either purchase or gather these supplies separately before you make an attempt. Once you have all your supplies, press 'E' on the cooking station to get started. From there, you'll find a list of all the meals you have the ingredients for. Once you pick a recipe, you will start the cooking mini game. To play, you'll read the prompt and pick the action that'll solve the problem. For every correct answer you gain a +1 to your dice roll. Be careful though! If you fail a roll the meal becomes inedible mush. With every meal you make, you attempt to make, you gain experience. Every meal grants some, but if you succeed a meal, you gain double. Each level you get in provisioner gets added to your roll. While you reach higher provisioner levels, you also become capable of cooking better meals. Some of these meals give greater satiety, while others have additional effects. Level 1 - Can cook Morsels and Appetizers Level 4 - Can cook Meals Level 7 - Can Cook Feasts Morsels Appetizers Meals Feasts Charred Meat Cuts DC: 12 Satiety: 25 Ingredients: 4 Meat 2 Vegetables Broiled Fish & Root Mash DC: 12 Satiety: 25 Ingredients: 8 Fish 2 Vegetables Hunter's Roast Plate DC: 14 Satiety: 30 Ingredients: 6 Meat 4 Vegetables Trail Rations DC: 6 Satiety: 10 Ingredients: 2 Meat/ 4 Fish 2 Spices Roast Vegetables DC: 6 Satiety: 10 Ingredients: 2 Vegetables 2 Spices Spiced Meat Cutlets DC: 16 Satiety: 50 Ingredients: 8 Meat 6 Vegetables 2 Spices Fish & Herb Pot DC: 16 Satiety: 50 Ingredients: 16 Fish 6 Vegetables 2 Spices Wilderness Stew DC: 18 Satiety: 60 Ingredients: 10 Meat 8 Vegetables 4 Spices Frosthill's Feast DC: 20 Satiety: 60 Returns 2 Stamina Ingredients: 10 Meat 8 Vegetables 6 Spices River Rauvin Celebration Dish DC: 20 Satiety: 60 Returns 2 Stamina Ingredients: 20 Fish 8 Vegetables 6 Spices Silverymoon Grand Table Feast DC: 20 Satiety: 60 Removes Exhaustion Debuff Ingredients: 6 Meat 12 Fish 10 Vegetables 8 Spices 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. Anyone can try it, but only those willing to put in a little elbow grease will get good at it. To gather materials, you're going to need energy. Just like how taking a long rest will restore a Sorcerer's spent magic, it'll also restore your forager's energy. Be sure to store away food, as it's impossible to get adequate rest on an empty stomach. Practice makes perfect-- or well, better. With every gathering attempt you'll gain levels in forager. These levels make you more adept at finding things, and less inclined to ruin your materials by mishandling them. The more effort you put into foraging, the more resources you'll end up having. Different activities will take a different amount of energy. After all, collecting sand in the dessert takes significantly less time than baiting a large game animal and hunting it down. Below we'll list all the things you can forage for and how much stamina it'll cost. Gathers Stamina Everyone has 10 stamina per rest and can spend it on whatever forager activities they'd like to do. Stamina can only be restored during a long rest, and can only be restored once every 18 hours. High Stamina gathers can only be done by foragers that are at least level 4. Low Stamina Moderate Stamina High Stamina Rummaging 1 Stamina 1d20 + Level Yields 1-4 Various nuts and seeds found while gathering. Used in provisoner recipes and in farm plots Vegetables 1 Stamina 1d20 + Level Yields 1-4 Edible vegetables grown in a garden. Used in provisoner recipes and to bait wild animals Sand 1 Stamina 1d20 + Level Yields 1-4 It's coarse and rough and gets everywhere. Used in blacksmithing recipies Plant Fiber 1 Stamina 1d20 + Level Yields 1-4 Fibrous material torn from plants. Used in several craftsman recipes Daisy 1 Stamina 1d20 + Level Yields 2-8 Small flowers, bright and sunny. Used by apothecaries and as a material components in certain spells Animal Hides 2 Stamina 1d20 + Level Yields 2-8 Hides found while on a small animal hunt. Used by craftsmen in various recipies Raw Meat 2 Stamina 1d20 + Level Yields 2-8 Meat found while on a small animal hunt. Used in provisoner recipes and to bait wild animals Basic Logs 2 Stamina 1d20 + Level Yields 2-8 It's a log. Cut from a tree. Used by craftsmen in various recipies Basic Herb 2 Stamina 1d20 + Level Yields 4-10 Fragrant herbs with light medicinal properties. Used by apothecaries in recipies and can be dried into spices Advanced Herbs 2 Stamina 1d20 + Level Yields 4-10 Herbs including Valorbell, Brisk Leaf, Mother's Leaf, and Giant's Root. Used by apothecaries and as a spell material Iron ore 2 Stamina 1d20 + Level Yields 4-10 Hunks of unrefined iron found lodged in stone. Refined by blacksmiths to