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	<updated>2026-04-11T16:23:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.layonara.com/index.php?title=Layonara_Deities:_NWN&amp;diff=13588</id>
		<title>Layonara Deities: NWN</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Layonara_Deities:_NWN&amp;diff=13588"/>
		<updated>2024-04-21T14:42:09Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Good Deities ==&lt;br /&gt;
=== [[Lawful Good]] ===&lt;br /&gt;
* [[Toran:_NWN]]&lt;br /&gt;
* [[Vorax:_NWN]]&lt;br /&gt;
=== [[Neutral Good]] ===&lt;br /&gt;
* [[Aeridin:_NWN]]&lt;br /&gt;
* [[Beryl:_NWN]]&lt;br /&gt;
* [[Folian S&#039;pae:_NWN]]&lt;br /&gt;
* [[Lucinda:_NWN]]&lt;br /&gt;
* [[Shindaleria:_NWN]]&lt;br /&gt;
=== [[Chaotic Good]] ===&lt;br /&gt;
* [[Az&#039;atta:_NWN]]&lt;br /&gt;
* [[Deliar:_NWN]]&lt;br /&gt;
* [[Goran:_NWN]]&lt;br /&gt;
* [[Ilsare:_NWN]]&lt;br /&gt;
* [[Prunilla:_NWN]]&lt;br /&gt;
== Neutral Deities ==&lt;br /&gt;
=== [[Lawful Neutral]] ===&lt;br /&gt;
* [[Grannoch:_NWN]]&lt;br /&gt;
* [[Rofirein:_NWN]]&lt;br /&gt;
=== [[True Neutral]] ===&lt;br /&gt;
* [[Aragen:_NWN]]&lt;br /&gt;
* [[Dorand:_NWN]]&lt;br /&gt;
* [[Katia:_NWN]]&lt;br /&gt;
=== [[Chaotic Neutral]] ===&lt;br /&gt;
* [[Kithairien:_NWN]]&lt;br /&gt;
* [[Mist:_NWN]]&lt;br /&gt;
* [[Shadon:_NWN]]&lt;br /&gt;
* [[Xeen:_NWN]]&lt;br /&gt;
== Evil Deities ==&lt;br /&gt;
=== [[Lawful Evil]] ===&lt;br /&gt;
* [[Sulterio:_NWN]]&lt;br /&gt;
=== [[Neutral Evil]] ===&lt;br /&gt;
* [[Baraeon Ca&#039;duz:_NWN]]&lt;br /&gt;
* [[Branderback:_NWN]]&lt;br /&gt;
=== [[Chaotic Evil]] ===&lt;br /&gt;
* [[Corath:_NWN]]&lt;br /&gt;
* [[Grand:_NWN]]&lt;br /&gt;
* [[Pyrtechon:_NWN]]&lt;br /&gt;
* [[Vierdri&#039;ira:_NWN]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Layonara_Deities:_NWN&amp;diff=13587</id>
		<title>Layonara Deities: NWN</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Layonara_Deities:_NWN&amp;diff=13587"/>
		<updated>2024-04-21T14:41:16Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Good ==&lt;br /&gt;
=== [[Lawful Good]] ===&lt;br /&gt;
* [[Toran:_NWN]]&lt;br /&gt;
* [[Vorax:_NWN]]&lt;br /&gt;
=== [[Neutral Good]] ===&lt;br /&gt;
* [[Aeridin:_NWN]]&lt;br /&gt;
* [[Beryl:_NWN]]&lt;br /&gt;
* [[Folian S&#039;pae:_NWN]]&lt;br /&gt;
* [[Lucinda:_NWN]]&lt;br /&gt;
* [[Shindaleria:_NWN]]&lt;br /&gt;
=== [[Chaotic Good]] ===&lt;br /&gt;
* [[Az&#039;atta:_NWN]]&lt;br /&gt;
* [[Deliar:_NWN]]&lt;br /&gt;
* [[Goran:_NWN]]&lt;br /&gt;
* [[Ilsare:_NWN]]&lt;br /&gt;
* [[Prunilla:_NWN]]&lt;br /&gt;
== Neutral ==&lt;br /&gt;
=== [[Lawful Neutral]] ===&lt;br /&gt;
* [[Grannoch:_NWN]]&lt;br /&gt;
* [[Rofirein:_NWN]]&lt;br /&gt;
=== [[True Neutral]] ===&lt;br /&gt;
* [[Aragen:_NWN]]&lt;br /&gt;
* [[Dorand:_NWN]]&lt;br /&gt;
* [[Katia:_NWN]]&lt;br /&gt;
=== [[Chaotic Neutral]] ===&lt;br /&gt;
* [[Kithairien:_NWN]]&lt;br /&gt;
* [[Mist:_NWN]]&lt;br /&gt;
* [[Shadon:_NWN]]&lt;br /&gt;
* [[Xeen:_NWN]]&lt;br /&gt;
== Evil ==&lt;br /&gt;
=== [[Lawful Evil]] ===&lt;br /&gt;
* [[Sulterio:_NWN]]&lt;br /&gt;
=== [[Neutral Evil]] ===&lt;br /&gt;
* [[Baraeon Ca&#039;duz:_NWN]]&lt;br /&gt;
* [[Branderback:_NWN]]&lt;br /&gt;
=== [[Chaotic Evil]] ===&lt;br /&gt;
* [[Corath:_NWN]]&lt;br /&gt;
* [[Grand:_NWN]]&lt;br /&gt;
* [[Pyrtechon:_NWN]]&lt;br /&gt;
* [[Vierdri&#039;ira:_NWN]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Layonara_Deities:_NWN&amp;diff=13586</id>
		<title>Layonara Deities: NWN</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Layonara_Deities:_NWN&amp;diff=13586"/>
		<updated>2024-04-21T14:18:45Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: Created page with &amp;quot;* Aeridin:_NWN * Aragen:_NWN * Beryl:_NWN * Branderback:_NWN * Corath:_NWN * Beryl:_NWN * Branderback:_NWN * Corath:_NWN * Deliar:_NWN * ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Aeridin:_NWN]]&lt;br /&gt;
* [[Aragen:_NWN]]&lt;br /&gt;
* [[Beryl:_NWN]]&lt;br /&gt;
* [[Branderback:_NWN]]&lt;br /&gt;
* [[Corath:_NWN]]&lt;br /&gt;
* [[Beryl:_NWN]]&lt;br /&gt;
* [[Branderback:_NWN]]&lt;br /&gt;
* [[Corath:_NWN]]&lt;br /&gt;
* [[Deliar:_NWN]]&lt;br /&gt;
* [[Dorand:_NWN]]&lt;br /&gt;
* [[Folian S&#039;pae:_NWN]]&lt;br /&gt;
* [[Goran:_NWN]]&lt;br /&gt;
* [[Grand:_NWN]]&lt;br /&gt;
* [[Grannoch:_NWN]]&lt;br /&gt;
* [[Ilsare:_NWN]]&lt;br /&gt;
* [[Katia:_NWN]]&lt;br /&gt;
* [[Kithairien:_NWN]]&lt;br /&gt;
* [[Lucinda:_NWN]]&lt;br /&gt;
* [[Mist:_NWN]]&lt;br /&gt;
* [[Prunilla:_NWN]]&lt;br /&gt;
* [[Pyrtechon:_NWN]]&lt;br /&gt;
* [[Rofirein:_NWN]]&lt;br /&gt;
* [[Shadon:_NWN]]&lt;br /&gt;
* [[Shindaleria:_NWN]]&lt;br /&gt;
* [[Sulterio:_NWN]]&lt;br /&gt;
* [[Toran:_NWN]]&lt;br /&gt;
* [[Vierdri&#039;ira:_NWN]]&lt;br /&gt;
* [[Vorax:_NWN]]&lt;br /&gt;
* [[Xeen:_NWN]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13585</id>
		<title>Fortune</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13585"/>
		<updated>2024-04-09T16:44:26Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A short time ago, we announced the Fortune system, which at the time was described only as a system to accumulate points that can be used for various things simply by being in-game and active. Today, I am going to describe exactly what Fortune is and how it can benefit you. At the simplest level, Fortune is essentially like XP, only more flexible in what one may do with it. The system is also very similar to AutoXP, except that Fortune does not have to be activated by a GM, and it doesn&#039;t expire. That&#039;s right, the Fortune system is always running.To give credit, the original concept came from long-time player and former GM stormspirit.&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
As long as a character is logged in and active, that character will earn some small amount of Fortune every few minutes. This Fortune adds up, and eventually a character will earn a whole point. Once this happens, that point can be spent or saved. There is no requirement to spend Fortune points. In fact, some may wish to save it up for special reasons, which will be detailed later. Fortune points are stored on each character and saved to the database. Characters will continue to accumulate XP through all the normal methods, but they will also accumulate Fortune at the same time. There is one thing of key importance that must be stressed. &#039;&#039;&#039;Fortune is NOT an in-character thing in any way.&#039;&#039;&#039; Just like XP is an OOC mechanic with in-game benefits, and subsequently you do not talk about XP in an IC sense, neither should you talk about Fortune in an IC sense. If you need any guidance on this, please ask. Do not discuss Fortune in any in-character way. One way to think of it is a representation of a character&#039;s social capital, influence, renown, or reputation, though in some other ways it is also just a way for us to reward and thank you for spending time in-game. Despite Fortune being earned simply by being in-game, as you&#039;ll read below, the Fortune rewards for more RP-focused activities are greater, and so there are some significant RP ways to spend one&#039;s accumulated Fortune.&lt;br /&gt;
&lt;br /&gt;
== Keeping track ==&lt;br /&gt;
Since Fortune is a custom system and will not show up on any character sheet in-game, we&#039;ve made it easy to check one&#039;s Fortune at any time. &lt;br /&gt;
&lt;br /&gt;
Simply type the following in the chat bar:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points&amp;lt;/code&amp;gt; (you can also use the standard self-tell syntax &amp;lt;code&amp;gt;;points&amp;lt;/code&amp;gt;). This will report to you how many whole points of Fortune your current character possesses. Also, anytime a character earns a whole point of Fortune, this will be shown as a system message, and that character&#039;s current total will also be displayed. This message will not be seen frequently. Instead, during each interval, a more generic and non-specific message will be shown:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Fortune has increased slightly.&#039;&#039;&#039; This means your character has earned some fractional amount of Fortune. This update message can be disabled by using the following toggle command:&lt;br /&gt;
&amp;lt;code&amp;gt;=c toggle points_feedback&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those who really need to get a microscopic view of their current Fortune levels, there is another command to show a more exact total:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points exact&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone who already had a character at the time that this system was put into place will start out with a starting pool of five (5) Fortune points. Existing characters belonging to GMs start out with a pool of fifteen (15) Fortune points. World Leader characters start out with a pool of twenty-five (25) Fortune points. New characters will start out with one (1) Fortune point.&lt;br /&gt;
&lt;br /&gt;
== Gaining Fortune ==&lt;br /&gt;
As stated above, simply being actively in-game will allow a character to gain Fortune at a slow but consistent rate. However, there are other ways to earn Fortune. GMs can give out Fortune points in the same way they give out XP right now. In fact, the tool is set to give out Fortune in the same sort of amounts, except rather than giving out whole or fractional hours worth of XP, they can now give out whole or fractional points of Fortune instead. GMs may give out Fortune instead of quest XP. This choice will be primarily up to the GM, though requests for one or the other by players will be considered.Also, effective immediately, GMs will give out 1 Fortune point simply for showing up to a quest, even if the GM cannot ultimately take everyone who shows up. (Note: If people begin to abuse this, we will be forced to reevaluate this policy. Please don&#039;t make us do this.) Lastly, the World Leader XP wand has been modified to give out either XP or Fortune.One Fortune point granted by GMs and WLs is effectively equivalent to 1 hour of RP or Quest XP. For transparency, World Leader characters will accumulate Fortune at a faster rate. However, they will receive the same number of Fortune points when awarded by a GM for quest or RP rewards.Fortune earned by a character is for that character alone. One may not share Fortune with another character on the same account, nor can a player pool all the Fortune from all characters held by that player. There are only a few cases where pooling of Fortune will be allowed at all (more below), but it will not be allowed to pool the Fortune points of characters belonging to the same player.&lt;br /&gt;
&lt;br /&gt;
== Spending Fortune ==&lt;br /&gt;
While the idea of earning points just for playing is probably interesting in itself, it&#039;s worth talking about the sorts of things on which these points can be spent. Note that once a point is spent, that character&#039;s Fortune is reduced accordingly. Of course, the points can be earned again, but in this way Fortune is also like a sort of currency...a resource to be used and managed.The things upon which one may spend Fortune fit into one of four key categories:&lt;br /&gt;
&lt;br /&gt;
=== Direct Exchange ===&lt;br /&gt;
Fortune points can be converted into either XP or GP (True) using a set exchange rate. This can be done in-game at any time by issuing the command &amp;lt;code&amp;gt;=c exchange&amp;lt;/code&amp;gt; (you can also use the standard self-tell syntax &amp;lt;code&amp;gt;;exchange&amp;lt;/code&amp;gt;). A dialog box will pop up, giving you the options for exchange and displaying the rate of exchange. At present, one Fortune point may be exchanged for 1000 True or the equivalent of 1 hour of quest XP. Since quest XP is dependent upon character level, the number of XP given for one Fortune point will vary depending on character level. However, the amount given will always be appropriate and meaningful for a character of any level. Please note: These numbers are subject to change, and we may adjust them up or down for balancing reasons, bonus events and other reasons. If you notice different (positive, non-zero) numbers than I have described here, it is not a bug; it is an adjustment.&lt;br /&gt;
&lt;br /&gt;
=== Quest Benefit ===&lt;br /&gt;
At each GM&#039;s discretion, Fortune points can be exchanged to affect outcomes in quest situations. The currently-supported possibilities for this are:&lt;br /&gt;
&lt;br /&gt;
==== Changing luck ====&lt;br /&gt;
Reroll failed or poor die rolls. This only applies to manual die rolls (i.e. skill checks, attribute checks, saving throws) and not to automatic mechanical rolls for things like combat, damage and the like (unless these are manually performed for RPed situations). It should be noted that the Save vs. Soul Mother rolls can &#039;&#039;never&#039;&#039; be re-rolled using this option. Ever. (cost: 1 Fortune Point per re-roll)&lt;br /&gt;
&lt;br /&gt;
==== Greasing the wheels or Calling in favors ====&lt;br /&gt;
You&#039;re an adventurer. You&#039;re famous, or perhaps infamous, but your name is recognized. Your deeds are remembered. Maybe you have friends you didn&#039;t know about. Maybe you have pull and influence beyond the usual just because of your name. Or perhaps your guild has helped people indirectly that you never realized or your reputation in a city&#039;s underbelly is worth a favor. Whatever form your fame takes, you might as well be able to take advantage. Naturally, this is not an automatic success, and what is attempted has to make some sort of RP sense. A Toranite is not likely to get favors from a group of Corathites, nor is someone with a less savory reputation likely to get much goodwill among honest shop-owners. Note that networks and influence earned by CDQs and WLDQs can still be used without spending Fortune, but going beyond established parameters can be an option using Fortune. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
==== Minor heroics ====&lt;br /&gt;
Effectively, this is equivalent to “taking 20” at times when taking 20 is not supported by the rules or the situation. To make sure everyone understands the term, “taking 20” refers to an automatic roll of 20 when performing a task that has a skill check involved in situations where there is plenty of time and a lack of urgency, such that the character can take the time and caution to succeed and succeed well. Yet sometimes, the survival and/or success of a party may absolutely depend on being able to pick a lock, analyze a magical ward or any number of things without the luxury of time and under various levels of duress. This is opening a complex lock at the last possible second, disarming a magical trap through a moment of extreme clarity and concentration or other similar sorts of outcomes. Basically, it&#039;s an opportunity to ensure success when it&#039;s sorely needed. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
Again, these options are solely at the discretion of the GM(s) running the quest. There is not guarantee these options will be available, nor is there any guarantee of complete success. Always work with the GM when desiring to spend Fortune in this way. Note also that GMs will deduct Fortune on the spot when it is used in this way.&lt;br /&gt;
&lt;br /&gt;
