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Player's Guide - Character Creation

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Contents

Character Creation

Important: Be sure you have read the policies on Character Creation in The North.

Race and Subrace

The race chosen can significantly affect the way NPCs and other players interact with you. The North is a role-playing world, and playing hated subterranean races such as Drow and/or Duergar may provoke a less than friendly response from other citizens of The North. In addition, such hated races will be denied access to surface cities due to the “kill on sight” reaction instilled in most common folk.

When creating a character, players may choose any of the sub-races listed in the Subraces article.

When creating your character, enter one of the "Acceptable Names" that corresponds to the race you wish to play into the Subrace field. Note that if your subrace is not recognized when you enter the world, you will be prompted to change it to one that is.

Unsupported Skills and Feats

Although these skills and feats are present in NWN, they are not directly supported by this game world. Thus, choosing them or spending points in them will not benefit the character in any meaningful way.

  • Skill: Craft Trap
  • Feat: Brew Potion
  • Feat: Craft Wand
  • Feat: Scribe Scroll

Character Extender

The Character Extender (lets you add things like wings and tails and odd skin tones to your character at creation time) is not something that we will be allowing for use in The North. Please do not use this tool when creating your characters. Any character found with these weird traits will be deleted from the server vault. Repeated use may get yourself banned from the server.

Deity

Selecting a deity is not required. However, a deity in this persistent world can have its advantages. Upon dying, characters with a deity have a chance of being res-urrected through divine intervention. If you forget to choose one before you start to play the character, simply speak to the Agent of the Pantheon in the Forest of Creation.

The Forest of Creation

The Forest of Creation is where you enter the world for the very first time, and if you choose to respawn from the Fugue Plane. The Forest of Creation is considered by many to be an out-of-character (OoC) area, but some play-ers will still act in-character when meeting.

Upon login for the first time, you will be given several items that will be needed either as a character or as a player.

  • Adventurer’s Journal: This book has pages for checking your guild progress and current quest, your social status, and other useful information. It also has pages for helping to retrieve the body of a fallen PC and for saving your character to the database.
  • Tradeskill Journal: This book tracks your skill level in the tradeskills available in the Dynamic Crafting System (DCS). It also shows the top ten crafters in each tradeskill.
  • Super Widget: This handy tool performs several tasks, including calling up a list of the current PCs on the server and their level to help you find PCs to adventure with, an option for paging one of the DM staff, and healing a party member. It is also used to activate the Paladin Detect Evil and Blackguard Detect Good abilities.
  • Emote Wand: Use this tool to cause your character to sit, fall backwards, pray, or any number of other actions.
  • Trap Tool: This tool is used to detect and disarm a trap on a door or container. Note that traps that can be de-tected using this tool will never display in red.
  • Dice Bag: When you are called up on to make a skill or ability check, use the dice bag to “roll” the appropriate number and type of dice.
  • Heal Ability Token: While the Super Widget has a Healing ability included, it cannot be used during combat. This token provides the option to heal a party member who has been diseased or poisoned even in combat.

Notable areas in the Forest of Creation:

  • Monument of Thanks – A monument dedicated to thanking those who have made The North game world possible. There is also a signboard noting the current version of the world.
  • Divining Pool – Peering into the divining pool will reveal the names, professions, and locations of all other characters currently in the world.
  • Meeting Area – An area where characters can congregate to prepare for their adventures.
  • Portal Cave – This cave contains a myriad of portals that lead to various locations within the game world. Of particular importance are those leading to the three starting cities, which are the main ones in the center of the room. To the right are portals to other cities in The North; to the left are portals to various guild halls. Guild portals require a key to activate the portal.

The Forest is also home to a few Celestial beings:

  • Agent of the Pantheon – If you have not entered a deity or wish to alter your deity, speak to the Agent of the Pantheon near the Divining Pool and tell him your deity’s name.
  • Celestial Merchant – This merchant can be visited by newly-created characters to purchase their start-ing equipment. It is highly recommended that you buy all you can here, as his prices are lower than any merchant in the world, and the only way to return to him will be if you die.

Starting Cities

The North features different starting areas for different races. Good- and neutral-aligned surface races begin play in Silverymoon, Drow and Duergar start in Menzoberranzan, and evil-aligned or Half-Drow PCs begin play in the Zhent-controlled town of Llorkh.

  • Silverymoon is the starting city for good- or neutral-aligned PCs that are not of an evil subterranean race (Drow, Half-Drow or Duergar).
  • Llorkh is the starting city for evil non-Drow, non-Duergar PCs.
  • Menzoberranzan is the starting city for all Drow and Duergar PCs.