be used in recipies Silver Ore 2 Stamina 1d20 + Level Yields 4-10 Hunks of unrefined iron found lodged in stone. Refined by blacksmiths to be used in recipes Animal Carcass 4 Stamina + 4 Vegetables Produces 1 Animal Carcass A large game hunt produces 1 Animal Carcass. In order to hunt large game, you must spend 4 Vegetables to bait an area. Can be butchered for meat and hides Farm Plot 4 Stamina + 10 Rummagings Produces 20 Vegetables To produce vegetables, you have to spend four energy to plant seeds, water seeds, then harvest seeds over a period of time. Vegetables are used in provisoner recipes and to bait wild animals Dry Herbs 4 Stamina + 10 Basic Herbs Produces 10 Spices To dry herbs you must spend four energy to place herbs on a drying rack, then collect them over a period of time. Spices are used in provisioner recipes Butchery Butchery When you live off the land, you have to be able to prep your food for cooking. Butchery is turning raw animals into useful parts like fillets, cutlets of meat, and hides. You don't necessarily need tools to butcher creatures, but it sure does help. Daggers help, and magical daggers help even more. The better you can butcher a creature, the more useful pieces you can get out of them. Butchery is considered part of foraging and scales off of your forager level. Butchery Small Fish 1d20 + Level Yields 0-1 Fillets Not very filling, but it's better than nothing. You might get at least a bit of meat off of them. Medium fish 1d20 + Level Yields 1-2 Fillets Medium fish are cut into fillets useable in several provisioner recipes. Large fish 1d20 + Level Yields 2 Fillets Large fish are cut into fillets useable in several provisioner recipes. Silverlings 1d20 + Level Yields 1-3 Bait There's not much you can do with a silverling except chop it up into bait and hope for something bigger. Animal Carcass 1d20 + Level Yeilds 10-16 Hides and 5-8 Raw Meat The meat given by a carcass can be used in provisioner recipes, while craftsmen find the hides useful.
- The Storyline | Halcyon D&D
Season 1 Season 2 Season 3 Season 4 Season 5 Season 6 Season 7 The Story of Halcyon Our setting current setting takes place in the year 1492 DR. The storyline is comprised of the events that have taken place on the server across our main storylines up until this point! More information will be added as the seasons progress. This can be used a general reference for those who's characters have lived within the world and would be somewhat in the know of current events. Season 1 The Troubles of Lordfall Five years have passed since the end of the War of the Silver Marches, marking the year as 1490 DR. Everlund, once a prominent city within the region, has been reduced to a town, recovering from the toils of war. For unknown reasons, the town's ruling body, the Council of Elders, has made the decision to pull themselves from the Lords' Alliance, the defensive pact of the major city-states of northern Faerûn. Such a ruling leaves Everlund vulnerable... giving confidence to factions and monsters in the area who have long slumbered. These troubles, and the opportunities of Everlund's economic rebirth, entice adventurers and people of all kinds to its surrounding lands. As the town prepared for it's fifth annual festival of remembrance trouble began to brew. Caravans began to go missing. Outlying settlements began to to be raided. The Army of the Vale was sent to investigate, spreading themselves thin. Then a brazen attack against Everlund itself. The sky rained fire and orcish invaders rushed through the gates. With only a small garrison of forces left behind the defense of the town was largely left to those trapped within. While many brave heroes were able to hold the line, eventually the overwhelming brutality of the orcish band began to wear on them. In a final act one of the remaining Knights of the Vale, Eilynore Ashpride, rallied those still able to fight and joined the fray. Helping to repel the invaders. To this day their names are forever immortalized on a monument within the city. Nightingale, Zephyr Ixaar, Caladrius, Kargrax, Nynca, Cecil, Seraph, Vesper, Asbjorn Hardlsen, Zhal Another memorial was erected nearby this time with the names of those who were lost, the countless hundreds who died on Everlund's smoldering streets or blissfully unaware within their own homes as it came crashing down around them. Aizilei, Etsheyi, Zinyra, Frankies Little motive could be gained from the attackers. As each fought to a brutal and final death for the glory of their god and warchief alike. A single named echoed through the streets of Everlund as it was rebuilt... Bloodtusk. Through the months that