Also, it&#039;s important to note that there is a limit to the number of times a single character can utilize Fortune like this during a single quest. While the GM running the quest will have final say on this limit, we will generally limit these uses to three (3) times, in any combination, during a given quest episode/event.&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remodels&#039;&#039;&#039; – Fortune points can provide a discount based on how much want to spend in each (base cost, area-expansion, tileset change, permanent placeables, exterior changes, etc.), with each point of Fortune spent giving a &#039;&#039;&#039;10% discount&#039;&#039;&#039; &#039;&#039;in a single aspect&#039;&#039; of the remodeling cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relocations/reties&#039;&#039;&#039; – Fortune points can provide a &#039;&#039;&#039;10% reduction&#039;&#039;&#039; in the list of materials needed for every point spent. Obviously, this applies more to materials needed in larger quantities than those in smaller quantities; there is no 10% of a single Gnomish Lens, for example. To put this another way, spending 10 Fortune would eliminate the need for gathering and/or crafting all the necessary materials for the relocation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monuments&#039;&#039;&#039; – Each fortune point will provide a &#039;&#039;&#039;20% discount&#039;&#039;&#039; on the monetary cost of each monument individually. This applies to things like custom statues placed in guild halls and stone markers placed somewhere to denote or commemorate something or someone. Bear in mind, these sorts of monuments are relatively modest, not a gigantic colossus of ego. Also, in the case of outdoor monuments, it may be necessary to obtain permission from the land-owner, pay an additional fee/tax/tribute, which would be covered separately but which could also be discounted by Fortune at a similar rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other buildings&#039;&#039;&#039; – Buildings in this category would be physically in-game but not necessarily usable in any mechanical sense (i.e. no accessible interior, no house-type furniture, etc.). For the monetary costs associated with constructing these buildings, each point of Fortune will reduce the cost by &#039;&#039;&#039;5,000 True&#039;&#039;&#039;. If there is an additional material cost associated with the construction of this building, each point of Fortune will reduce the material needs by &#039;&#039;&#039;10%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intangibles&#039;&#039;&#039; – Buildings, structures and other constructs that are not represented in-game but which were established in an RP sense through CDQs and which may have some form of cost associated with them fall into this category. This would cover things like orphanages, “underground” markets, trade networks, or things of this ilk, where players have to invest in their creation. The cost in Fortune for such things, should players wish to spend it, will be based on the number of CDQs that the GM estimates will be required to complete the goal. If the number of CDQs increases due to player actions (or inactions!), the Fortune cost will increase as well, however, the Fortune cost will never go below the original estimate. The baseline Fortune cost in this case is 5 &#039;&#039;&#039;points per CDQ required to accomplish the end result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;&#039;&#039; &#039;&#039;&#039;else???&#039;&#039;&#039; – Try as we may, we will never be able to conceive of all possibilities that our player base may want to try to accomplish and how they may want to put Fortune toward such efforts. To that end, we&#039;ll have to handle these sorts of things on a case-by-case basis at first while we try to establish some sort of guidelines. Chances are good that it will be some kind of hybrid of the options given above. &#039;&#039;&#039;Up to four characters&#039;&#039;&#039; will be allowed to pool their Fortune together for any given project. Characters pooling their Fortune for such a purpose should be associated with the project &#039;&#039;in some way&#039;&#039;. There is no set limit as to how much Fortune one character may spend on any single project, assuming the character has Fortune to spend. In some situations, there may be a world-level effort that requires some level of contribution from characters to bring about a certain end. In such cases, there is &#039;&#039;&#039;no&#039;&#039;&#039; &#039;&#039;&#039;limit&#039;&#039;&#039; on how many characters can contribute, but again they should be associated with the effort already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Graceful Pleas]]&#039;&#039;&#039; – Yes, I said it. You will be able to spend Fortune to buy a Graceful Plea, even if you have used all three for a given character. At present, it will cost 100 Fortune to gain one Graceful Plea. &lt;br /&gt;
&lt;br /&gt;
As you can see, there are some very quick and simple benefits to Fortune, but there can also be some very significant benefits to saving one&#039;s Fortune points for a greater purpose. The choice is yours to make.&lt;br /&gt;
&lt;br /&gt;
== What are the numbers? ==&lt;br /&gt;
&lt;br /&gt;
The Fortune systems is based on time and a certain number of points given out per hour of playing, divided up into smaller intervals to allow people to benefit regardless of how long they can spend in-game at any given time. We have factors we can bring into play to increase or decrease this rate or even shut it off completely.At this time, we are not inclined to discuss the exact numbers. We may never be, in fact. We may tweak and adjust the numbers over time as seems appropriate. We may find cause to change the rates because we feel they&#039;re too fast or too slow. We may have bonus events, announced and unannounced.We also don&#039;t want people to game or exploit the system. We don&#039;t want people scrutinizing their time spent in-game and figuring out how maximize their Fortune and little else. As such, we are keeping the inner workings of this system private for the foreseeable future. That said, there are certain rates and numbers which are public and visible:&lt;br /&gt;
&lt;br /&gt;
* Fortune points given by GMs or WLs are equivalent to 1 hour of quest or RP XP in terms of the magnitude of the reward, and it scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points exchanged for XP are equivalent to 1 hour of quest or RP XP. This is directly parallel to the above point, which again scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points can be exchanged for GP (True) at a rate of 1 Fortune Point for 1000GP/True&lt;br /&gt;
* Fortune points can be exchanged for a Graceful Plea at the rate of 100 Fortune points for 1 Graceful Plea&lt;br /&gt;
&lt;br /&gt;
These numbers are still subject to change, but we feel they are pretty solid and simple. If we were to make any long-term adjustments, we would instead change the rate of accumulation rather than these exchange rates, so that the system remains simple and there are no mental gymnastics required to conceptualize how much reward one can get for a given number of Fortune points.So that is the system in summary. As mentioned above, we&#039;ll update this with more details as we work them out. If there are any questions regarding what has already been worked out, please feel free to ask. We&#039;ll also be creating and updating a FAQ for this system, so that all the important details of the system can be easily found and understood.Enjoy!&lt;br /&gt;
[[Category:Layonara On NWN]][[Category:Game Systems]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13584</id>
		<title>Fortune</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13584"/>
		<updated>2024-04-09T16:39:50Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* How does it work? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A short time ago, we announced the Fortune system, which at the time was described only as a system to accumulate points that can be used for various things simply by being in-game and active. Today, I am going to describe exactly what Fortune is and how it can benefit you. At the simplest level, Fortune is essentially like XP, only more flexible in what one may do with it. The system is also very similar to AutoXP, except that Fortune does not have to be activated by a GM, and it doesn&#039;t expire. That&#039;s right, the Fortune system is always running.To give credit, the original concept came from long-time player and former GM stormspirit.&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
As long as a character is logged in and active, that character will earn some small amount of Fortune every few minutes. This Fortune adds up, and eventually a character will earn a whole point. Once this happens, that point can be spent or saved. There is no requirement to spend Fortune points. In fact, some may wish to save it up for special reasons, which will be detailed later. Fortune points are stored on each character and saved to the database. Characters will continue to accumulate XP through all the normal methods, but they will also accumulate Fortune at the same time. There is one thing of key importance that must be stressed. &#039;&#039;&#039;Fortune is NOT an in-character thing in any way.&#039;&#039;&#039; Just like XP is an OOC mechanic with in-game benefits, and subsequently you do not talk about XP in an IC sense, neither should you talk about Fortune in an IC sense. If you need any guidance on this, please ask. Do not discuss Fortune in any in-character way. One way to think of it is a representation of a character&#039;s social capital, influence, renown, or reputation, though in some other ways it is also just a way for us to reward and thank you for spending time in-game. Despite Fortune being earned simply by being in-game, as you&#039;ll read below, the Fortune rewards for more RP-focused activities are greater, and so there are some significant RP ways to spend one&#039;s accumulated Fortune.&lt;br /&gt;
&lt;br /&gt;
== Keeping track ==&lt;br /&gt;
Since Fortune is a custom system and will not show up on any character sheet in-game, we&#039;ve made it easy to check one&#039;s Fortune at any time. &lt;br /&gt;
&lt;br /&gt;
Simply type the following in the chat bar:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points&amp;lt;/code&amp;gt; (you can also use the standard self-tell syntax &amp;lt;code&amp;gt;;points&amp;lt;/code&amp;gt;). This will report to you how many whole points of Fortune your current character possesses. Also, anytime a character earns a whole point of Fortune, this will be shown as a system message, and that character&#039;s current total will also be displayed. This message will not be seen frequently. Instead, during each interval, a more generic and non-specific message will be shown:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Fortune has increased slightly.&#039;&#039;&#039; This means your character has earned some fractional amount of Fortune. This update message can be disabled by using the following toggle command:&lt;br /&gt;
&amp;lt;code&amp;gt;=c toggle points_feedback&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those who really need to get a microscopic view of their current Fortune levels, there is another command to show a more exact total:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points exact&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone who already had a character at the time that this system was put into place will start out with a starting pool of five (5) Fortune points. Existing characters belonging to GMs start out with a pool of fifteen (15) Fortune points. World Leader characters start out with a pool of twenty-five (25) Fortune points. New characters will start out with one (1) Fortune point.&lt;br /&gt;
&lt;br /&gt;
== Gaining Fortune ==&lt;br /&gt;
As stated above, simply being actively in-game will allow a character to gain Fortune at a slow but consistent rate. However, there are other ways to earn Fortune. GMs can give out Fortune points in the same way they give out XP right now. In fact, the tool is set to give out Fortune in the same sort of amounts, except rather than giving out whole or fractional hours worth of XP, they can now give out whole or fractional points of Fortune instead. GMs may give out Fortune instead of quest XP. This choice will be primarily up to the GM, though requests for one or the other by players will be considered.Also, effective immediately, GMs will give out 1 Fortune point simply for showing up to a quest, even if the GM cannot ultimately take everyone who shows up. (Note: If people begin to abuse this, we will be forced to reevaluate this policy. Please don&#039;t make us do this.) Lastly, the World Leader XP wand has been modified to give out either XP or Fortune.One Fortune point granted by GMs and WLs is effectively equivalent to 1 hour of RP or Quest XP. For transparency, World Leader characters will accumulate Fortune at a faster rate. However, they will receive the same number of Fortune points when awarded by a GM for quest or RP rewards.Fortune earned by a character is for that character alone. One may not share Fortune with another character on the same account, nor can a player pool all the Fortune from all characters held by that player. There are only a few cases where pooling of Fortune will be allowed at all (more below), but it will not be allowed to pool the Fortune points of characters belonging to the same player.&lt;br /&gt;
&lt;br /&gt;
== Spending Fortune ==&lt;br /&gt;
While the idea of earning points just for playing is probably interesting in itself, it&#039;s worth talking about the sorts of things on which these points can be spent. Note that once a point is spent, that character&#039;s Fortune is reduced accordingly. Of course, the points can be earned again, but in this way Fortune is also like a sort of currency...a resource to be used and managed.The things upon which one may spend Fortune fit into one of four key categories:&lt;br /&gt;
&lt;br /&gt;
=== Direct Exchange ===&lt;br /&gt;
Fortune points can be converted into either XP or GP (True) using a set exchange rate. This can be done in-game at any time by issuing the command &amp;lt;code&amp;gt;=c exchange&amp;lt;/code&amp;gt; (you can also use the standard self-tell syntax &amp;lt;code&amp;gt;;exchange&amp;lt;/code&amp;gt;). A dialog box will pop up, giving you the options for exchange and displaying the rate of exchange. At present, one Fortune point may be exchanged for 1000 True or the equivalent of 1 hour of quest XP. Since quest XP is dependent upon character level, the number of XP given for one Fortune point will vary depending on character level. However, the amount given will always be appropriate and meaningful for a character of any level. Please note: These numbers are subject to change, and we may adjust them up or down for balancing reasons, bonus events and other reasons. If you notice different (positive, non-zero) numbers than I have described here, it is not a bug; it is an adjustment.&lt;br /&gt;
&lt;br /&gt;
=== Quest Benefit ===&lt;br /&gt;
At each GM&#039;s discretion, Fortune points can be exchanged to affect outcomes in quest situations. The currently-supported possibilities for this are:&lt;br /&gt;
&lt;br /&gt;
==== Changing luck ====&lt;br /&gt;
Reroll failed or poor die rolls. This only applies to manual die rolls (i.e. skill checks, attribute checks, saving throws) and not to automatic mechanical rolls for things like combat, damage and the like (unless these are manually performed for RPed situations). It should be noted that the Save vs. Soul Mother rolls can &#039;&#039;never&#039;&#039; be re-rolled using this option. Ever. (cost: 1 Fortune Point per re-roll)&lt;br /&gt;
&lt;br /&gt;
==== Greasing the wheels or Calling in favors ====&lt;br /&gt;
You&#039;re an adventurer. You&#039;re famous, or perhaps infamous, but your name is recognized. Your deeds are remembered. Maybe you have friends you didn&#039;t know about. Maybe you have pull and influence beyond the usual just because of your name. Or perhaps your guild has helped people indirectly that you never realized or your reputation in a city&#039;s underbelly is worth a favor. Whatever form your fame takes, you might as well be able to take advantage. Naturally, this is not an automatic success, and what is attempted has to make some sort of RP sense. A Toranite is not likely to get favors from a group of Corathites, nor is someone with a less savory reputation likely to get much goodwill among honest shop-owners. Note that networks and influence earned by CDQs and WLDQs can still be used without spending Fortune, but going beyond established parameters can be an option using Fortune. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
