Character Creation

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All of the rules that govern the classes in NWN are the same way on Avlis. The point of the world is to be as all-inclusive as possible so that everyone will have an opportunity to play the kind of character they want. The general rule is that if you want to play it, you can probably manage it on Avlis. There are only a few exceptions to this rule – for example, drow and duergar do not exist on Avlis, and half-demon characters are not allowed. That having been said, there are a few general guidelines for some of the classes:

Druids

Druids are essentially priests of nature. In the older editions of the D&D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. In fact relatively few can. They are: O'Ma, Dru'El, Pelar, Dre'Ana, Titania, Dagath, Skern, Cha'Reth, and Verossa. (For information about these deities please consult "[[Avlisdocs:Player_Guide#Deities and Religion|Deities and Religion".)

Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.

Monks

Monks on Avlis are varied. There are a few monk orders attached to gods, like O'Ma again for instance. About half of the monk orders are attached to some natural formation or area, such as a mountain or river, and the remaining quarter of monk orders are simply contemplative - i.e., not attached to anything except existence itself. The orders that follow a deity or a philosophy are the most likely ones to produce adventuring monks. Orders that attach themselves to a formation usually stay within the vicinity, although sometimes their members are sent on vision quests.

Orders that are attached to a god will usually be closely associated with a church if that church is of lawful alignment, much like the Catholic orders of nuns and monks are today as opposed some Zen Buddhist orders.

Rangers

This class is as described from the rules given for it in the Player’s Handbook. However, Rangers on Avlis may not only take a specific race as a hated enemy, but also a specific organization or group, such as the Green Order or the Equalizers of Mikon.

Eventually, all rangers come to follow a deity, though not all of them start out that way. By the time they are able to cast divine spells, however, they have made their decisions and thrown their lot in with one of the Avlissian gods. Not all gods on Avlis can produce rangers. Only the following may do so: O'Ma, Dru'El, Pelar, Dre'Ana, Titania, Dagath, Skern, Cha'Reth, Verossa, and Yeraiah. Rangers may choose any god that fits their moral alignment. That is, for example, any good ranger may follow Cha’Reth, O’Ma, or Dru’El. Any neutral ranger may follow Skern, Dagath or Yeraiah, and any evil ranger may follow Verossa.

Rangers gain their spells from the god(s) they follow, much the same way a Cleric or Paladin does. It does not come from nebulous force of nature, or the earth itself. It is the power of their god, channeled though them. It isn’t the ranger who picks the target of lightning when he calls it down, but rather his god that directs it.

Sorcerers and Wizards

Practitioners of arcane magic are usually accepted or tolerated. The only place where this is not true is in orcish society. Orc mages are hunted down and killed by the other orcs because long ago all of the orcish mages banded together to cast a spell against their enemies and it backfired, destroying almost every orc in the world. Only the intercession of Mikon saved the orcs from being wiped out completely by the other races.

Any non-orc mages entering into orcish society are also hunted down and killed. Generally, all orcs and half-orcs raised around orcs have a hatred for mages that borders on violence. The orcs who are mages have banded together underground to be safe. Things like public spell casting and talk of magic are generally a no-no around orcs, but in other places they are only met with suspicion.

Paladins

Paladins are the holy warriors of Gorethar, one of the nine major gods of Avlis. Thus one who plays a paladin is automatically a follower of Gorethar.

Clerics

The following is a list of suggested domains in NWN for clerics to take based on the god/goddess they worship. Please note, this is not a list of required domains, only suggestions. No one will be asked to change their domains or remake their character. If a DM sees someone playing a Cleric of Gorethar (or any other Avlis deity) with domains not listed here, they will do nothing about it. The majority of this list was written by Spell Singer, and edited, approved by the Avlis staff. Consider these the officially suggested domains. Detailed information on the deities of Avlis can be found in "Deities and Religion".

Cleric Domains

Aarilax - Greater Avlissian
Domains: Evil, Death, Water, Protection, Trickery

Andrinor - Intermediate
Domains: Magic, Knowledge, Air, Water

Angadar - Intermediate
Domains: Evil, Magic, Knowledge, Trickery

Aryeh Gidol - Demigoddess
Domains: Protection, Animal

Balgar - Lesser
Domains: Strength, Animal, Travel

Berryn - Lesser
Domains: Good, Sun, Protection, Healing

Blipdoolpoolp - Greater
Domains: Destruction, Evil, Water, Death, Trickery

Cha'Reth – Demigod
Domains: Healing, Protection

Clangeddin - Greater
Domains: Good, Strength, War, Protection, Earth

Corellon Larethian - Greater
Domains: Good, Protection, War, Sun, Air

Dagath - Intermediate
Domains: Order of Life: Good, Sun, Healing, Protection
Domains: Order of Death: Death, Evil, Destruction, Strength
Domains: Order of Rebirth: select one from each of Life and Death

Dra'Nar - Lesser
Domains: Protection, Good, Strength

Dre'Ana - Lesser
Domains: Good, Protection, War

Dru'El - Greater Avlissian
Domains: Good, Protection, Animal, Plant, Sun

Evrak - Demigod
Domains: Evil, Death

Fegall - Lesser
Domains: Knowledge, Protection, Magic, Earth

Forian - Greater Avlissian
Domains: Destruction, Trickery, Protection, Animal, Magic

Gorethar - Greater Avlissian
Domains: Good, War, Protection, Magic, Earth

Gruumsh - Greater
Domains: Evil, Strength, War, Death, Destruction

Hurine - Lesser
Domains: Travel, Protection, Knowledge

Ingoren - Intermediate
Domains: Travel, Protection, Water, Air

Kelvos - Demigod
Domains: Protection, Healing

Maleki - Greater Avlissian
Domains: Evil, War, Death, Strength, Protection

Mikon - Greater Avlissian
Domains: Good, Evil, Protection, War, Healing

Mishlekh - Intermediate
Domains: Plants, Animal, Earth

O'Ma - Greater Avlissian
Domains: Good, Healing, Protection, Plants, Air

Paragus - Demigod
Domains: Evil, Protection

Pelar - Demigod
Domains: Travel, Animals

Ptah - Greater
Domains: Travel, Air, Earth, Water, Knowledge

Ra-Ghul - Demigod
Domains: Strength, War

Senath - Lesser
Domains: Trickery, War, Knowledge

Skern - Lesser
Domains: Plants, Animals, Protection

The Harpinger - Demigod
Domains: Evil, Death

The'ton - Demigod
Domains: Evil, Trickery

Titania - Greater
Domains: Protection, Plant, Animal, Magic, Fire

Tobin - Greater
Domains: Protection, Good, Evil, Fire, Water

Toran - Greater Avlissian
Domains: Protection, War, Strength, Good, Evil

Valok - Greater Avlissian
Domains: Evil, Trickery, Knowledge, Protection, Destruction

Verossa - Lesser
Domains: Destruction, Air, Earth, Fire

Vorin - Lesser
Domains: Knowledge, Healing, Magic

Wilsash - Lesser
Domains: Evil, Death, Trickery

Xenon - Demigod
Domains: Evil, Animal