Next Reset:
- Some changes reflecting the Shadovar War should be in.
- Two quests previously closed off due to the Shadovar War are open again.
Next Reset:
Some new changes:
1. Helmlands have now been moved to another location upon the High Road.
2. The High Road has been expanded and extended in order to more accurately reflect the distance between Arabel and Eveningstar.
3. The East Way Road has been shortened in order to more accurately reflect the distance between Arabel and the East Way.
4. Removed a sign in Thunderholme claiming it was closed.
5. Possibly fixed some of the Narfel bugs
6. Adjusted Silentsong's boss difficulty to be easier in some ways, more difficult than others. Balance -should- be better on this quest now.
The adventurer's guild hall has also been shrunk a little. Please let me know if there's something missing that should have been there. All quests and such should still be around.
Current DMs
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Status Time Zone Country
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1\. Abaddon inactive GMT+1 CEST Europe/Norway
2\. Azzmodan inactive GMT+1 CEST Europe/The Netherlands
3\. CakeOrDeath retired GMT GMT Europe/England
4\. Deadlock inactive GMT GMT Europe/England
5\. Dr.Polio inactive GMT+10 GMT+10 Australia
6\. Dry Bones retired GMT-5 EST North America/USA East
7\. Elizium inactive GMT-5 EST North America/USA East
8\. HarryMcScary retired GMT-5 EST North America/USA East
9\. Hint of Insanity inactive GMT-5 EST North America/Canada East
10\. Mockingbird inactive GMT GMT Europe/Sweden
11\. Moloch active GMT-5 EST North America/USA East
12\. Ol'n'Creepy inactive GMT+2 GMT Europe/Finland
13\. SI inactive GMT GMT UK
14\. Slug inactive Fill in your info, lazy Slug!
15\. SnakesForDinner semi-active GMT+1 CEST Europe/Germany
16\. Snowstorm inactive GMT-5 EST North America/Canada East
17\. StrawMan semi-active GMT+9 GMT+9 Japan
18\. Syntax inactive GMT-5 EST North America/USA East
19\. Whitelight Fever inactive GMT GMT Europe/England
20\. Yardsale inactive GMT-5 EST North America/Canada
21\. Pandemonium inactive GMT-5 EST North America/USA
22\. Neanderthal inactive GMT-5 EST North America
23\. The King in Yellow inactive GMT-4 Atlantic North America/Canada
24\. ParasiticNematode active GMT+2 GMT Europe/Finland
25\. First Red Banner inactive GMT+2 GMT Europe/Finland
26\. Camazotz inactive GMT -5 EST North America/USA East
27\. Gmork inactive GMT+10 GMT+10 Australia
28\. Tinker inactive GMT+10 GMT+10 Australia
29\. Thunderlamb inactive
30\. Elegy of Fools inactive GMT -5 EST North America/USA East
31\. DiaboSatan semi-active GMT -3 Atlantic South America
32\. Abby inactive GMT GMT UK
33\. Count inactive
34\. Toadstool inactive
35\. Polaris active
36\. Ponies active
37\. Echo active
Subraces
Most sub-races beyond the standard sub-races require approval in CoA. The likelihood of getting a sub-race approved will be dependent upon a number of factors including but not limited to: Character Concept, Rarity, and Relative Power. Sub-races should be applied for before character creation, or applied for when appropriate events occur in game.
Appropriate events generally do -not- include encounters with AI NPCs or PCs that possess the sub-race. For example, fighting an AI werewolf NPC, is never an appropriate event to gain the werewolf subrace. Being bitten by a PC werewolf or fighting a DM controlled NPC werewolf will more often than not also not be an appropriate event.
Available sub-races that require application are listed below:
Aasimar
Drow
Duergar
Feyri
Genasi, Air
Genasi, Earth
Genasi, Fire
Genasi, Water
Half-Dragon
Svirfneblin
Tiefling Descendants of demons or devils and mortals.
Werebat
Werecat (cougar)
Werepanther
Wererat
Werewolf
Werebear
Wereboar
Werespider
Weretiger
Fey-Touched Descendants of fey creatures and mortals.
Githzerai Extra-planar humanoid race once enslaved by the illithid.
Prestige Classes
Send a note (not an application) before character creation or after you decide to pursue this PrC. Apply after you believe you have earned it. See also here
You do not need to meet the mechanical requirements to take a PrC level.