==== Minor heroics ====&lt;br /&gt;
Effectively, this is equivalent to “taking 20” at times when taking 20 is not supported by the rules or the situation. To make sure everyone understands the term, “taking 20” refers to an automatic roll of 20 when performing a task that has a skill check involved in situations where there is plenty of time and a lack of urgency, such that the character can take the time and caution to succeed and succeed well. Yet sometimes, the survival and/or success of a party may absolutely depend on being able to pick a lock, analyze a magical ward or any number of things without the luxury of time and under various levels of duress. This is opening a complex lock at the last possible second, disarming a magical trap through a moment of extreme clarity and concentration or other similar sorts of outcomes. Basically, it&#039;s an opportunity to ensure success when it&#039;s sorely needed. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
Again, these options are solely at the discretion of the GM(s) running the quest. There is not guarantee these options will be available, nor is there any guarantee of complete success. Always work with the GM when desiring to spend Fortune in this way. Note also that GMs will deduct Fortune on the spot when it is used in this way.&lt;br /&gt;
&lt;br /&gt;
Also, it&#039;s important to note that there is a limit to the number of times a single character can utilize Fortune like this during a single quest. While the GM running the quest will have final say on this limit, we will generally limit these uses to three (3) times, in any combination, during a given quest episode/event.&lt;br /&gt;
&lt;br /&gt;
==== Projects ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remodels&#039;&#039;&#039; – Fortune points can provide a discount based on how much want to spend in each (base cost, area-expansion, tileset change, permanent placeables, exterior changes, etc.), with each point of Fortune spent giving a &#039;&#039;&#039;10% discount&#039;&#039;&#039; &#039;&#039;in a single aspect&#039;&#039; of the remodeling cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relocations/reties&#039;&#039;&#039; – Fortune points can provide a &#039;&#039;&#039;10% reduction&#039;&#039;&#039; in the list of materials needed for every point spent. Obviously, this applies more to materials needed in larger quantities than those in smaller quantities; there is no 10% of a single Gnomish Lens, for example. To put this another way, spending 10 Fortune would eliminate the need for gathering and/or crafting all the necessary materials for the relocation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monuments&#039;&#039;&#039; – Each fortune point will provide a &#039;&#039;&#039;20% discount&#039;&#039;&#039; on the monetary cost of each monument individually. This applies to things like custom statues placed in guild halls and stone markers placed somewhere to denote or commemorate something or someone. Bear in mind, these sorts of monuments are relatively modest, not a gigantic colossus of ego. Also, in the case of outdoor monuments, it may be necessary to obtain permission from the land-owner, pay an additional fee/tax/tribute, which would be covered separately but which could also be discounted by Fortune at a similar rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other buildings&#039;&#039;&#039; – Buildings in this category would be physically in-game but not necessarily usable in any mechanical sense (i.e. no accessible interior, no house-type furniture, etc.). For the monetary costs associated with constructing these buildings, each point of Fortune will reduce the cost by &#039;&#039;&#039;5,000 True&#039;&#039;&#039;. If there is an additional material cost associated with the construction of this building, each point of Fortune will reduce the material needs by &#039;&#039;&#039;10%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intangibles&#039;&#039;&#039; – Buildings, structures and other constructs that are not represented in-game but which were established in an RP sense through CDQs and which may have some form of cost associated with them fall into this category. This would cover things like orphanages, “underground” markets, trade networks, or things of this ilk, where players have to invest in their creation. The cost in Fortune for such things, should players wish to spend it, will be based on the number of CDQs that the GM estimates will be required to complete the goal. If the number of CDQs increases due to player actions (or inactions!), the Fortune cost will increase as well, however, the Fortune cost will never go below the original estimate. The baseline Fortune cost in this case is 5 &#039;&#039;&#039;points per CDQ required to accomplish the end result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;&#039;&#039; &#039;&#039;&#039;else???&#039;&#039;&#039; – Try as we may, we will never be able to conceive of all possibilities that our player base may want to try to accomplish and how they may want to put Fortune toward such efforts. To that end, we&#039;ll have to handle these sorts of things on a case-by-case basis at first while we try to establish some sort of guidelines. Chances are good that it will be some kind of hybrid of the options given above. &#039;&#039;&#039;Up to four characters&#039;&#039;&#039; will be allowed to pool their Fortune together for any given project. Characters pooling their Fortune for such a purpose should be associated with the project &#039;&#039;in some way&#039;&#039;. There is no set limit as to how much Fortune one character may spend on any single project, assuming the character has Fortune to spend. In some situations, there may be a world-level effort that requires some level of contribution from characters to bring about a certain end. In such cases, there is &#039;&#039;&#039;no&#039;&#039;&#039; &#039;&#039;&#039;limit&#039;&#039;&#039; on how many characters can contribute, but again they should be associated with the effort already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Graceful Pleas]]&#039;&#039;&#039; – Yes, I said it. You will be able to spend Fortune to buy a Graceful Plea, even if you have used all three for a given character. At present, it will cost 100 Fortune to gain one Graceful Plea. &lt;br /&gt;
&lt;br /&gt;
As you can see, there are some very quick and simple benefits to Fortune, but there can also be some very significant benefits to saving one&#039;s Fortune points for a greater purpose. The choice is yours to make.&lt;br /&gt;
&lt;br /&gt;
== What are the numbers? ==&lt;br /&gt;
&lt;br /&gt;
The Fortune systems is based on time and a certain number of points given out per hour of playing, divided up into smaller intervals to allow people to benefit regardless of how long they can spend in-game at any given time. We have factors we can bring into play to increase or decrease this rate or even shut it off completely.At this time, we are not inclined to discuss the exact numbers. We may never be, in fact. We may tweak and adjust the numbers over time as seems appropriate. We may find cause to change the rates because we feel they&#039;re too fast or too slow. We may have bonus events, announced and unannounced.We also don&#039;t want people to game or exploit the system. We don&#039;t want people scrutinizing their time spent in-game and figuring out how maximize their Fortune and little else. As such, we are keeping the inner workings of this system private for the foreseeable future. That said, there are certain rates and numbers which are public and visible:&lt;br /&gt;
&lt;br /&gt;
* Fortune points given by GMs or WLs are equivalent to 1 hour of quest or RP XP in terms of the magnitude of the reward, and it scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points exchanged for XP are equivalent to 1 hour of quest or RP XP. This is directly parallel to the above point, which again scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points can be exchanged for GP (True) at a rate of 1 Fortune Point for 1000GP/True&lt;br /&gt;
* Fortune points can be exchanged for a Graceful Plea at the rate of 100 Fortune points for 1 Graceful Plea&lt;br /&gt;
&lt;br /&gt;
These numbers are still subject to change, but we feel they are pretty solid and simple. If we were to make any long-term adjustments, we would instead change the rate of accumulation rather than these exchange rates, so that the system remains simple and there are no mental gymnastics required to conceptualize how much reward one can get for a given number of Fortune points.So that is the system in summary. As mentioned above, we&#039;ll update this with more details as we work them out. If there are any questions regarding what has already been worked out, please feel free to ask. We&#039;ll also be creating and updating a FAQ for this system, so that all the important details of the system can be easily found and understood.Enjoy!&lt;br /&gt;
[[Category:Layonara On NWN]][[Category:Game Systems]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Self_Tell&amp;diff=13583</id>
		<title>Self Tell</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Self_Tell&amp;diff=13583"/>
		<updated>2024-04-09T16:34:45Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The self tell is very similar to the tell, but is only visible to the player sending it. Self tells are created by typing a semicolon into the chat bar followed by the command one wishes to use, I.E. &amp;lt;code&amp;gt;;save&amp;lt;/code&amp;gt;. Their usefulness is due to their ability to allow players to [[roll dice]] and use commands without cluttering up the chat window in game, which helps to preserve immersion.&lt;br /&gt;
&lt;br /&gt;
A few special systems such as [[language ears]] use other self tell commands, I.E. the &amp;lt;code&amp;gt;=l&amp;lt;/code&amp;gt; command. The command &amp;lt;code&amp;gt;=c&amp;lt;/code&amp;gt; works like the semicolon for most systems, but a few systems require using &amp;lt;code&amp;gt;=c&amp;lt;/code&amp;gt; instead of the semicolon.&lt;br /&gt;
&lt;br /&gt;
For more information see the in game help section by typing &amp;lt;code&amp;gt;;help&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Layonara On NWN]][[Category:Game Systems]][[Category:Roleplay And Realism]][[Category:Character Systems]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13582</id>
		<title>Fortune</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13582"/>
		<updated>2024-04-09T16:20:21Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A short time ago, we announced the Fortune system, which at the time was described only as a system to accumulate points that can be used for various things simply by being in-game and active. Today, I am going to describe exactly what Fortune is and how it can benefit you. At the simplest level, Fortune is essentially like XP, only more flexible in what one may do with it. The system is also very similar to AutoXP, except that Fortune does not have to be activated by a GM, and it doesn&#039;t expire. That&#039;s right, the Fortune system is always running.To give credit, the original concept came from long-time player and former GM stormspirit.&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
As long as a character is logged in and active, that character will earn some small amount of Fortune every few minutes. This Fortune adds up, and eventually a character will earn a whole point. Once this happens, that point can be spent or saved. There is no requirement to spend Fortune points. In fact, some may wish to save it up for special reasons, which I will detail later. Fortune points are stored on each character and saved to the database. There&#039;s very little to it than that. Characters will continue to accumulate XP through all the normal methods, but they will also accumulate Fortune at the same time.There is one thing of key importance that must be stressed. &#039;&#039;&#039;Fortune is NOT an in-character thing in any way.&#039;&#039;&#039; Just like XP is an OOC mechanic with in-game benefits. Just like you do not talk about XP in an IC sense, neither should you talk about Fortune in an IC sense. If you need any guidance on this, please ask. Do not discuss Fortune in any in-character way.One way to think of it is a representation of a character&#039;s &amp;amp;quot;social capital&amp;amp;quot;, their influence, reknown or reputation, though in some other ways it is also just a way for us to reward and thank you for spending time in-game. Despite Fortune being earned simply by being in-game, as you&#039;ll read below, the Fortune rewards for more RP-focused activities are greater, and so there are some significant RP ways to spend one&#039;s accumulated Fortune.&lt;br /&gt;
&lt;br /&gt;
== Keeping track ==&lt;br /&gt;
Since Fortune is a custom system and will not show up on any character sheet in-game, we&#039;ve made it easy to check one&#039;s Fortune at any time. &lt;br /&gt;
&lt;br /&gt;
Simply type the following in the chat bar:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points&amp;lt;/code&amp;gt; (you can also use the standard self-tell syntax &amp;lt;code&amp;gt;;points&amp;lt;/code&amp;gt;). This will report to you how many whole points of Fortune your current character possesses. Also, anytime a character earns a whole point of Fortune, this will be shown as a system message, and that character&#039;s current total will also be displayed. This message will not be seen frequently. Instead, during each interval, a more generic and non-specific message will be shown:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Fortune has increased slightly.&#039;&#039;&#039; This means your character has earned some fractional amount of Fortune. This update message can be disabled by using the following toggle command:&lt;br /&gt;
&amp;lt;code&amp;gt;=c toggle points_feedback&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those who really need to get a microscopic view of their current Fortune levels, there is another command to show a more exact total:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points exact&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone who already had a character at the time that this system was put into place will start out with a starting pool of five (5) Fortune points. Existing characters belonging to GMs start out with a pool of fifteen (15) Fortune points. World Leader characters start out with a pool of twenty-five (25) Fortune points. New characters will start out with one (1) Fortune point.&lt;br /&gt;
&lt;br /&gt;
== Gaining Fortune ==&lt;br /&gt;
As stated above, simply being actively in-game will allow a character to gain Fortune at a slow but consistent rate. However, there are other ways to earn Fortune. GMs can give out Fortune points in the same way they give out XP right now. In fact, the tool is set to give out Fortune in the same sort of amounts, except rather than giving out whole or fractional hours worth of XP, they can now give out whole or fractional points of Fortune instead. GMs may give out Fortune instead of quest XP. This choice will be primarily up to the GM, though requests for one or the other by players will be considered.Also, effective immediately, GMs will give out 1 Fortune point simply for showing up to a quest, even if the GM cannot ultimately take everyone who shows up. (Note: If people begin to abuse this, we will be forced to reevaluate this policy. Please don&#039;t make us do this.) Lastly, the World Leader XP wand has been modified to give out either XP or Fortune.One Fortune point granted by GMs and WLs is effectively equivalent to 1 hour of RP or Quest XP. For transparency, World Leader characters will accumulate Fortune at a faster rate. However, they will receive the same number of Fortune points when awarded by a GM for quest or RP rewards.Fortune earned by a character is for that character alone. One may not share Fortune with another character on the same account, nor can a player pool all the Fortune from all characters held by that player. There are only a few cases where pooling of Fortune will be allowed at all (more below), but it will not be allowed to pool the Fortune points of characters belonging to the same player.&lt;br /&gt;