followed the attacks by this clan of orcs picked up frequency. Settlement after settlement within the area around Everlund was subject to their brutality. Some faired better than others, others simple fell to their might. Leading the charge of these incursions were Bloodtusk Lieutenants, demanding the subjugation of all under their leader Kargresh. After numerous skirmishes and hard fought battles between the Army of the Vale and the citizens of the Silver Marches against the Bloodtusk clan their leader fled from Everlund to the east. Season 2 Fires of Revenge After the final skirmishes with the Bloodtusk clan, their leader Kargresh was still missing. A relative peace had fallen over the lands around Everlund once again. Though, all did not set well with the Army of the Vale. Countless soldiers had fallen in the raids. Numerous innocents, friends, and family never to be seen again. After weeks of petitioning the Council of Elders a reply finally came. By decree of High Lady Alustriel Silverhand a force was to be led by Eilynore Ashpride of the Army of the Vale east into Hellkeep Dell. They were tasked primarily with securing the region for the Silver Marches, though for many it was a personal mission. It has been several months since their departure. The confederation of forces now make up Ashpride's Legion who have established the fortification of Silvergarde within Hellgate Dell. Their presence has not gone unnoticed. The area has long been home to all manner of demon and evil being. As well as the Far Forest looming on the horizon. Will you aid in the hunt for Kargresh? Perhaps find yourself caught helping some unexpected allies in their eternal war for the lower planes? Or will you side with those who already called this land home before the Silverymoon's decree? Season 3 Unveiled Serenity The aftermath of Eilynore Ashpride's final confrontation with Kargresh left Hellgate Dell and its surroundings scarred, the victory achieved at a great cost. The lingering echoes of a pyrrhic triumph, however, were accompanied by the insidious rise of a dark force. Cults began to take root in the jungle ruins, casting a foreboding shadow over vital trade routes. As Silvergarde moved to it's new more fortified beginnings, Lady Ashpride hired local mercenaries to safeguard precious cargo shipments that were its lifeline - But, the mercenaries, once stalwart defenders, found themselves torn between duty and the growing allure of the enigmatic cults, threatening to fracture the stability Lady Ashpride fought so hard to establish. Simultaneously, the tranquility of the Far Forest was disrupted as druids, once the stewards of the delicate balance between nature and civilization, grew restless. The once-guardian peacekeepers of the forest now regarded outsiders with suspicion, and the druids themselves distanced from their duties, perturbed by an unseen force that exploited the vulnerability left by the recent battle. In the distant wastes, the departure of Isun, the eccentric merchant renowned for his magnificent wares, sounded an ominous note. His proclamation that the land had become too perilous hinted at dangers not fully understood by the inhabitants of Silvergarde. He designed to move to the oasis, gathering the Windseekers, to begin a movement of freedom and independance from both the lawful and lawless. As the fortification grappled with the aftermath, a new, clandestine adversary moved in the shadows, weaving a tapestry of uncertainty over Silvergarde's future. The true test of resilience lay ahead, hidden in the ominous shadows that now clung to the heart of the once-proud outpost, casting doubt upon its fate. What dark designs did they harbor, and how would their insidious influence manifest and would Silvergarde be able to rebuild in time to survive it? Amidst the evil machinations of the Brotherhood of the Labyrinthine Veil, New Ascalhorn and Silvergarde erupted into war. A conquest of who could take or defend the lands gripped all of those able to hold a sword or wield magic. And with much a toll, the victories would all end pyrrhic. For those beneath both banners soon would realize, the powers of New Ascalhorn had far worse in store for them. The Windstalker Lodge began the aid to Silvergarde with Stormguard and Mithral Enclaves joining soon after. To oppose the growing number of allies beneath the Silvergarde banner, the Shadow Hydra, Dragoncoin, and the Blackspire fought to further New Ascalhorn's agenda. Marching forth into battle, divisions of Silvergarde valiantly fought with the those who would see the lands defended against evil. All color and creed banding together in unity, as one, setting aside