Arcane Archers: To be able to be classed an Arcane Archer you are expected to have demonstrated leadership among the elven people, leading raids, oraganising members of the race to do activities, protect the land etc. Note, you don't have to have led an 'Elven Warband' per say
Meeting and being trained by an Arcane Archer is another alternative. When you apply, detail which method you have used to reach the point where you feel you are ready to apply for the class.
Assassin: Assassin's are required to have killed another sentient being before being able to take this PrC. When you apply, make a list of bounties you have collected. Do not apply unless you have collected on at the very least one bounty.
Blackguard: You're expected to have demonstrated yourself as a pinnacle of evil (whether overtly, or covertly). Locating and allying with an existing evil outsider (of power, not an imp or your pal's hell hound familiar) is required. Leadership among evil is also a plus.
Divine Champion: Known as Champion of Torm. You can worship any diety, even an evil one, not merely Torm. You must demonstrate your commitment to your diety and be known as a powerful warrior in that dieties service. You must be of the same alignement as your deity.
Dwarven Defender: As champions of the dwarven race, dwarven defenders are sworn to protect the dwarven way of life. Very rarely, a defender is sworn to fulfill a quest of great importance to the dwarven clans. Even rarer, is a dwarven defender sworn to uphold some other goals. When you apply, be sure to include a description of your goal and what you protect as a champion of the dwarven lifestyle.
Harper Scout: Prove yourself as a Harper (after joining), and earn prestige.
Pale Master: To become a pale master, you must research a ritual and spend three days locked in a tomb with animate undead. The contact may be peaceful or violent, but is mandatory to master the skills of a Pale Master. Send an application, if approved you will have to roleplay finding the ritual and fulfilling its obligations.
Purple Dragon Knight: Your character must distinguish themselves to a point where they would be Knighted.
Red Dragon Disciple: Apply for this PrC as early as you can. Intended build info must be included in an app for this PrC, due to it's obvious potential for powergaming class combos. ICly, pursue draconic lore, and potentially contact with dragons.
**Shifter:**No special requirements via roleplaying, although studying under the tutalege of a current PC or NPC shifter should be mentioned on your application. Also see this thread. IC pursuit of various means of shapeshifting and using shapeshifting actively in RP (this does not mean hang around the market as a dog peeing on people's legs)
Shadowdancers: Shadow Dancers are rumored to have connections to Shar, but wandering troupes of Shadow Dancers are as likely to be good as evil. To become a Shadowdancer you should find and be trained by a PC or NPC Shadowdancer. They do exist in game, enjoying hanging out in shadows or liking dark places is NOT enough to qualify for this PrC.
Weapon Master: Apply for this PrC as early as you can. It has no special requirements via roleplaying, although studying martial skills under the tutalege of a current PC or NPC weapon master should be mentioned on your application.
Official Status
Official Clergy
Preferred Level: As soon as possible
Class Limitations: Clerics only
Method of Joining: Demonstrate priestly behavior as expected of the specified deity. Apply when you believe your character to have earned official clergy status. Applications before character creation are possible as well, but less likely to be approved.
Official Clergy requires that a cleric demonstrate not only adequate worship of the specified faith, but also going above to live and spread his Patron's teachings. Simple lip service will not suffice, as an interpretation of the dogma must be evident in the very behavior and actions of the character. Temples that exist in Arabel and surrounding reasons will have a greater likelihood of being approved.
Temples and shrines in Arabel and the surrounding areas are: Tymora, Tyr, Malar, Lathander, Ilmater, Selune, Tempus, Garagos, The Red Knight, Sheverash, Auril, Haela Brightaxe, Moradin, Jergal, Shar.
Nobility
Preferred Level: Before Character Creation
Class Limitations: None
Method of Joining: Application
Noble status is very difficult to obtain, and is arguably the least approved concept. The more prestigious the family is intended to be (whether canon or non-canon) the more difficult it will be to get the application approved. This also includes being relatives of nobles within Canon (Wyvernspur, Marliir, Thundersword, Huntsilver).
Clarification of Nobility Terms:
Keep in mind that these terms are being clearly defined to reduce confusion between the players and what DMs consider as impersonating a noble. Characters are still free to use them, but if caught will experience in character consequences for the action. The term definitions on how they are used in Arabel are not negotiable.
Additionally, the rules and requirements of the nobility in Arabel are very nebulous these days. Noble status won't really amount to much in-game due to this.