&lt;br /&gt;
== Spending Fortune ==&lt;br /&gt;
While the idea of earning points just for playing is probably interesting in itself, it&#039;s worth talking about the sorts of things on which these points can be spent. Note that once a point is spent, that character&#039;s Fortune is reduced accordingly. Of course, the points can be earned again, but in this way Fortune is also like a sort of currency...a resource to be used and managed.The things upon which one may spend Fortune fit into one of four key categories:&lt;br /&gt;
&lt;br /&gt;
=== Direct Exchange ===&lt;br /&gt;
Fortune points can be converted into either XP or GP (True) using a set exchange rate. This can be done in-game at any time by issuing the command &amp;lt;code&amp;gt;=c exchange&amp;lt;/code&amp;gt; (you can also use the standard self-tell syntax &amp;lt;code&amp;gt;;exchange&amp;lt;/code&amp;gt;). A dialog box will pop up, giving you the options for exchange and displaying the rate of exchange. At present, one Fortune point may be exchanged for 1000 True or the equivalent of 1 hour of quest XP. Since quest XP is dependent upon character level, the number of XP given for one Fortune point will vary depending on character level. However, the amount given will always be appropriate and meaningful for a character of any level. Please note: These numbers are subject to change, and we may adjust them up or down for balancing reasons, bonus events and other reasons. If you notice different (positive, non-zero) numbers than I have described here, it is not a bug; it is an adjustment.&lt;br /&gt;
&lt;br /&gt;
=== Quest Benefit ===&lt;br /&gt;
At each GM&#039;s discretion, Fortune points can be exchanged to affect outcomes in quest situations. The currently-supported possibilities for this are:&lt;br /&gt;
&lt;br /&gt;
==== Changing luck ====&lt;br /&gt;
Reroll failed or poor die rolls. This only applies to manual die rolls (i.e. skill checks, attribute checks, saving throws) and not to automatic mechanical rolls for things like combat, damage and the like (unless these are manually performed for RPed situations). It should be noted that the Save vs. Soul Mother rolls can &#039;&#039;never&#039;&#039; be re-rolled using this option. Ever. (cost: 1 Fortune Point per re-roll)&lt;br /&gt;
&lt;br /&gt;
==== Greasing the wheels or Calling in favors ====&lt;br /&gt;
You&#039;re an adventurer. You&#039;re famous, or perhaps infamous, but your name is recognized. Your deeds are remembered. Maybe you have friends you didn&#039;t know about. Maybe you have pull and influence beyond the usual just because of your name. Or perhaps your guild has helped people indirectly that you never realized or your reputation in a city&#039;s underbelly is worth a favor. Whatever form your fame takes, you might as well be able to take advantage. Naturally, this is not an automatic success, and what is attempted has to make some sort of RP sense. A Toranite is not likely to get favors from a group of Corathites, nor is someone with a less savory reputation likely to get much goodwill among honest shop-owners. Note that networks and influence earned by CDQs and WLDQs can still be used without spending Fortune, but going beyond established parameters can be an option using Fortune. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
==== Minor heroics ====&lt;br /&gt;
Effectively, this is equivalent to “taking 20” at times when taking 20 is not supported by the rules or the situation. To make sure everyone understands the term, “taking 20” refers to an automatic roll of 20 when performing a task that has a skill check involved in situations where there is plenty of time and a lack of urgency, such that the character can take the time and caution to succeed and succeed well. Yet sometimes, the survival and/or success of a party may absolutely depend on being able to pick a lock, analyze a magical ward or any number of things without the luxury of time and under various levels of duress. This is opening a complex lock at the last possible second, disarming a magical trap through a moment of extreme clarity and concentration or other similar sorts of outcomes. Basically, it&#039;s an opportunity to ensure success when it&#039;s sorely needed. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
Again, these options are solely at the discretion of the GM(s) running the quest. There is not guarantee these options will be available, nor is there any guarantee of complete success. Always work with the GM when desiring to spend Fortune in this way. Note also that GMs will deduct Fortune on the spot when it is used in this way.&lt;br /&gt;
&lt;br /&gt;
Also, it&#039;s important to note that there is a limit to the number of times a single character can utilize Fortune like this during a single quest. While the GM running the quest will have final say on this limit, we will generally limit these uses to three (3) times, in any combination, during a given quest episode/event.&lt;br /&gt;
&lt;br /&gt;
==== Projects ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remodels&#039;&#039;&#039; – Fortune points can provide a discount based on how much want to spend in each (base cost, area-expansion, tileset change, permanent placeables, exterior changes, etc.), with each point of Fortune spent giving a &#039;&#039;&#039;10% discount&#039;&#039;&#039; &#039;&#039;in a single aspect&#039;&#039; of the remodeling cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relocations/reties&#039;&#039;&#039; – Fortune points can provide a &#039;&#039;&#039;10% reduction&#039;&#039;&#039; in the list of materials needed for every point spent. Obviously, this applies more to materials needed in larger quantities than those in smaller quantities; there is no 10% of a single Gnomish Lens, for example. To put this another way, spending 10 Fortune would eliminate the need for gathering and/or crafting all the necessary materials for the relocation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monuments&#039;&#039;&#039; – Each fortune point will provide a &#039;&#039;&#039;20% discount&#039;&#039;&#039; on the monetary cost of each monument individually. This applies to things like custom statues placed in guild halls and stone markers placed somewhere to denote or commemorate something or someone. Bear in mind, these sorts of monuments are relatively modest, not a gigantic colossus of ego. Also, in the case of outdoor monuments, it may be necessary to obtain permission from the land-owner, pay an additional fee/tax/tribute, which would be covered separately but which could also be discounted by Fortune at a similar rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other buildings&#039;&#039;&#039; – Buildings in this category would be physically in-game but not necessarily usable in any mechanical sense (i.e. no accessible interior, no house-type furniture, etc.). For the monetary costs associated with constructing these buildings, each point of Fortune will reduce the cost by &#039;&#039;&#039;5,000 True&#039;&#039;&#039;. If there is an additional material cost associated with the construction of this building, each point of Fortune will reduce the material needs by &#039;&#039;&#039;10%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intangibles&#039;&#039;&#039; – Buildings, structures and other constructs that are not represented in-game but which were established in an RP sense through CDQs and which may have some form of cost associated with them fall into this category. This would cover things like orphanages, “underground” markets, trade networks, or things of this ilk, where players have to invest in their creation. The cost in Fortune for such things, should players wish to spend it, will be based on the number of CDQs that the GM estimates will be required to complete the goal. If the number of CDQs increases due to player actions (or inactions!), the Fortune cost will increase as well, however, the Fortune cost will never go below the original estimate. The baseline Fortune cost in this case is 5 &#039;&#039;&#039;points per CDQ required to accomplish the end result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;&#039;&#039; &#039;&#039;&#039;else???&#039;&#039;&#039; – Try as we may, we will never be able to conceive of all possibilities that our player base may want to try to accomplish and how they may want to put Fortune toward such efforts. To that end, we&#039;ll have to handle these sorts of things on a case-by-case basis at first while we try to establish some sort of guidelines. Chances are good that it will be some kind of hybrid of the options given above. &#039;&#039;&#039;Up to four characters&#039;&#039;&#039; will be allowed to pool their Fortune together for any given project. Characters pooling their Fortune for such a purpose should be associated with the project &#039;&#039;in some way&#039;&#039;. There is no set limit as to how much Fortune one character may spend on any single project, assuming the character has Fortune to spend. In some situations, there may be a world-level effort that requires some level of contribution from characters to bring about a certain end. In such cases, there is &#039;&#039;&#039;no&#039;&#039;&#039; &#039;&#039;&#039;limit&#039;&#039;&#039; on how many characters can contribute, but again they should be associated with the effort already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Graceful Pleas]]&#039;&#039;&#039; – Yes, I said it. You will be able to spend Fortune to buy a Graceful Plea, even if you have used all three for a given character. At present, it will cost 100 Fortune to gain one Graceful Plea. &lt;br /&gt;
&lt;br /&gt;
As you can see, there are some very quick and simple benefits to Fortune, but there can also be some very significant benefits to saving one&#039;s Fortune points for a greater purpose. The choice is yours to make.&lt;br /&gt;
&lt;br /&gt;
== What are the numbers? ==&lt;br /&gt;
&lt;br /&gt;
The Fortune systems is based on time and a certain number of points given out per hour of playing, divided up into smaller intervals to allow people to benefit regardless of how long they can spend in-game at any given time. We have factors we can bring into play to increase or decrease this rate or even shut it off completely.At this time, we are not inclined to discuss the exact numbers. We may never be, in fact. We may tweak and adjust the numbers over time as seems appropriate. We may find cause to change the rates because we feel they&#039;re too fast or too slow. We may have bonus events, announced and unannounced.We also don&#039;t want people to game or exploit the system. We don&#039;t want people scrutinizing their time spent in-game and figuring out how maximize their Fortune and little else. As such, we are keeping the inner workings of this system private for the foreseeable future. That said, there are certain rates and numbers which are public and visible:&lt;br /&gt;
&lt;br /&gt;
* Fortune points given by GMs or WLs are equivalent to 1 hour of quest or RP XP in terms of the magnitude of the reward, and it scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points exchanged for XP are equivalent to 1 hour of quest or RP XP. This is directly parallel to the above point, which again scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points can be exchanged for GP (True) at a rate of 1 Fortune Point for 1000GP/True&lt;br /&gt;
* Fortune points can be exchanged for a Graceful Plea at the rate of 100 Fortune points for 1 Graceful Plea&lt;br /&gt;
&lt;br /&gt;
These numbers are still subject to change, but we feel they are pretty solid and simple. If we were to make any long-term adjustments, we would instead change the rate of accumulation rather than these exchange rates, so that the system remains simple and there are no mental gymnastics required to conceptualize how much reward one can get for a given number of Fortune points.So that is the system in summary. As mentioned above, we&#039;ll update this with more details as we work them out. If there are any questions regarding what has already been worked out, please feel free to ask. We&#039;ll also be creating and updating a FAQ for this system, so that all the important details of the system can be easily found and understood.Enjoy!&lt;br /&gt;
[[Category:Layonara On NWN]][[Category:Game Systems]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13581</id>
		<title>Fortune</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13581"/>
		<updated>2024-04-09T16:15:28Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Direct Exchange */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A short time ago, we announced the Fortune system, which at the time was described only as a system to accumulate points that can be used for various things simply by being in-game and active. Today, I am going to describe exactly what Fortune is and how it can benefit you. At the simplest level, Fortune is essentially like XP, only more flexible in what one may do with it. The system is also very similar to AutoXP, except that Fortune does not have to be activated by a GM, and it doesn&#039;t expire. That&#039;s right, the Fortune system is always running.To give credit, the original concept came from long-time player and former GM stormspirit.&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
As long as a character is logged in and active, that character will earn some small amount of Fortune every few minutes. This Fortune adds up, and eventually a character will earn a whole point. Once this happens, that point can be spent or saved. There is no requirement to spend Fortune points. In fact, some may wish to save it up for special reasons, which I will detail later. Fortune points are stored on each character and saved to the database. There&#039;s very little to it than that. Characters will continue to accumulate XP through all the normal methods, but they will also accumulate Fortune at the same time.There is one thing of key importance that must be stressed. &#039;&#039;&#039;Fortune is NOT an in-character thing in any way.&#039;&#039;&#039; Just like XP is an OOC mechanic with in-game benefits. Just like you do not talk about XP in an IC sense, neither should you talk about Fortune in an IC sense. If you need any guidance on this, please ask. Do not discuss Fortune in any in-character way.One way to think of it is a representation of a character&#039;s &amp;amp;quot;social capital&amp;amp;quot;, their influence, reknown or reputation, though in some other ways it is also just a way for us to reward and thank you for spending time in-game. Despite Fortune being earned simply by being in-game, as you&#039;ll read below, the Fortune rewards for more RP-focused activities are greater, and so there are some significant RP ways to spend one&#039;s accumulated Fortune.&lt;br /&gt;
&lt;br /&gt;
== Keeping track ==&lt;br /&gt;
Since Fortune is a custom system and will not show up on any character sheet in-game, we&#039;ve made it easy to check one&#039;s Fortune at any time. &lt;br /&gt;
&lt;br /&gt;
Simply type the following in the chat bar:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points&amp;lt;/code&amp;gt; (you can also use the standard self-tell syntax &amp;lt;code&amp;gt;;points&amp;lt;/code&amp;gt;). This will report to you how many whole points of Fortune your current character possesses. Also, anytime a character earns a whole point of Fortune, this will be shown as a system message, and that character&#039;s current total will also be displayed. This message will not be seen frequently. Instead, during each interval, a more generic and non-specific message will be shown:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Fortune has increased slightly.&#039;&#039;&#039; This means your character has earned some fractional amount of Fortune. This update message can be disabled by using the following toggle command:&lt;br /&gt;