difference to see Silvergarde, the Far Forest, and all of the Silver Marches protected. Their efforts were not in vain as they kept the forces of New Ascalhorn at bay. Ultimately, their sacrifices lessened what would have been a much graver toll. But, New Ascalhorn's divisions proved capable, extending their reach through the lands. Soon, the truth was revealed. Portals began to open across the lands by the Fey'ri rulers, House Dlardrageth releasing trapped demons from portals beneath Hellgate Dell. They spared none who would not bend the knee. The lands devolved into chaos and ruin, despite the many of Silvergarde, the forces were too powerful. And in a final summoning, a horde of demons descended upon the Far Forest and unleashed a cataclysmic explosion of heinous magic destroying the land. Water rushed in, filling the voided space. Villages, towns, all sunken beneath the crashing wave, forever entombing the brave souls that stood stalwart in the face of evil. Season 4 From Ashes Word quickly spread across the Silver Marches of the new found demonic incursion, known as the Ruinous Convergence. Organizations swept in to help push back the assault, many different faces from the Tall Tree druids to the Lord's Alliance came to lend their aid. The battle waged for days, it was hard fought but as the dust settled, the demons had been pushed back to the Abyss enough that life was able to reshape. Starting with the new carved out Far Forest, the druids healed her, mending her back into a landscape of glorious trees and wildlife. The Windseekers, led by Isun, moved to establish a larger Oasis further southwest. Now a bustling small city, it's values remain the same. From the welcoming Coiling Serpent tavern to the market place, Isun designed to fill all of the Silver Marches needs. Ovius Alvarez helped defend the lands alongside the masses before returning to stay in the Oasis, his tower of knowledge open to all. Up in the mountains, dwarves in the Ruins of Delzoun opened their otherwise closed off keep. Ushering weapons and aid down the mountain, they helped the righteous defend. Silvergarde unable to withstand the repeated open assaults took its people to the mountain, becoming refugees of the impenetrable fortress, leaving the city to it's demise. Now, the Ruins of Delzoun serves as a rallying point for the good of the land, a standing beacon of hope for those continuing to stand against the terrors of this world. New Ascalhorn remained, the treacherous Fiends keeping the small hold they had and vowed to only reignite the flames. Those that had stood behind them so boldly splintered off into other nefarious organizations taking opportunistic root, finding themselves scorned by the blindsided demonic assault. Amidst the calamity, the cult only thrived. The masses of departing souls going missing, with none questioning how or why in such a hectic time. It was perfect, perfect for those ominous shadows to continue their bidding unabated for another day. What will become of the Silver Marches as these organizations take root and rebuild the lands from ashes? What plans do these shadows have for the future? Only time will tell. . . Season 5 THE RECLAMATION As the echoes of war fade further into memory, the Forest begins to heal, its scars slowly softening under the care of Nature. The Druids of the Tall Trees Grove return in force once more, striving to purify the land as they had in years past. Their rituals weave hope into the soil, but the question of whether their efforts will endure beyond a single generation, or will the cycle of ashes claim the land once more. In the shadow of recovery, two settlements rise to prominence. From the ashes of Silvergarde emerges a new stronghold, named in tribute to a war hero whose name still inspires hope in the land. To the north at the skirts of the Nether Mountains, a new bastion stands tall. Its walls are a testament to the resilience and ambition of the inhabitants of these lands. Yet with their growth comes the mounting need of resources. Even the renowned Windseekers, heralded for being the mercantile center of the region, struggle to meet rising demands. Market stalls sit barren, and coin becomes a rare commodity. But scarcity is simply another word for demand, and where there is demand there is also opportunity for those industrious enough. Meanwhile, the Labyrinthine Veil, a shadowy cabal of night hags and their cultists, have left a grim legacy of terror. Thousands were kidnapped, sacrificed, their very souls devoured to fuel the Veil’s dark ascendancy. The war ravaged land bore witness to their cruelty, as bastions of light flickered and faded into