These starting cities contain a vast assortment of facilities to aid the new adventurer(though some can be found in other cities, as well). They include:

  • training halls to rapidly advance a character to their second season
  • tasks for the earning of gold and experience without combat (that also help you learn the city layout)
  • nearby hunting areas that are safely accessible
  • hunt masters to aid low-level characters with gaining wealth
  • full training, crafting, and NPC guild facilities
  • a large assortment of shops and merchants
  • banking facilities

Note: Although other cities or locations may be chosen as the entry point to the world, it is highly recommended that beginning characters use one of the three cities listed above. Starting in a location lacking the above mentioned facilities may greatly increase the difficulty of playing a low level character.

Resting and Healing

Characters may rest at any time, if renting a room at an inn. However, resting outside of inns is restricted. A char-acter attempting to rest outdoors or in other threatened areas may only rest every 8 game hours (16 minutes real time), or every 12 hours without a bedroll. Resting cures HP equal to the character’s level; i.e., a 7th-level charac-ter will heal 7 HPs by resting.

Resting in armor with a total bonus of AC 6 or more will produce fatigue resulting in –2 to STR, –2 to DEX, and the inability to run. Resting in armor while already fatigued will produce exhaustion, resulting in –6 to STR, –6 to DEX, and slow walk only. Remember to remove heavy armor when resting to prevent fatigue or exhaustion.

Cure wounds potions may be used on yourself. Lifesaver salves may also be used to cure another, even if that character is bleeding towards death. Cure potions may not be used on another character.

Note: In merchant inventories, cure potions are listed under miscellaneous items rather than as potions.

Staying Alive

Avoiding the pointed end of an opponent’s blade is a part of staying alive, but so is maintaining your health needs. While eating does not need to be done often, it does need to be done. For new characters, a bedroll and modest food supply are essential to survival.

A bedroll allows the character to rest better and more often. Using a bedroll to rest allows a rest period every 8 hours. Lack of a bedroll means 12 hours must pass before resting again.

Food may be purchased from inns, taverns, or food stalls. You may also hunt animals for food. To hunt, kill a wild fowl, deer, or other game animal and gather its meat. Once raw meat has been removed from an animal, it must be cooked. To light a campfire, “use” a tinderbox and select the place on the ground where the fire will be started. Once burning, “use” the raw meat on the campfire.

Dying and Death

Death is a very serious issue in The North. Death and dying follows what is defined in the 3rd edition Player Handbook (PHB) pg. 129 as closely as is possible.

Dying

If you take damage reducing you below zero (between –1 and –9) hit points, you fall unconscious and begin to bleed. Once a round, there is a 5% chance that you will stabilize. A stabilized character stops bleeding. (If you fail this check you take 1 hit point of damage and continue bleeding.)

However, if stabilized, there is a 10% chance per game hour that you will enter recovery. (If you fail this check, you take 1 hit point of damage and continue dying.) Once in recovery, you have a 10% chance per day of beginning to heal normally.

If you receive ANY healing while –1 to –9 you automatically jump to a stable heal state. You no longer take damage from the effects of bleeding and are under the same effects as when in recovery.

Note: Logging out while bleeding will kill you outright and you will be transported immediately to the Fugue Plane when you next log in.

Death

A character that reaches –10 hit points is dead. You get one automatic roll to see if your chosen Deity notices the death and resurrects you (a 5% chance, +1% per 4 levels). If ignored by your deity, you will find yourself on the Fugue Plane. Back in the realm of the living, the corpse of the recently departed may be carried by anyone willing to pick it up. A corpse weighs 130 lbs.

Any gold carried will remain at the death location, and may be picked up by any passersby, including wandering monsters. However, gold that has been placed in the bank will be safe and accessible at a later time. A wise character will leave a reserve fund in the bank to replenish lost gold. Items worn or in your inventory are not lost during the death process.

The Fugue Plane

When mortals die, their souls are drawn to the Fugue Plane. Most of this place is flat, grey, bland, and nonde-script, with no notable topographical features. The spirits of the dead gather here, usually unaware that they have died.

Once in the Fugue Plane you have three options:

  1. staying dead and creating a new character,
  2. waiting to see if another character will be able to help you (have a PC or NPC cleric cast a raise dead or other similar spell to return you to life), or
  3. asking the avatar of Kelemvor on the Fugue Plane to return you to life.

If, for some reason, there is no death corpse, you should receive a message saying, “Wait for the gods to release your soul." There is an option in the Adventurer’s Journal to release your soul, which then allows your party to raise or resurrect you.