&amp;lt;code&amp;gt;=c toggle points_feedback&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those who really need to get a microscopic view of their current Fortune levels, there is another command to show a more exact total:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points exact&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone who already had a character at the time that this system was put into place will start out with a starting pool of five (5) Fortune points. Existing characters belonging to GMs start out with a pool of fifteen (15) Fortune points. World Leader characters start out with a pool of twenty-five (25) Fortune points. New characters will start out with one (1) Fortune point.&lt;br /&gt;
&lt;br /&gt;
== Gaining Fortune ==&lt;br /&gt;
As stated above, simply being actively in-game will allow a character to gain Fortune at a slow but consistent rate. However, there are other ways to earn Fortune. GMs can give out Fortune points in the same way they give out XP right now. In fact, the tool is set to give out Fortune in the same sort of amounts, except rather than giving out whole or fractional hours worth of XP, they can now give out whole or fractional points of Fortune instead. GMs may give out Fortune instead of quest XP. This choice will be primarily up to the GM, though requests for one or the other by players will be considered.Also, effective immediately, GMs will give out 1 Fortune point simply for showing up to a quest, even if the GM cannot ultimately take everyone who shows up. (Note: If people begin to abuse this, we will be forced to reevaluate this policy. Please don&#039;t make us do this.) Lastly, the World Leader XP wand has been modified to give out either XP or Fortune.One Fortune point granted by GMs and WLs is effectively equivalent to 1 hour of RP or Quest XP. For transparency, World Leader characters will accumulate Fortune at a faster rate. However, they will receive the same number of Fortune points when awarded by a GM for quest or RP rewards.Fortune earned by a character is for that character alone. One may not share Fortune with another character on the same account, nor can a player pool all the Fortune from all characters held by that player. There are only a few cases where pooling of Fortune will be allowed at all (more below), but it will not be allowed to pool the Fortune points of characters belonging to the same player.&lt;br /&gt;
&lt;br /&gt;
== Spending Fortune ==&lt;br /&gt;
While the idea of earning points just for playing is probably interesting in itself, it&#039;s worth talking about the sorts of things on which these points can be spent. Note that once a point is spent, that character&#039;s Fortune is reduced accordingly. Of course, the points can be earned again, but in this way Fortune is also like a sort of currency...a resource to be used and managed.The things upon which one may spend Fortune fit into one of four key categories:&lt;br /&gt;
&lt;br /&gt;
=== Direct Exchange ===&lt;br /&gt;
Fortune points can be converted into either XP or GP (True) using a set exchange rate. This can be done in-game at any time by issuing the command &amp;lt;code&amp;gt;=c exchange&amp;lt;/code&amp;gt; (you can also use the standard self-tell syntax &amp;lt;code&amp;gt;;exchange&amp;lt;/code&amp;gt;). A dialog box will pop up, giving you the options for exchange and displaying the rate of exchange. At present, one Fortune point may be exchanged for 1000 True or the equivalent of 1 hour of quest XP. Since quest XP is dependent upon character level, the number of XP given for one Fortune point will vary depending on character level. However, the amount given will always be appropriate and meaningful for a character of any level. Please note: These numbers are subject to change, and we may adjust them up or down for balancing reasons, bonus events and other reasons. If you notice different (positive, non-zero) numbers than I have described here, it is not a bug; it is an adjustment.&lt;br /&gt;
&lt;br /&gt;
=== Quest Benefit ===&lt;br /&gt;
At each GM&#039;s discretion, Fortune points can be exchanged to affect outcomes in quest situations. The currently-supported possibilities for this are:&lt;br /&gt;
&lt;br /&gt;
==== Changing luck ====&lt;br /&gt;
Reroll failed or poor die rolls. This only applies to manual die rolls (i.e. skill checks, attribute checks, saving throws) and not to automatic mechanical rolls for things like combat, damage and the like (unless these are manually performed for RPed situations). It should be noted that the Save vs. Soul Mother rolls can &#039;&#039;never&#039;&#039; be re-rolled using this option. Ever. (cost: 1 Fortune Point per re-roll)&lt;br /&gt;
&lt;br /&gt;
==== Greasing the wheels or Calling in favors ====&lt;br /&gt;
You&#039;re an adventurer. You&#039;re famous, or perhaps infamous, but your name is recognized. Your deeds are remembered. Maybe you have friends you didn&#039;t know about. Maybe you have pull and influence beyond the usual just because of your name. Or perhaps your guild has helped people indirectly that you never realized or your reputation in a city&#039;s underbelly is worth a favor. Whatever form your fame takes, you might as well be able to take advantage. Naturally, this is not an automatic success, and what is attempted has to make some sort of RP sense. A Toranite is not likely to get favors from a group of Corathites, nor is someone with a less savory reputation likely to get much goodwill among honest shop-owners. Note that networks and influence earned by CDQs and WLDQs can still be used without spending Fortune, but going beyond established parameters can be an option using Fortune. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
==== Minor heroics ====&lt;br /&gt;
Effectively, this is equivalent to “taking 20” at times when taking 20 is not supported by the rules or the situation. To make sure everyone understands the term, “taking 20” refers to an automatic roll of 20 when performing a task that has a skill check involved in situations where there is plenty of time and a lack of urgency, such that the character can take the time and caution to succeed and succeed well. Yet sometimes, the survival and/or success of a party may absolutely depend on being able to pick a lock, analyze a magical ward or any number of things without the luxury of time and under various levels of duress. This is opening a complex lock at the last possible second, disarming a magical trap through a moment of extreme clarity and concentration or other similar sorts of outcomes. Basically, it&#039;s an opportunity to ensure success when it&#039;s sorely needed. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
Again, these options are solely at the discretion of the GM(s) running the quest. There is not guarantee these options will be available, nor is there any guarantee of complete success. Always work with the GM when desiring to spend Fortune in this way. Note also that GMs will deduct Fortune on the spot when it is used in this way.&lt;br /&gt;
&lt;br /&gt;
Also, it&#039;s important to note that there is a limit to the number of times a single character can utilize Fortune like this during a single quest. While the GM running the quest will have final say on this limit, we will generally limit these uses to three (3) times, in any combination, during a given quest episode/event.&lt;br /&gt;
&lt;br /&gt;
==== Projects ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remodels&#039;&#039;&#039; – Fortune points can provide a discount based on how much want to spend in each (base cost, area-expansion, tileset change, permanent placeables, exterior changes, etc.), with each point of Fortune spent giving a &#039;&#039;&#039;10% discount&#039;&#039;&#039; &#039;&#039;in a single aspect&#039;&#039; of the remodeling cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relocations/reties&#039;&#039;&#039; – Fortune points can provide a &#039;&#039;&#039;10% reduction&#039;&#039;&#039; in the list of materials needed for every point spent. Obviously, this applies more to materials needed in larger quantities than those in smaller quantities; there is no 10% of a single Gnomish Lens, for example. To put this another way, spending 10 Fortune would eliminate the need for gathering and/or crafting all the necessary materials for the relocation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monuments&#039;&#039;&#039; – Each fortune point will provide a &#039;&#039;&#039;20% discount&#039;&#039;&#039; on the monetary cost of each monument individually. This applies to things like custom statues placed in guild halls and stone markers placed somewhere to denote or commemorate something or someone. Bear in mind, these sorts of monuments are relatively modest, not a gigantic colossus of ego. Also, in the case of outdoor monuments, it may be necessary to obtain permission from the land-owner, pay an additional fee/tax/tribute, which would be covered separately but which could also be discounted by Fortune at a similar rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other buildings&#039;&#039;&#039; – Buildings in this category would be physically in-game but not necessarily usable in any mechanical sense (i.e. no accessible interior, no house-type furniture, etc.). For the monetary costs associated with constructing these buildings, each point of Fortune will reduce the cost by &#039;&#039;&#039;5,000 True&#039;&#039;&#039;. If there is an additional material cost associated with the construction of this building, each point of Fortune will reduce the material needs by &#039;&#039;&#039;10%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intangibles&#039;&#039;&#039; – Buildings, structures and other constructs that are not represented in-game but which were established in an RP sense through CDQs and which may have some form of cost associated with them fall into this category. This would cover things like orphanages, “underground” markets, trade networks, or things of this ilk, where players have to invest in their creation. The cost in Fortune for such things, should players wish to spend it, will be based on the number of CDQs that the GM estimates will be required to complete the goal. If the number of CDQs increases due to player actions (or inactions!), the Fortune cost will increase as well, however, the Fortune cost will never go below the original estimate. The baseline Fortune cost in this case is 5 &#039;&#039;&#039;points per CDQ required to accomplish the end result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;&#039;&#039; &#039;&#039;&#039;else???&#039;&#039;&#039; – Try as we may, we will never be able to conceive of all possibilities that our player base may want to try to accomplish and how they may want to put Fortune toward such efforts. To that end, we&#039;ll have to handle these sorts of things on a case-by-case basis at first while we try to establish some sort of guidelines. Chances are good that it will be some kind of hybrid of the options given above. &#039;&#039;&#039;Up to four characters&#039;&#039;&#039; will be allowed to pool their Fortune together for any given project. Characters pooling their Fortune for such a purpose should be associated with the project &#039;&#039;in some way&#039;&#039;. There is no set limit as to how much Fortune one character may spend on any single project, assuming the character has Fortune to spend. In some situations, there may be a world-level effort that requires some level of contribution from characters to bring about a certain end. In such cases, there is &#039;&#039;&#039;no&#039;&#039;&#039; &#039;&#039;&#039;limit&#039;&#039;&#039; on how many characters can contribute, but again they should be associated with the effort already.&lt;br /&gt;
&lt;br /&gt;
Graceful Pleas – Yes, I said it. You will be able to spend Fortune to buy a Graceful Plea, even if you have used all three for a given character. The cost is high, and rightly so. At present, it will cost 100 Fortune to gain one Graceful Plea. At this level, we estimate a player can make a dedicated effort with a single character and earn enough Fortune within about 6 months. This assumes a certain number of hours per week, of course. If the player attends quests during that time, the time to earn enough points may be shorter, as the rate of earning Fortune on quests is faster than the always-on trickle of Fortune points.[/li][/list]As you can see, there are some very quick and simple benefits to Fortune, but there can also be some very significant benefits to saving one&#039;s Fortune points for a greater purpose. The choice is yours to make.&lt;br /&gt;
&lt;br /&gt;
== What are the numbers? ==&lt;br /&gt;
&lt;br /&gt;
The Fortune systems is based on time and a certain number of points given out per hour of playing, divided up into smaller intervals to allow people to benefit regardless of how long they can spend in-game at any given time. We have factors we can bring into play to increase or decrease this rate or even shut it off completely.At this time, we are not inclined to discuss the exact numbers. We may never be, in fact. We may tweak and adjust the numbers over time as seems appropriate. We may find cause to change the rates because we feel they&#039;re too fast or too slow. We may have bonus events, announced and unannounced.We also don&#039;t want people to game or exploit the system. We don&#039;t want people scrutinizing their time spent in-game and figuring out how maximize their Fortune and little else. As such, we are keeping the inner workings of this system private for the foreseeable future. That said, there are certain rates and numbers which are public and visible:&lt;br /&gt;
&lt;br /&gt;
* Fortune points given by GMs or WLs are equivalent to 1 hour of quest or RP XP in terms of the magnitude of the reward, and it scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points exchanged for XP are equivalent to 1 hour of quest or RP XP. This is directly parallel to the above point, which again scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points can be exchanged for GP (True) at a rate of 1 Fortune Point for 1000GP/True&lt;br /&gt;
* Fortune points can be exchanged for a Graceful Plea at the rate of 100 Fortune points for 1 Graceful Plea&lt;br /&gt;
&lt;br /&gt;
These numbers are still subject to change, but we feel they are pretty solid and simple. If we were to make any long-term adjustments, we would instead change the rate of accumulation rather than these exchange rates, so that the system remains simple and there are no mental gymnastics required to conceptualize how much reward one can get for a given number of Fortune points.So that is the system in summary. As mentioned above, we&#039;ll update this with more details as we work them out. If there are any questions regarding what has already been worked out, please feel free to ask. We&#039;ll also be creating and updating a FAQ for this system, so that all the important details of the system can be easily found and understood.Enjoy!&lt;br /&gt;
[[Category:Layonara On NWN]][[Category:Game Systems]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13580</id>
		<title>Fortune</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Fortune&amp;diff=13580"/>