darkness, while trade houses flourished amidst the chaos. Yet, even in the face of such darkness, the Tall Trees grove called for Heroes. Hundreds heeded the call, rallying to to the Forest’s cause. Their sacred rituals filled the skies with earthly light as ancient powers awakened to push back the Veil’s corruption. Fierce battles erupted, and each fallen is immortalized in bardic song. Now, the Veil lies broken, with their sinister influence scattered like ash on the wind. The Reclamation has begun. The forest stirs with life once more, green tendrils creeping over once barren land. But with the Veil’s fall comes an uneasy peace. Trade, ambition, and shadowed forces vie for power over the fractured realm. What lies ahead in this time of Recovery, what new powers shall rise in the lands? Season 6 THE STORM THAT PLANTED STARS The Storm’s Crown Horde surged through the Marches like a flood of wrath, bringing with them the fury of Talos himself. The lands trembled… until a pact was struck in the shadows. Isun and Orvius, desperate to halt the devastation, made a fateful alliance with the enigmatic Knights in White—none other than Lady Ashpride’s Argent Legion. In one ruthless night, an elite strike team eliminated the Storm’s Crown leader and claimed the legendary Runeblades. With them, Orvius unlocked the Talos Vault… and found a storm of pure magic. From that chaos was born Arcanium—a raw, unstable force of unimaginable power refined into a crystallized form. But the Horde’s final revenge destroyed the Oasis. The Windseekers were broken—reborn only as the Seekers. In the ashes rose Varelmere, a new trade port built on dreams… and Arcanium. The Seekers and the Argent Legion vowed to share its power—but they weren’t the only ones who came seeking it. Now the Marches boil with ambition and deceit. The shadowy Keepers. The zealous Radiant Heart. The forsaken Tribe of Many. The cunning Bregan D’aerthe. All hunger for Arcanium. All will fight to claim it. But even as new powers rise… ancient evils stir. In the Far Forest. In the Underdark. Beyond the veil of realms. The frontier teeters on the edge of ruin—or rebirth. This is the dawn of a new chapter… Season 7 CROWNS OF ASH AND SALT The age of recovery is over. The age of claim has begun. ~ From the depths of the Underdark to the black-tide ports of the coast, three great coalitions rise, each convinced the future belongs to them alone. Beneath Thraev, where stone remembers every betrayal, the Demonheart Pact tightens its grip. Forged between House Baenre, the Daemonfae, and the Arcane Brotherhood, their rule is one of shadowed elegance and ruthless precision. Arcane engines hum through ancient caverns, relics are stripped from forgotten vaults, and demons whisper promises of inevitability. The Pact does not conquer loudly. It replaces. Along the shining docks of the coast, banners snap in the salt wind as Varelmere stands defiant. The Varelmere Vanguard, an ironbound alliance of the Argent Legion, Radiant Heart, and Emerald Enclave, rules the port city with steel, faith, and root-deep resolve. Arcanium fuels their rise, but ideology fuels their wars. Order. Balance. Purity. They claim to defend the Marches, yet every wall they raise redraws the future. In the fog-choked harbors of Shadeport, coin speaks louder than creeds. The Syndicate, a ruthless union of Bregan D’aerthe, the Zhentarim, and the Company of the Wolf, controls the lifeblood of trade, smuggling, and mercenary might. Where others preach destiny, Shadeport sells it. Information is currency. Loyalty is rented. Victory goes to the clever, not the righteous. These coalitions do not merely clash. They bleed into one another. Guild wars erupt over ancient relics, forgotten ley lines, shattered keeps, and the bones of kingdoms not yet born. Every road becomes contested. Every forest claim disputed. The Far Forest and Silver Marches stand on the brink of being reforged into something new… or torn apart entirely. Yet not all threats march beneath banners. Across the waterways, eco-raiders strike without warning. Pirate flotillas of Sea Elves, Tritons, and Water Genasi cripple shipping lanes, sink Arcanium transports, and choke the flow of commerce itself. They claim the seas are dying. They do not negotiate. And behind it all, unseen but patient, seven ancient demons of sin stir. They do not rule territory. They cultivate collapse. Each war feeds them. Each compromise opens a door. Each crown forged in blood brings their hour closer. The Marches are no longer a frontier. They are a prize. Choose your coalition. Choose your cause. Because this season, neutrality is a myth… and survival is political.