Raise Dead and Resurrection

To be raised by an NPC cleric, a player must “use” the corpse and click on an NPC cleric of Level 9 or higher. The NPC cleric will then raise the dead person. The player raising the dead character will be required to pay 500 GP + 50 GP per level of NPC cleric for Raise Dead or 500 GP 70 GP per level for Resurrection. (Thus it is usually not financially feasible to raise a Level 1 character.)

The Avatar of Kelemvor

Alternatively, if help is not available, you may return to life via an avatar of Kelemvor, Lord of the Dead. The ava-tar is empowered by the gods to return PCs to life, to the Forest of Creation.

Choosing to return to life in this manner will effectively separate your spirit from your death corpse.

The Personal Cost of Returning to Life

Unlike 3rd edition rules, you will not lose a level from XP loss when being returned from the dead, though it is possible to lose Social Status ranks.

If you choose to respawn from the Fugue Plane: XP loss according to the table below, and 100 Social Status points per season. Example: A 6th season character would lose 1,663 XP (or less, if 1,663 amount would drop him below 6th season) and 600 Social Status points.

Level XP Lost Level XP Lost Level XP Lost
 1 211 15 5,940 29 16,843
 2 449 16 6,547 30 17,820
 3 713 17 7,181 31 18,823
 4 1,003 18 7,841 32 19,853
 5 1,320 19 8,527 33 20,909
 6 1,663 20 9,240 34 21,991
 7 2,033 21 9,979 35 23,100
 8 2,429 22 10,745 36 24,235
 9 2,851 23 11,537 37 25,397
10 3,300 24 12,355 38 26,585
11 3,775 25 13,200 39 27,799
12 4,277 26 14,071 40 29,040
13 4,805 27 14,969
14 5,359 28 15,893

Upon dying and being raised by divine magic:

  • Raised by an NPC cleric: Half the penalties of respawning from the avatar.
  • Raised by a PC: No loss of XP or Social Status, and the raising character receives 100 Social Status per season of the character being raised. Important note: Raise Dead and Resurrection scrolls are only usable by classes who can cast the spell themselves. A Bioware bug does not display these scrolls with red backgrounds even for classes who cannot use them. Therefore, do not spend gold on scrolls your PC cannot use unless you plan to give them to a PC who can.

Role Play

Role playing (RPing) your character is strongly encouraged. Other characters will likely want to interact with you, so as you create the character, think of background, motives, and other aspects that make the character “live” within the Forgotten Realms. It is not necessary to have a great personal tragedy be the reason for going off to adventure, but some reason for not simply staying home is likely.

For your character description, we recommend that you enter only a physical description, and such mannerisms as would be immediately apparent to the casual observer. Other characters do not know your background until you tell them, so only include obvious things that others can see when they “examine” your character.

In The North, levels are referred to as “seasons”. Some also prefer to refer to the “Fourth Circle” or some other more character-appropriate term.

Good roleplay is rewarded by the DMs through RP xp. It is not unheard of to gain a level solely through RP xp. “Be” your character even when out adventuring, and even when out adventuring solo= You never know when a shopkeeper or ship captain may speak to you. The better you play your character’s personality, the better others will be able to interact with you themselves.

Gaining Levels

Fame and power will not come easily or quickly, but for those who work at it the rewards can be great. Upon ac-quiring enough experience to advance in level, you must seek out a trainer to teach that character new skills. Training does not come without a cost, however.

Adventuring Training Costs
To Reach Level Cost in Gold
2 100
3 600
4 1,900
5 4,000
6 6,900
7 10,600
8 15,100
9 20,400
10 26,500
11 33,400
12 41,100
13 49,600
14 58,900
15 69,000
16 79,900
17 91,600
18 104,100
19 117,400
20 131,500
21+ *

* Costs and other requirements to be discovered.

Finding a Trainer

Trainers are usually ex-adventurers and can be found in most inns and taverns around the Realms. Training may also be obtained through guilds. After successfully joining a guild, senior members of that guild can train you for the discounted fee of 10% off the regular cost. Regular trainers can train a character up to a maximum of level 20.

For epic (20+) levels, see a regular NPC trainer (not a guild trainer) and ask for training. They will charge you the fee and give you a token that you can take to a wandering Hermit, who will train you when you give him the token.

Prestige Class

PCs are able to advance up to a maximum of Level 40 and all standard NWN prestige classes are available. However, prestige classes cannot be obtained through regular NPC or guild trainers. Special searches and quests may be required to open access to particular prestige classes, and the costs of training in these will need to be discovered.

You must train at least your first level in any prestige class with the special trainer.

Additional Information

See the article by Gladius Dei on Questions for Creating a Character.