		<updated>2024-04-09T16:13:50Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Keeping track */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A short time ago, we announced the Fortune system, which at the time was described only as a system to accumulate points that can be used for various things simply by being in-game and active. Today, I am going to describe exactly what Fortune is and how it can benefit you. At the simplest level, Fortune is essentially like XP, only more flexible in what one may do with it. The system is also very similar to AutoXP, except that Fortune does not have to be activated by a GM, and it doesn&#039;t expire. That&#039;s right, the Fortune system is always running.To give credit, the original concept came from long-time player and former GM stormspirit.&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
As long as a character is logged in and active, that character will earn some small amount of Fortune every few minutes. This Fortune adds up, and eventually a character will earn a whole point. Once this happens, that point can be spent or saved. There is no requirement to spend Fortune points. In fact, some may wish to save it up for special reasons, which I will detail later. Fortune points are stored on each character and saved to the database. There&#039;s very little to it than that. Characters will continue to accumulate XP through all the normal methods, but they will also accumulate Fortune at the same time.There is one thing of key importance that must be stressed. &#039;&#039;&#039;Fortune is NOT an in-character thing in any way.&#039;&#039;&#039; Just like XP is an OOC mechanic with in-game benefits. Just like you do not talk about XP in an IC sense, neither should you talk about Fortune in an IC sense. If you need any guidance on this, please ask. Do not discuss Fortune in any in-character way.One way to think of it is a representation of a character&#039;s &amp;amp;quot;social capital&amp;amp;quot;, their influence, reknown or reputation, though in some other ways it is also just a way for us to reward and thank you for spending time in-game. Despite Fortune being earned simply by being in-game, as you&#039;ll read below, the Fortune rewards for more RP-focused activities are greater, and so there are some significant RP ways to spend one&#039;s accumulated Fortune.&lt;br /&gt;
&lt;br /&gt;
== Keeping track ==&lt;br /&gt;
Since Fortune is a custom system and will not show up on any character sheet in-game, we&#039;ve made it easy to check one&#039;s Fortune at any time. &lt;br /&gt;
&lt;br /&gt;
Simply type the following in the chat bar:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points&amp;lt;/code&amp;gt; (you can also use the standard self-tell syntax &amp;lt;code&amp;gt;;points&amp;lt;/code&amp;gt;). This will report to you how many whole points of Fortune your current character possesses. Also, anytime a character earns a whole point of Fortune, this will be shown as a system message, and that character&#039;s current total will also be displayed. This message will not be seen frequently. Instead, during each interval, a more generic and non-specific message will be shown:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Fortune has increased slightly.&#039;&#039;&#039; This means your character has earned some fractional amount of Fortune. This update message can be disabled by using the following toggle command:&lt;br /&gt;
&amp;lt;code&amp;gt;=c toggle points_feedback&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those who really need to get a microscopic view of their current Fortune levels, there is another command to show a more exact total:&lt;br /&gt;
&amp;lt;code&amp;gt;=c points exact&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone who already had a character at the time that this system was put into place will start out with a starting pool of five (5) Fortune points. Existing characters belonging to GMs start out with a pool of fifteen (15) Fortune points. World Leader characters start out with a pool of twenty-five (25) Fortune points. New characters will start out with one (1) Fortune point.&lt;br /&gt;
&lt;br /&gt;
== Gaining Fortune ==&lt;br /&gt;
As stated above, simply being actively in-game will allow a character to gain Fortune at a slow but consistent rate. However, there are other ways to earn Fortune. GMs can give out Fortune points in the same way they give out XP right now. In fact, the tool is set to give out Fortune in the same sort of amounts, except rather than giving out whole or fractional hours worth of XP, they can now give out whole or fractional points of Fortune instead. GMs may give out Fortune instead of quest XP. This choice will be primarily up to the GM, though requests for one or the other by players will be considered.Also, effective immediately, GMs will give out 1 Fortune point simply for showing up to a quest, even if the GM cannot ultimately take everyone who shows up. (Note: If people begin to abuse this, we will be forced to reevaluate this policy. Please don&#039;t make us do this.) Lastly, the World Leader XP wand has been modified to give out either XP or Fortune.One Fortune point granted by GMs and WLs is effectively equivalent to 1 hour of RP or Quest XP. For transparency, World Leader characters will accumulate Fortune at a faster rate. However, they will receive the same number of Fortune points when awarded by a GM for quest or RP rewards.Fortune earned by a character is for that character alone. One may not share Fortune with another character on the same account, nor can a player pool all the Fortune from all characters held by that player. There are only a few cases where pooling of Fortune will be allowed at all (more below), but it will not be allowed to pool the Fortune points of characters belonging to the same player.&lt;br /&gt;
&lt;br /&gt;
== Spending Fortune ==&lt;br /&gt;
While the idea of earning points just for playing is probably interesting in itself, it&#039;s worth talking about the sorts of things on which these points can be spent. Note that once a point is spent, that character&#039;s Fortune is reduced accordingly. Of course, the points can be earned again, but in this way Fortune is also like a sort of currency...a resource to be used and managed.The things upon which one may spend Fortune fit into one of four key categories:&lt;br /&gt;
&lt;br /&gt;
=== Direct Exchange ===&lt;br /&gt;
Fortune points can be converted into either XP or GP (True) using a set exchange rate. This can be done in-game at any time by issuing the command &amp;lt;code&amp;gt;=c exchange&amp;lt;/code&amp;gt; A dialog box will pop up, giving you the options for exchange and displaying the rate of exchange. At present, one Fortune point may be exchanged for 1000 True or the equivalent of 1 hour of quest XP. Since quest XP is dependent upon character level, the number of XP given for one Fortune point will vary depending on character level. However, the amount given will always be appropriate and meaningful for a character of any level. Please note: These numbers are subject to change, and we may adjust them up or down for balancing reasons, bonus events and other reasons. If you notice different (positive, non-zero) numbers than I have described here, it is not a bug; it is an adjustment&lt;br /&gt;
&lt;br /&gt;
=== Quest Benefit ===&lt;br /&gt;
At each GM&#039;s discretion, Fortune points can be exchanged to affect outcomes in quest situations. The currently-supported possibilities for this are:&lt;br /&gt;
&lt;br /&gt;
==== Changing luck ====&lt;br /&gt;
Reroll failed or poor die rolls. This only applies to manual die rolls (i.e. skill checks, attribute checks, saving throws) and not to automatic mechanical rolls for things like combat, damage and the like (unless these are manually performed for RPed situations). It should be noted that the Save vs. Soul Mother rolls can &#039;&#039;never&#039;&#039; be re-rolled using this option. Ever. (cost: 1 Fortune Point per re-roll)&lt;br /&gt;
&lt;br /&gt;
==== Greasing the wheels or Calling in favors ====&lt;br /&gt;
You&#039;re an adventurer. You&#039;re famous, or perhaps infamous, but your name is recognized. Your deeds are remembered. Maybe you have friends you didn&#039;t know about. Maybe you have pull and influence beyond the usual just because of your name. Or perhaps your guild has helped people indirectly that you never realized or your reputation in a city&#039;s underbelly is worth a favor. Whatever form your fame takes, you might as well be able to take advantage. Naturally, this is not an automatic success, and what is attempted has to make some sort of RP sense. A Toranite is not likely to get favors from a group of Corathites, nor is someone with a less savory reputation likely to get much goodwill among honest shop-owners. Note that networks and influence earned by CDQs and WLDQs can still be used without spending Fortune, but going beyond established parameters can be an option using Fortune. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
==== Minor heroics ====&lt;br /&gt;
Effectively, this is equivalent to “taking 20” at times when taking 20 is not supported by the rules or the situation. To make sure everyone understands the term, “taking 20” refers to an automatic roll of 20 when performing a task that has a skill check involved in situations where there is plenty of time and a lack of urgency, such that the character can take the time and caution to succeed and succeed well. Yet sometimes, the survival and/or success of a party may absolutely depend on being able to pick a lock, analyze a magical ward or any number of things without the luxury of time and under various levels of duress. This is opening a complex lock at the last possible second, disarming a magical trap through a moment of extreme clarity and concentration or other similar sorts of outcomes. Basically, it&#039;s an opportunity to ensure success when it&#039;s sorely needed. (cost: 1-2 Fortune per use at the GM&#039;s discretion)&lt;br /&gt;
&lt;br /&gt;
Again, these options are solely at the discretion of the GM(s) running the quest. There is not guarantee these options will be available, nor is there any guarantee of complete success. Always work with the GM when desiring to spend Fortune in this way. Note also that GMs will deduct Fortune on the spot when it is used in this way.&lt;br /&gt;
&lt;br /&gt;
Also, it&#039;s important to note that there is a limit to the number of times a single character can utilize Fortune like this during a single quest. While the GM running the quest will have final say on this limit, we will generally limit these uses to three (3) times, in any combination, during a given quest episode/event.&lt;br /&gt;
&lt;br /&gt;
==== Projects ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remodels&#039;&#039;&#039; – Fortune points can provide a discount based on how much want to spend in each (base cost, area-expansion, tileset change, permanent placeables, exterior changes, etc.), with each point of Fortune spent giving a &#039;&#039;&#039;10% discount&#039;&#039;&#039; &#039;&#039;in a single aspect&#039;&#039; of the remodeling cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relocations/reties&#039;&#039;&#039; – Fortune points can provide a &#039;&#039;&#039;10% reduction&#039;&#039;&#039; in the list of materials needed for every point spent. Obviously, this applies more to materials needed in larger quantities than those in smaller quantities; there is no 10% of a single Gnomish Lens, for example. To put this another way, spending 10 Fortune would eliminate the need for gathering and/or crafting all the necessary materials for the relocation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monuments&#039;&#039;&#039; – Each fortune point will provide a &#039;&#039;&#039;20% discount&#039;&#039;&#039; on the monetary cost of each monument individually. This applies to things like custom statues placed in guild halls and stone markers placed somewhere to denote or commemorate something or someone. Bear in mind, these sorts of monuments are relatively modest, not a gigantic colossus of ego. Also, in the case of outdoor monuments, it may be necessary to obtain permission from the land-owner, pay an additional fee/tax/tribute, which would be covered separately but which could also be discounted by Fortune at a similar rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other buildings&#039;&#039;&#039; – Buildings in this category would be physically in-game but not necessarily usable in any mechanical sense (i.e. no accessible interior, no house-type furniture, etc.). For the monetary costs associated with constructing these buildings, each point of Fortune will reduce the cost by &#039;&#039;&#039;5,000 True&#039;&#039;&#039;. If there is an additional material cost associated with the construction of this building, each point of Fortune will reduce the material needs by &#039;&#039;&#039;10%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intangibles&#039;&#039;&#039; – Buildings, structures and other constructs that are not represented in-game but which were established in an RP sense through CDQs and which may have some form of cost associated with them fall into this category. This would cover things like orphanages, “underground” markets, trade networks, or things of this ilk, where players have to invest in their creation. The cost in Fortune for such things, should players wish to spend it, will be based on the number of CDQs that the GM estimates will be required to complete the goal. If the number of CDQs increases due to player actions (or inactions!), the Fortune cost will increase as well, however, the Fortune cost will never go below the original estimate. The baseline Fortune cost in this case is 5 &#039;&#039;&#039;points per CDQ required to accomplish the end result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;&#039;&#039; &#039;&#039;&#039;else???&#039;&#039;&#039; – Try as we may, we will never be able to conceive of all possibilities that our player base may want to try to accomplish and how they may want to put Fortune toward such efforts. To that end, we&#039;ll have to handle these sorts of things on a case-by-case basis at first while we try to establish some sort of guidelines. Chances are good that it will be some kind of hybrid of the options given above. &#039;&#039;&#039;Up to four characters&#039;&#039;&#039; will be allowed to pool their Fortune together for any given project. Characters pooling their Fortune for such a purpose should be associated with the project &#039;&#039;in some way&#039;&#039;. There is no set limit as to how much Fortune one character may spend on any single project, assuming the character has Fortune to spend. In some situations, there may be a world-level effort that requires some level of contribution from characters to bring about a certain end. In such cases, there is &#039;&#039;&#039;no&#039;&#039;&#039; &#039;&#039;&#039;limit&#039;&#039;&#039; on how many characters can contribute, but again they should be associated with the effort already.&lt;br /&gt;
&lt;br /&gt;
Graceful Pleas – Yes, I said it. You will be able to spend Fortune to buy a Graceful Plea, even if you have used all three for a given character. The cost is high, and rightly so. At present, it will cost 100 Fortune to gain one Graceful Plea. At this level, we estimate a player can make a dedicated effort with a single character and earn enough Fortune within about 6 months. This assumes a certain number of hours per week, of course. If the player attends quests during that time, the time to earn enough points may be shorter, as the rate of earning Fortune on quests is faster than the always-on trickle of Fortune points.[/li][/list]As you can see, there are some very quick and simple benefits to Fortune, but there can also be some very significant benefits to saving one&#039;s Fortune points for a greater purpose. The choice is yours to make.&lt;br /&gt;
&lt;br /&gt;
== What are the numbers? ==&lt;br /&gt;
&lt;br /&gt;