- Craftsman | Halcyon D&D
Craftsman Creations Craftsman Attuned with the wilds, a craftsman specializes in tanning hides and leathers, as well as shaping wood, utilizing them to make armor and weapons fitted for those lighter of foot or closer to nature, eventually advancing to become master architects and builders. Leatherworking & Weaving You know how to turn animal hides into usable leather. As a novice craftsman, you are able to create leather. This requires 2 hides. You can also weave plants into cloth. This requires 2 plant fibers. Masonry You know how to use the earth's materials into usable stone bricks. As a novice craftsman, you are able to create a stone brick. This requires 2 sand and 2 iron ore. Woodworking You know how to turn logs into usable lumber. As a novice craftsman, you are able to create lumber. This requires 2 logs. Creation s You are a carpenter and tailor capable of bringing all kinds of crafts to completion. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + Craftsman Level + DEX roll. Apparel Crafting Requires Craftsman: Adept You may now create basic attire and accessory items. These are the fundamental items required for most magical items and provide the wearer an increase to their base skill stats. You can also make magical arrows and bolts that bypass physical resistances. Arcane Infusions Requires Craftsman: Adept You may now re-forge arrows and some weapons, granting them a +1 bonus to Attack Bonus and bypassing any physical damage resistances on the target. This requires the complete weapon and 20 Arcane Residue. On a failed attempt, only the Arcane Residue is lost. Enhancements of this nature increase the crafting DC by 2 and are subject to a 1d20 + Arcana roll in order to pass it. Architect Requires Craftsman: Expert You have learned how to draw blueprints and create large structures. This allows you to design and prepare additions to your clan's base. These come in the form of profession stations, mining facilities, and greenhouses. A clan size of 4 or less players may have single workstation installed. A clan size of 5 - 9 may have one workstation, and one facility installed. A clan size of 10 - 15 may have two workstations, and two facilities installed. *If a clan's size falls below the threshold while possessing an amount of workstations or facilities that exceed their new maximum a ticket must be made. You will then be given up to one week to recruit new members or choose which station you would like to lose. If an audit is pe rformed and you do not have an active ticket all of your clans workstations and facilities will be deleted and will not be refunded. Novice Creations Adept Creations Expert Creations Shield DC 14 - One Handed +2 AC 4x Leather 2x Lumber 1x Treatment Arrows (x40) DC 11 - Ammo Shortbow & Longbow ammo. 6x Lumber Hand Crossbow DC 12 - Ranged 1d6 Piercing damage. 2x Lumber 2x Leather 1x Treatment Shortbow DC 12 - Two Handed 1d6 Piercing damage. 3x Lumber 1x Leather 1x Treatment Longbow DC 14 - Ranged 1d8 Piercing damage. 6x Lumber 2x Leather 1x Treatment Weapon Handle DC 10 Basic item required by Blacksmiths. 1x Hide 1x Log Wooden Club DC 11 - One Handed 1d4 Bludgeoning damage. 2x Lumber 1x Treatment Net (4x) DC 12 - Ammo Grants the ability "Throw Net" to restrain the target on a success (STR save). 4x Leather Staff DC 12 - Two Handed 1d8 Bludgeoning damage. 4x Lumber 1x Treatment Whip DC 13 - One Handed 1d4 Bludgeoning damage. Reach. Finesse. 4x Leather 1x Treatment Leather Armor DC 11 - Light Armor AC 11 + DEX 10x Leather 1x Treatment Bola (4x) DC 12 - Ammo Grants the ability "Throw Bola" to restrain the target on a success (DEX save). 4x Leather Bolts (x40) DC 12 - Ammo Crossbow ammo. 6x Lumber Crossbow DC 13 - Ranged 1d8 Piercing damage. 4x Lumber 2x Leather 1x Treatment Heavy Crossbow DC 14 - Ranged 1d10 Piercing damage. 4x Lumber 4x Leather 1x Treatment Quarterstaff DC 12 - Two Handed 1d8 Bludgeoning damage. 2x Lumber 1x Treatment Bag DC 12 - Misc +1 Potion Uses. 1x Leather Cloak DC 12 - Back +1 Stealth. 5x Bolt of Cloth Holy Symbol DC 12 - Focus +1 Religion. 1x Silver Ingot Robe DC 12 - Body +1 Arcana. 10x Bolt of Cloth Surgeon's Tools DC 12 - Offhand Allows curing of regular wounds, using Medicine. 4 Medicine & Medicine Proficiency required to use. 1x Steel Ingot 2x Bolt of Cloth Craftsman's tools DC 12 - Offhand +2 Craft bonus for Craftsmen. 2x Steel Ingot 1x Treatment Belt DC 12 - Waist +1 Athletics. 1x Leather Gloves DC 12 - Hands +1 Sleight of Hand. 2x Leather Necklace DC 12 - Neck +1 Performance. 1x Silver Ingot Tome DC 12 - Accessory +1 History. 2x Bolt of Cloth 1x Leather Apothecary's Tools DC 12 - Offhand +2 Craft bonus for Apothecaries. 1x Steel Ingot 2x Glass Vials Thieves' Tools DC 12 - Offhand +1 Sleight of Hand and allows for lockpicking. 2x Steel Ingot Boots DC 12 - Feet +1 Acrobatics. 2x Leather Hat DC 12 - Head +1 Persuasion. 2x Bolt of Cloth Ring DC 12 - Ring +1 Deception. 1x Silver Ingot Studded Leather DC 13 - Light Armor AC 12 + DEX 12x Leather 1x Treatment Blacksmith's Tools DC 12 - Offhand +2 Craft bonus for Blacksmiths. 2x Steel Ingot 1x Weapon Handle Insignia of Claws DC 15 - Necklace +1 to Hit Bonus (Unarmed) 1x Necklace 1x Holy Symbol 4x Precious Gemstone 20x Arcane Residue Cooking Utensils DC 12 - Offhand Unlocks Cooking 2x Steel Ingot 1x Lumber Apothecary Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Blacksmithing Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Craftsman Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Greenhouse Facility 75x Stone Brick 150x Lumber 30 Silver Ingots Basic Herbs and one Advanced Herb of your choosing. Mine Facility 75x Stone Brick 150x Lumber 30 Silver Ingots