House - Representing a noble or family of importance. Common families will not use this title to refer to their family.
Retainer - City sanctioned title for representatives of a House. Families with hired guards do not refer to them as retainers.
Lady / Lord / Baron / Baroness / Sir / Dame / etc - The use of these terms preceding a name indicates a noble title. Offering these titles as a sign of respect are permissible, but using them in signatures or using them as official titles are a claim to nobility.
DM Factionss
Arabel Watch
Prefered level: Join before 5th level
Preferred Classes: non-clerics (exceptions might be made for followers of certain dieties.); non-paladin
Race Limitations: Human, half-elven prefered
Other: Must be able to wear medium armor, use halberds and longswords, higher ranks must be able to wear
platemail.
Method of Joining: Work with the current members of the Watch, they will offer to show you around and watch them at work. If they think you will do a good job, they will recommend you for service and have you
send the DMs an application. You may still apply directly to the DMs without this recommendation if you can not meet a guard PC in game, but earning the position in game is preferable.
Wizard's Guild of Arabel
Preferred Level: None
Preferred Classes: Wizards, but any can work if they have a tie to magic.
Alignment: Any
Race: Any
Preferred Deity: Any with Magic Domain
Other: To join the Guild, you must contact them in-character and perform some minor service, often gathering information and spell regents. No application is necessary to do this! Simply perform your duty, and the Guild will offer membership as a Novice.
To earn full membership in the Guild, you need an NPC sponsor after becoming a Novice. Further details are available once you join the faction-but full membership comes with better gear, more influence in the faction, and other perks.
Knightly Order of the Red Hart
Preferred level: Join before 5th level
Preferred Classes: Fighter, Paladin(Minority), Ranger(Minority and must wear fullplate)
Preferred Deity: Nobanion by majority, Lathander, and Siamorphe in a strong minority though.
Preferred Alignments: LG, NG, LN
Race Limitations: Human & Half-Elven preferred
Other: Must be able to wear Heavy Armor and wield Martial Weapons such as long swords and great swords.
Method of Joining: All applicants must show discipline, honour and bravery adhering to the codes of the Knighthood before approaching existing members about membership. It is possible to join upon creation as well.
Chapter of Saint Alubrien
Preferred Method of Joining: Apply before character creation, or meet a PC in game to earn a recommendation
Preferred Alignment: Any
Deity: Kelemvor, Kossuth, Lathander, Oghma, Jergal, Hoar most likely. Most would be considered.
Preferred Classes: Any
Race Limitations: Any
Minor Organizations
May or may not include Thieves Guilds, Zhentarim, Fire Knives, Harpers, Moonstars, Monster Cults, Rebels, and other such affairs.
Any canon organization must be applied for. It doesn't matter how far away it is, how small it is, or how new it is.
Applications for organizations that aren't among our supported factions will not recieve any guaranteed DM support. You should assume that you are on your own in the area and may not have an NPC contact.
Method of Joining: Application before character creation.
Purpose of this Thread
Since many players request this information, we debated for a few months about whether to make it all known out of character to make your lives easier when you plan to apply for factions. The final decision was to make as few spoilers as possible, but still make the information available so that players don't send in applications that get rejected merely for not meeting the right basic requirements (IE chaotic evil gnome illusionists in the militia).
It MUST BE MADE CLEAR that this is not a form or checklist for ideas. We want this to be a guide for people to build their idea from if they want to start in a faction, but not a "((Your name here)) has recently ((Fill in Action here)) so now he is ready to become a ((your request here.))" form. Any application that appears to be doing nothing more than filling out a form or telling us what you THINK we want to hear is likely to be rejected out of hand.
Finally, this is a guide that we use to review applications. It IS possible to make a chaotic evil gnome illusionist that joins the city militia, but you need to have an extremely good idea that will do more thanD
Additionally, the "prefered method of joining" is merely the preference the DMs have. It is possible to apply directly or in some other way if you're creative. Also realize that many factions have in game requirements that members must continually fulfill. You may want to talk to a DM or a current member to figure out what those goals/requirements are. For example, while the guards seem to be a popular faction to get into, it requires an incredible amount of paperwork and filing of reports that are required to remain with the faction. This can make playing a guard character, more like work than fun if you're not inclined to want to file reports and keep track of information for a roleplaying game.
Remember that the information here-in are only guidelines not restrictions. If you have an excellent idea that does not adhere to them, you may still apply. However, it must be a very, very, very good idea.