The Fortune systems is based on time and a certain number of points given out per hour of playing, divided up into smaller intervals to allow people to benefit regardless of how long they can spend in-game at any given time. We have factors we can bring into play to increase or decrease this rate or even shut it off completely.At this time, we are not inclined to discuss the exact numbers. We may never be, in fact. We may tweak and adjust the numbers over time as seems appropriate. We may find cause to change the rates because we feel they&#039;re too fast or too slow. We may have bonus events, announced and unannounced.We also don&#039;t want people to game or exploit the system. We don&#039;t want people scrutinizing their time spent in-game and figuring out how maximize their Fortune and little else. As such, we are keeping the inner workings of this system private for the foreseeable future. That said, there are certain rates and numbers which are public and visible:&lt;br /&gt;
&lt;br /&gt;
* Fortune points given by GMs or WLs are equivalent to 1 hour of quest or RP XP in terms of the magnitude of the reward, and it scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points exchanged for XP are equivalent to 1 hour of quest or RP XP. This is directly parallel to the above point, which again scales with the character&#039;s current level.&lt;br /&gt;
* Fortune points can be exchanged for GP (True) at a rate of 1 Fortune Point for 1000GP/True&lt;br /&gt;
* Fortune points can be exchanged for a Graceful Plea at the rate of 100 Fortune points for 1 Graceful Plea&lt;br /&gt;
&lt;br /&gt;
These numbers are still subject to change, but we feel they are pretty solid and simple. If we were to make any long-term adjustments, we would instead change the rate of accumulation rather than these exchange rates, so that the system remains simple and there are no mental gymnastics required to conceptualize how much reward one can get for a given number of Fortune points.So that is the system in summary. As mentioned above, we&#039;ll update this with more details as we work them out. If there are any questions regarding what has already been worked out, please feel free to ask. We&#039;ll also be creating and updating a FAQ for this system, so that all the important details of the system can be easily found and understood.Enjoy!&lt;br /&gt;
[[Category:Layonara On NWN]][[Category:Game Systems]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=NWN_Character_Submission_Questionnaire&amp;diff=13579</id>
		<title>NWN Character Submission Questionnaire</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=NWN_Character_Submission_Questionnaire&amp;diff=13579"/>
		<updated>2024-03-07T20:54:39Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Character Race */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a guideline for preparing for your first and subsequent character submissions for [[Layonara]] on NWN.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Here is the stat block you can use to copy and paste if you wish to enter your character in the ideal format.&lt;br /&gt;
&lt;br /&gt;
 Name:&lt;br /&gt;
 Age:&lt;br /&gt;
 Class(es):&lt;br /&gt;
 Race:&lt;br /&gt;
 Subrace (if applicable):&lt;br /&gt;
 Alignment:&lt;br /&gt;
 Deity (if devoted):&lt;br /&gt;
 Domains (if cleric):&lt;br /&gt;
 Biography and Description:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max* width:50%&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
==Questionnaire==&lt;br /&gt;
===Character Name===&lt;br /&gt;
* What is your character&#039;s name?&lt;br /&gt;
* First or last names as well as pseudonyms in any combination are suitable.&lt;br /&gt;
* This must be the same name as you use when creating your character in* game.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that we cannot allow names that fall under copyright anywhere. When you submit here you become a part of the living breathing world. If you desire, characters can be written into lore through various worthy efforts. As such they must be originals down to the name.&lt;br /&gt;
&lt;br /&gt;
In the past we have allowed pun names but we would like to move away from that for the above stated reasons. If a character is given a name that is pun-y (I.E. Ima Lark) the reason for it should be justified in your biography for allowance. If you are going to go this route, definitely make it a true part of your character&#039;s roleplay and story.&lt;br /&gt;
&lt;br /&gt;
===Character Age===&lt;br /&gt;
* How old is your character at creation?&lt;br /&gt;
* Please refer to the allowable starting ages at [[Ages By Race]].&lt;br /&gt;
&lt;br /&gt;
When your character starts play, how old are they? Take into consideration the time of development both behind and ahead of the character. If you choose to play a much wizened (older) character, make sure the story you develop includes plenty of the character&#039;s life until the start of adventuring.&lt;br /&gt;
&lt;br /&gt;
Our in game calendar can be accessed here to help you work out what dates you need.&lt;br /&gt;
&lt;br /&gt;
Ages can vary between [[races]]. Make certain to check out the age ranges for your race of choice and make sure you select an age that is at least the age of maturity/adulthood. We don&#039;t allow child characters at this time.&lt;br /&gt;
&lt;br /&gt;
Special note regarding [[human]] submissions:&lt;br /&gt;
Even though a human reaches physical maturity (adulthood) around the age of fifteen (15), the youngest playable age is eighteen (18). Your character submission will not be approved until the character&#039;s starting age is eighteen or older.&lt;br /&gt;
&lt;br /&gt;
===Character Class===&lt;br /&gt;
* What is your characters class?&lt;br /&gt;
* If multi-classing, please indicate the desired split between the [[classes]]. Make certain there is a minimum of five (5) levels in each class before level twenty (20).&lt;br /&gt;
* First time players are allowed the following classes: [[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Rogue]], [[Ranger]], [[Sorcerer]] and [[Wizard]].&lt;br /&gt;
&lt;br /&gt;
Class is an important aspect of character creation on Neverwinter Nights, but remember that “class” is an OOC mechanic to give the skill set you want for your character&#039;s path. For a fully developed character, think beyond the rigid nature of stereotypes.&lt;br /&gt;
&lt;br /&gt;
There are always key factors that go with skill sets such as: devotion of the greatest magnitude going along with divine classes, artistic ability with bards and magical inclination with mages. Perhaps the mage in question studies only at the behest of family and their real love is architecture. Perhaps the divinely inspired character carries a horrible secret kept between themselves and their deity, and perhaps the bard is forgetful. There as many ways to play a class as there are people in the world. Only you can bring that special twist that makes it unique.&lt;br /&gt;
====Druid Submissions====&lt;br /&gt;
All players that wish to play a [[druid]] must read and understand what it means to be a druid on Layonara. During the character submission a player must agree to the following at the end of their submission.&lt;br /&gt;
&lt;br /&gt;
I understand and agree to the objectives of being a druid in Layonara.&lt;br /&gt;
I understand and agree to the rules of achieving these objectives.&lt;br /&gt;
I understand the internal organizational structure of the [[druids]].&lt;br /&gt;
&lt;br /&gt;
The multiclassing of druids is subject to a few restrictions, please see [[NWN Restricted Multiclassing]] if you plan on playing a druid.&lt;br /&gt;
====Cleric, Paladin and Champion Submissions====&lt;br /&gt;
See [[Cleric Paladin and Champion Submissions]].&lt;br /&gt;
====Prestige Class Submission Requirements====&lt;br /&gt;
See [[Prestige Class Submission Requirements]].&lt;br /&gt;
===Character Race===&lt;br /&gt;
* What is your character&#039;s race?&lt;br /&gt;
* Half-races will not be approved.&lt;br /&gt;
* Exotic race ([[Goblins]], [[Orcs]], [[Wemics]], Brownies, [[Dark Elves]], [[Sea Elves]]) submissions are restricted by limited time availability for applications.&lt;br /&gt;
* First time players can play the following races: [[Elf]], [[Dwarf]], [[Halfling]], [[Human]] and [[Gnome]].&lt;br /&gt;
&lt;br /&gt;
===Character Subrace===&lt;br /&gt;
* If submitting a subrace, please ensure the biography fits the given lore for the race.&lt;br /&gt;
* [[Wemic]], [[Brownie]], [[Ghostwise Halflings]], [[Sea Elf]], [[Dark Elf]] or [[Goblin]] submissions will require substantial support as their basic circumstances of life differ greatly from the [[core]] races.&lt;br /&gt;
* First time players are only allowed the following subraces: [[Gray Elf]], [[Sun Elf]], [[Wild Elf]], [[Wood Elf]], [[Forest Gnome]], [[Gold Dwarf]], [[Ghostwise Halfling]], [[Strongheart Halfling]]&lt;br /&gt;
&lt;br /&gt;
===Character Gender===&lt;br /&gt;
* Does your character present as male or female?&lt;br /&gt;
&lt;br /&gt;
===Character Alignment===&lt;br /&gt;
* What is your character&#039;s alignment?&lt;br /&gt;
* First time players are allowed the following [[alignments]]: CG, NG, LG, LN and TN.&lt;br /&gt;
Alignment gives a guide on how your character can and will react to situations, especially stressful situations. Do they always tend to act with compassion at heart? Do they tend more toward a diplomatic solution? Perhaps they have a dark personality and tend to reflect solely on personal gain.&lt;br /&gt;
Layonara&#039;s alignments are based on the view point of the common person. For example most common people consider anything to do with [[poison]] (apart from curing it) to be [[evil]]. Make sure you look at your character from that view point and consider, what would the common person think of your character&#039;s actions?&lt;br /&gt;
For more information on Layonara and character alignments see [[NWN Character Alignment Rules]].&lt;br /&gt;
&lt;br /&gt;
===Deity Association===&lt;br /&gt;
* Does your character favor one god over all the others?&lt;br /&gt;
* A character is not required to associate with one particular deity. In fact most people on Layonara pay homage to multiple gods, depending on the situation.&lt;br /&gt;
* There is ample evidence for the existence of gods so although atheism is virtually impossible, apathy to the gods is possible.&lt;br /&gt;
&lt;br /&gt;
===Cleric Domain===&lt;br /&gt;
* If submitting a [[cleric]], please note the [[Deity Domains]] you will select upon character creation.&lt;br /&gt;
* Please make certain you read over your chosen deity carefully as domains are restricted and in some cases have special rules.&lt;br /&gt;
* This section isn&#039;t something you need to worry about as a first time player as [[clerics]] are considered heavy lore classes.&lt;br /&gt;
&lt;br /&gt;
===Character Birthplace===&lt;br /&gt;
* If appropriate, indicate where was your character born?&lt;br /&gt;
* If the character does not know, this is fine to skip or hint at as necessary.&lt;br /&gt;
* Please note that all submissions must originate on Layonara and not from other worlds, Pits or planes.&lt;br /&gt;
* Please refer to the map for ideas, but a general indication is also fine. Feel free to venture through our (ever expanding) write ups on locations for more information.&lt;br /&gt;
&lt;br /&gt;
===Character Biography===&lt;br /&gt;
* This can take any form that you wish, and can include as much or as little detail as you desire. The primary purpose of the biography is to convey a sense of the character as well as the past events that affect their current situation.&lt;br /&gt;
* This can include information about the character&#039;s parents and siblings, a brief history of any training they received, a chronicle of the character&#039;s travels, even traumas or triumphs that helped make the character in to the person they are, physically, mentally and emotionally.&lt;br /&gt;
* A novel is not necessary, but the biography should give an idea of how the character ended up as the rare person who becomes an adventurer.&lt;br /&gt;
* There are a few things we do not allow for lore reasons. Characters may not:&lt;br /&gt;
** have direct ties to gods, dragons or royalty of any kingdom.&lt;br /&gt;
** have direct contact between themselves and a deity (this includes visions or dreams provided by a deity, a deity walking the lands and visiting the player or their ancestors, physical markings by a deity or an agent, or gifts provided by a deity, or anything of this nature). A character is welcome to believe what they like as long as the player can acknowledge the actuality of the circumstances.&lt;br /&gt;
** have apparent powers beyond that of a level one (1) character. This can be rather tricky with characters who are intended to have a level split but try to keep in mind power level when addressing level splits.&lt;br /&gt;
===Extra Credit===&lt;br /&gt;
* An optional section can include anything else you want to describe about the character. (e.g. Height, Weight, etc..)&lt;br /&gt;
* Use this section to describe any unique or particular physical traits of your character.&lt;br /&gt;
* This can include the way they walk or talk, any scars or deformities, their hair and eye color, tattoos, or any objects that they obviously carry.&lt;br /&gt;
* This section should also reflect the character&#039;s physical attributes ([[strength]], [[dexterity]], [[constitution]] and [[charisma]] to some extent), as well as the choice of race.&lt;br /&gt;
* What is you character&#039;s personality?&lt;br /&gt;
* Are they friendly, private, quick of temper, thoughtful, etc...&lt;br /&gt;
* This section can help explain a character&#039;s alignment and mental attributes ([[intelligence]], [[wisdom]] and charisma to some extent).&lt;br /&gt;
* It should also reflect the choice of race for the character.&lt;br /&gt;
&lt;br /&gt;
===Final Notes===&lt;br /&gt;
If a character starts out with a story where by they might have received special treatment (extra money, influence from wealthy family lines etc) even if the story removes this, we need an OOC statement at the bottom of your application that [[states]] you acknowledge the character will receive no extra benefits.&lt;br /&gt;
Please make sure your alignment statements are completed if necessary.&lt;br /&gt;
Please make sure, for druids, clerics, [[paladins]] and certain PrCs, your commitment statements are completed.&lt;br /&gt;
If the character suffers from a mental condition such as schizophrenia or bipolar disorder (in description as these titles will not apply across the lore line) we have special considerations that the character approver will address with you.&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Weapon_Titling&amp;diff=13578</id>
		<title>Weapon Titling</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Weapon_Titling&amp;diff=13578"/>
		<updated>2024-02-15T03:06:25Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;The Shadow Blade. Coup de Grace. Wicked.&#039;&#039; Weapons whose names are told in tales and sung in songs. The kind of weapon every warrior wants to wield. . . and now, they have the chance to make their own weapon&#039;s name famous.&lt;br /&gt;
&lt;br /&gt;
[[Layonara]] has a unique system, where Duelists, Fighters, [[Paladins]], and Weapon Masters can title their weapons. A player must use the [[Object Editing System|quill and ink]], which can be bought from an NPC vendor, just like they would on a parchment, and type &amp;lt;code&amp;gt;~~title Weapon Name&amp;lt;/code&amp;gt;. Detailed instructions on using the quill and ink can be found by examining the the quill&#039;s item description in game.&lt;br /&gt;
&lt;br /&gt;
When one of the [[classes]] listed wields a titled weapon, they have a small chance to gain bonus [[Experience Table|experience]]. Another class can use a titled weapon, but only the listed ones will receive the bonus experience.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
* At this time, Weapon Titling only works with melee weapons.&lt;br /&gt;
* Weapon [[Customization]] cannot be done to a titled weapon, so make sure the weapon looks the way you want it to before it is titled.&lt;br /&gt;