- 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
- Thievery | Halcyon D&D
Thievery Storylines and DMNPC Encounters There are three situations in which items can be taken from other players. It is only allowed to steal items that are exclusive to the Halcyon House Mod from other players. This means base Conan games items, or items from other mods, are not to be taken. Including but not limited to: shapeshifts, RPR keys, and base game armor pieces. Pickpocketing Y ou may attempt to pickpocket another so long as you have at least a +1 in Sleight of Hand. You must emote out the attempt prior to rolling your Sleight of Hand, after which anyone within sight of the attempt may roll Perception against the attempt to decide if they were able to see the action. If anyone rolls a Perception that is the same or higher than the Sleight of Hand, they may react to the thief's attempt. If the victim's Perception roll is equal to or greater than the thief's Sleight of Hand, they may take action and prevent the theft. Otherwise, all Perception rolls resolve after the action has taken place. You may only take 25 gold pieces from the victim, and you may only pickpocket a character once per day. If your class features a Mage Hand, you may use it to pickpocket from 3 tiles away at a -4 Sleight of Hand modifier. This penalty does not apply to Arcane Tricksters. Theft as a Con sequence Following a PvP, the victor may impose theft as a consequence during the Consequence Phase. When a player is searched, they must reveal any and all belongings they carry on them: currency, magical items, weapons, armor, potions, crafting materials, etc. Then, the thief may pick one of these things to take. Once the thief selects their options from the list below, they cannot take anything else and the consequences phase for the PvP is considered to be over. The items and amount that can be taken are as follows: Skirmish PvP: Up to 300 gold 1x Tier 1 Potion 1x Tier 1 Armor 1x Non-magical weapon/tools & 1 full stack of ammo 1x Unattuned magic item (Excluding Spellbooks) 1x Minor Spellbook 30 of any crafting material (including letters) Standard PvP: Up to 600 gold 2x Potions, or 1x Tier 2 potion 1x Tier 2 or lower Armor 1x Non-magical weapon/tools & 2 full stacks of ammo 1x Magical weapon/tool 1x Unattuned magic item (Excluding Spellbooks) 1x Minor or Basic Spellbook 60 of any crafting material (including letters) Subsequent PvP: Up to 600 gold 2x Potions, or 1x Tier 3/2 potion 1x Tier 3 or lower Armor 1x Non-magical weapon/tools & 2 full stack of ammo(40) 1x Magical weapon/tool 1x Unattuned magic item (Excluding Spellbooks) 1x Magical Spellbook 60 of any crafting material (including letters)
- Donations | Halcyon D&D
Moons Hero's Marks A single Moon can be exchanged for one of the following items at the Market Hub. Custom items must not have links to IRL pictures, pornography, or other immersion breaking pictures. They are subject to deletion. The available items are: Custom Ba nner A Long Custom Banner A Short Custom Banner B Long Custom Banner B Short Custom Book Custom Letter Custom Playing Cards Custom Sign Custom Shield Custom Scroll Armor St and with Custom Banner Custom Round Rug Custom Rug Custom Tapestry Custom Pillow A A single Hero's Mark can be exchanged for a number of exotic mounts. The available mounts are: War Boar Mount Ostrich Mount Dire Wolf White Mount Dire Wolf Black Mount Elk King Mount Tiger Mount Mountain Goat Mount Hyena Mount Panther Mount Camel Mount Rabbit Mount Sulcata Tortoise Mount White Tiger Mount Saber-toothe d Tiger Mount Frog Mount Donations $ 10 Become a Patron Patron Rewards 🗹 P atron Rank on Discord 🗹 4x Moons 🗹 1x Hero's Mark 🗹 2 Additional Character Shelf Slo ts 🗹 Clan Building Extension of 100 Building Pieces and 50 Placeables 🗹 Our Thanks This can stack up to 3 times within a single clan. If you donate $30 individually, or your clan collectively has up to $30 worth of donations, you can add 300 building pieces and 150 placeables. Multiple donations of $10 get you 4 more Moons, and one more Hero's Mark. Additional packages beyond the first $10 do not carry between full wipes. You will always be a patron and subject to the first package at the start of any new season. However, multiple additional packages will be limited to further donations within that season . Moons and Hero's Marks may be traded or sold, in-character, at your discretion. They cannot be stolen. Giving a donation is a one-time payment to show appreciation, is not a subscription, and do es not excuse you from our rules. You will not receive deferential treatment from Halcyon Staff.
- 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.
- Afflictions | Halcyon D&D
Afflictions Afflictions represent magical transformations that your character has undergone, usually against their will, that change their physiology in an often permanent fashion. These afflictions will provide you with additional features and traits that represent your new-found abilities and weaknesses. Afflictions are curses―a give and a take; power for loss of autonomy. Vampirism and Lycanthropy are the two examples of such afflictions, damning the afflicted with a bloodlust and a hunger for superiority by simply existing. They are usually hunted for what they are, for they can afflict others with their curse, spreading their damnation. They require an application in order to be played that will be supplied and reviewed by the Dungeon Master Team. These afflictions, whether minor or major, can only be cured through DM provided events. Races that already have origins stemming from an affliction such as shifters, cannot receive vampirism as an affliction. Shapechangers cannot receive afflictions. Blood Hunters have undergone the Hunter's Bane which makes them unable to be afflicted with vampirism. Blood Hunters seeking the lycanthropy affliction will only be approved with an exceptional reason and if the curse was gained through entirely in character means. There may only be one True Vampire and one Greater Werewolf per clan. Two Greater Werewolves or Two True Vampires may not exist within' the same clan, or be subservient to one another. Afflictions Lycanthropy Shapechangers bound by the moon, aggression, and a ravenous hunger. Vampirism Agents of undeath and darkness with a constant thirst for blood. Soul-Wight Intelligent undead bound to this plane by their very soul. Created to wage war against the living.
- Adventurer | Halcyon D&D
Adventurer Loot Adventurer A life of quests and wanderlust calls to the adventurer. They wish to see the world, or find what may be lost within its nigh limitless arms. They scour ancient ruins, seek lost relics and knowledge, delve into dungeons, and come face-to-face with terrifying monsters. Adventurers gain access to the Adventurer's Hall in the Oasis. From there they may seek training and guidance from the mentors within, allowing them to seek out and challenge formidable foes for bountiful rewards. On the Books As a registered member of the Adventurers' Guild, you are trained to track and hunt down creatures, within two different zones, the guild currently has a bounty set out for, and are trusted to take multiple Adventuring Contracts from the guild each day to deal with them. Similarly, being registered earns you the perk of earning a payout for each Adventurous Merits you turn in for each creature the guild currently wants quelled. Finishing a zone will reward a Adventurous Merit and 200 Gold each time. You have a chance to gain 2 more Merits per run of the zone. (Encountering all 3 monsters) as well as monster parts. Loot Many of the creatures adventurers hunt down, being magical beasts and monstrosities themselves, drop valuable loot that are necessary for certain magical item creation recipes. On Order Requires Adventurer: Adept As an adept adventurer, you are particularly well aware when it comes to who is best to provide you with the equipment you'll need to tackle your journeys.You may grant a Craftsman, Blacksmith, or Apothecary a Commissioned buff, granting them a single extra crafting attempt and +1 crafting bo nus for any attempts made within 20 minutes after receiving it. You may use this feature 1+CHA-1 (2 is 1, 3 is 2, etc) times per week, with a minimum of 1 and a max of 3. Laborer's Muse Requires Adventurer: Expert Your stories and experience always seem to have a certain charm or quality to them. Maybe they still aren't very good, but one cannot deny hearing about how all their equipment gets used on actual adventures you've been on can motivate them towards new heights. Once per week you may grant 100 profession XP to any other profession, +25 for every point of CHA you have over 0. Loot Captured Melody Harvested from the Mimic. Feral Claw Harvested from the Monstrous Lynx. Draconic Scale Harvested from the Rattelyr. Precious Gemstone Harvested from the Galeb Duhr. Elegant Feather Harvested from the Dire Corby. Resilient Heart Harvested from the Yeti. Unstable Essence Harvested from the Wendigo.