* Placing a weapon inside an [[Oxen]] will remove the weapon title (just as doing so will remove all [[Item Enhancements]] from a weapon), so that it can be customized.&lt;br /&gt;
&lt;br /&gt;
[[Category:Layonara On NWN]]&lt;br /&gt;
[[Category:Game Systems]]&lt;br /&gt;
[[Category:CNR And Items]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Beginners_Guide_to_Layonara&amp;diff=13577</id>
		<title>Beginners Guide to Layonara</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Beginners_Guide_to_Layonara&amp;diff=13577"/>
		<updated>2023-07-09T20:43:41Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Worldly/Social Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is it. You&#039;ve found it. An online community of role players who play the game old-school, pen-and-paper style. &amp;amp;quot;But wait? I thought this was a video game,&amp;amp;quot; you say. Well it is. And it isn&#039;t. Or rather, it&#039;s ever so much more.&lt;br /&gt;
&lt;br /&gt;
[[Layonara]] is a place you come to create and explore stories in a sword-and-sorcery style fantasy world. And truly, that&#039;s the game: creating meaningful stories. The kind you&#039;d like to tell and retell over again. The kind of stories that excite you, appall you, make you giddy, and ultimately invoke every other emotion somewhere along the way.&lt;br /&gt;
&lt;br /&gt;
We&#039;re in the story-making business, and we&#039;ve got a job for you. We need you to make the hero, the villain, the innocent bystander, and the reluctant soldier. We need you to give these characters life and make them believable. We need you to make characters that are integral parts of the stories that envelop Layonara. And we need you to role play those characters.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width:50%&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==Tools to Create Our Stories==&lt;br /&gt;
The next big important thing you need to know about Layonara is that this is a text-based game. You will read and write, read and write some more, then a lot more, and by the time you&#039;ve made stories of your own here, you may discover your vocabulary has doubled in size. You&#039;ll probably be able to type a lot faster, too. Most of the writing takes place in game as dialogue between your character and another PC or NPC. And no, you don&#039;t need to be some sort of published novelist to have fun here. All you have to do is imagine what your character might say in a given situation, and that&#039;s what you write/type.&lt;br /&gt;
&lt;br /&gt;
We use several tools in order to create our stories, to field our words. They include the Layonara Website and Forums, Layonara&#039;s Discord server, and of course the multiplayer version of Bioware&#039;s Neverwinter Nights video game client. Let&#039;s chat a little about each:&lt;br /&gt;
&lt;br /&gt;
===The Layonara Website and Forums===&lt;br /&gt;
If your mind is where the story of your character starts for you, the Forums are where the story of your character starts for everyone else. Specifically, it starts with [[Character Submission]]. You can think of the character submission as a prelude or introduction to the first chapter of the character&#039;s life. Our Character Approvers will help you fit your character into the fabric of the world that is Layonara. In fact, this is where the game really begins. So take your time and dive into the finding out who your character is at the beginning of his/her life.&lt;br /&gt;
&lt;br /&gt;
Our website will help you learn about the places and people in Layonara. You can give your character a history in the world and that history will help shape the character. This will give you a frame of reference for future role play. While you learn about our world, consider these questions: Who are the parents? Why did your character decide to become an adventurer? Who trained them to swing a sword or tame their [[spellweaving]]?  These are the sorts of questions you want to consider when developing the first page or two of your character&#039;s story.&lt;br /&gt;
&lt;br /&gt;
The forums aren&#039;t just for character creation, though. You can create your own journal to chronicle your character&#039;s story in the Character Development forums. You&#039;ll find that for many ongoing events / stories / campaigns / organizations, a forum exists for IC interaction. Our community has found many creative ways to use this resource to both show their originality and to illustrate more about their characters. Tavern scenes, quest discoveries, research and just idle sharing are just a sampling of what takes place IC. In other words, a great deal of role play takes place on the Forums.&lt;br /&gt;
&lt;br /&gt;
===Neverwinter Nights===&lt;br /&gt;
Bioware&#039;s Neverwinter Nights (NWN) video game client provides a visual interface for the environment and character interactions, allowing for both a deeper sense of immersion in the world, as well as a means to play with people from around the world in real time. You will very quickly learn that the module is HUGE, with literally hundreds of areas to explore. Mostly, though, these areas serve as the backdrop for the ongoing stories in the world, from the Red [[Light]] [[goblin]] caves to Le&#039;tennodin&#039;s Tomb under the [[Thunder Peaks]]. Each place in Layonara has a history - some long, some short - and you will have a chance to leave your character&#039;s mark in that history.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve added dozens of systems to enrich the environment and role play. We&#039;ve also provided a massive source of information regarding the mechanics of Neverwinter Nights right here on the Wiki, from the [[Feats]] list to a Glossary of commonly used terms. Any questions you may have regarding game play on the Neverwinter Nights client can be posted in the Ask A Gamemaster forums, and someone from our team will reply within the day, if not a few minutes.&lt;br /&gt;
&lt;br /&gt;
===Discord===&lt;br /&gt;
Last but not least are the chat rooms of [https://discord.gg/YQRd5hB Discord]. You can use Discord to get real-time responses from players and GMs (Gamemasters) alike. This is especially handy when you can&#039;t load up the Neverwinter Nights client for whatever reason but you want to role play an interaction between player characters that doesn&#039;t require combat or NPCs. You simply [[emote]] and dialogue just as if you were in the game client. You can also get support for any other questions or issues you may have through Discord.&lt;br /&gt;
&lt;br /&gt;
==Terms and Methods Used==&lt;br /&gt;
Now that you know what tools you have to work with, let&#039;s talk about some of the terms and methods used in Layonara to create stories through role play. Layonara sees all kinds of players, from former/current PnP (pen-and-paper) players, to those that have only played video game RPGs (role-playing games), to those that have not played much or any of either. Maybe you [[haven]]&#039;t even played through the single player client of Neverwinter Nights. Or maybe you&#039;re wondering why you&#039;re even bothering to read this with the fifteen years of role playing you already have under your belt. Either way, Layonara is both for experienced players as well as people brand new to role playing, and we strive to utilize the mix of experience to teach the new players about story telling and role play in an interactive and safe environment. And if you haven&#039;t read the [[Role Players Guide to NWN]], you should.&lt;br /&gt;
&lt;br /&gt;
===The Gamemaster===&lt;br /&gt;
If you have any gaming experience at all, you have likely heard of the term GM, or Gamemaster (also called a DM, or Dungeonmaster). A Gamemaster is someone who plays the part of the world with which the player characters interact. Without a Gamemaster, the world would be a static, predictable, and rather boring place. The Gamemaster&#039;s job is to offer dynamic responses on behalf of the world, perhaps in the form of an NPC, to the words and deeds of the PCs. Here at Layonara, our GMs are integral parts of a Team that does more than just interact with players in the game, however. Our GMs act as administrators, designers, clerks, developers, and most spend time as players as well. On top of that, the GMs here also provide catalysts for the many stories created in Layonara. We call these GM-initiated stories Quests.&lt;br /&gt;
&lt;br /&gt;
===The PC===&lt;br /&gt;
The Player Character, or PC for short, is the character played by you. It&#039;s not just your avatar; it&#039;s an entity much like the character from a book, with quirks and emotion, ambition and history. In fact, it&#039;s not you at all, but rather an entity controlled and given life by you, and while that inherently means at least some of who you are will be infused in your characters, your PC should not be you turned into a pointy-eared archer. When playing your PC, try to imagine what someone with your character&#039;s personality and background would do in response to a given situation; don&#039;t just have your PC do what you would do.&lt;br /&gt;
&lt;br /&gt;
===The NPC===&lt;br /&gt;
The Non-player Character, or NPC for short, is every other entity with some level of [[intelligence]] that roams around the world and in some way interacts with the PCs. NPCs are always present and outnumber the PCs a million to one. NPCs are as unique in personality and goals as any PC might be, so don&#039;t just assume they will respond favorably or predictably to your PCs actions. NPCs are usually given life by GMs, as they are part of the world that the GM represents, part of the world with which your PC interacts. The king whose castle you defended is an NPC, and so is the yawning cat who won&#039;t stop sneaking into your PCs house at night.&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
Quests are the bread and butter of Layonara. The most intense action, the most heart wrenching tragedies, the absolutely hilarious moments, and the most world-changing actions occur during quests. In many ways, the whole game of Layonara is centered around quests, and those things that are done outside of quests often happen solely to affect something happening or something that will happen on a quest. So what exactly is a quest? A quest is a story centered around a given conflict. A GM provides the conflict as the catalyst for the story, and it is through resolving this conflict that the story unfolds. The unique characters involved, PCs and NPCs alike, determine the course of action that leads to the resolution. Quests are therefore dynamic and fluid, meaning that the end of the story is not determined from the beginning, but rather through the overall set of choices made by the participating group of PCs. The best quests present you and your character with tough choices that challenge who the character believes he/she is and who you believe your character to be.&lt;br /&gt;
&lt;br /&gt;
You can find new and ongoing quest series on the GM Calendar. Note the start time, as we have GMs from around the world, and what may be 10:00 (10AM) for him/her could be 4:00 (4AM) for you. Also, players are granted experience (XP) simply for participating in quests. The experience granted is based on level (a standard amount) and participation (subjective according to the GMs observation of your role play). This means that regular participation in quests guarantees character advancement in worldly recognition, in mechanical ability and level, and in personal goals. Quests typically last anywhere from two to five hours, with the average being somewhere closer to four hours. Most players schedule to be part of one or two quests a week.&lt;br /&gt;
&lt;br /&gt;
A particularly long series of quests is often referred to as a Campaign. Campaigns usually last for at least a year, and tell an over-arching story in an episodic manner via the quests. Playing a campaign quest on a weekly basis can be compared to watching your favorite television series each week, except that you get to make a difference in how the story goes.&lt;br /&gt;
&lt;br /&gt;
==Character Advancement==&lt;br /&gt;
Through interactions and experiences in the world, your character will find himself/herself advancing. There are several manners in which your character may advance, and you&#039;ll find that the most enjoyment comes from the natural sort of progression that occurs as you take your time in developing the story of your character rather than spending hours killing the same set of monsters over and over again. I mentioned earlier that this is a text-based game, and I have also reiterated that this game is about story creation. As such, it is not a game you can win or lose in the traditional sense. Yes, your character may defeat a monster, survive a grueling adventure, or rescue the damsel in distress, all of which might be labeled as &amp;quot;wins,&amp;quot; but the story of Layonara doesn&#039;t end there. The world of Layonara is ongoing, and keeps moving and changing regardless of whether or not your character is in it or doing anything. In other words, this is not a game that you can &amp;quot;beat.&amp;quot; There is no last level, no final boss that once defeated makes the world perfect. Layonara is a complicated world with thousands of factions and beliefs, not unlike our own. In fact, sometimes &amp;quot;losing&amp;quot; can be as much fun as winning when it comes to making an interesting and meaningful story. That said, let&#039;s outline some basic manners of advancement.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Advancement===&lt;br /&gt;
Mechanical advancement is likely the manner of advancement with which you are most familiar. It is represented by your character increasing in measured [[abilities]] and skills, such as [[strength]] or lock-picking. NWN handles this via the 3rd edition [[Dungeons &amp;amp; Dragons]] (DnD) style of advancement, which includes growing in &amp;quot;levels&amp;quot; based on numerical experience point (XP) ceilings. Each new level your character reaches provides some manner of mechanical benefit, primarily based on the class/type of character he/she is. A [[fighter]] will gain more fighting skills, a [[wizard]] will gain more magic, and so on. One very important thing to note is that while mechanical advancement often comes as part of advancing your character&#039;s personal goals or advancing his/her position in society, gaining mechanical advancement does not also include gaining character or worldly advancement. What this means is that your mechanical level is not necessarily indicative of your character&#039;s rank in society or any amount of personal growth. For example, a 10th level character may be the mayor of a city, while a 40th level character might hardly be known in the world. When the Queen shows up in the city, she&#039;s going to visit with the 10 level Mayor, even though the 40th level character has mechanical abilities and skills that far outclass the 10th level character. If you want to be the ultimate warrior, you will eventually want to peak out mechanically, but if you want anyone to care that you&#039;re the ultimate warrior, you will want to spend more time developing who your character is and interacting with the world.&lt;br /&gt;
&lt;br /&gt;
===Personal Advancement===&lt;br /&gt;
Also referred to as character development, this is represented by the beliefs, relationships, personality, and decisions of your character throughout his/her story. Choosing to join one kingdom over another, falling in love with the farmer&#039;s daughter, or having a mental breakdown after the loss of a dear friend are all examples of personal advancement. These are the moments that shape the life of your character. These are the meaningful moments that make role play and this style of game so appealing, the same kind of appeal that draws you to your favorite book or movie.&lt;br /&gt;
&lt;br /&gt;
===Worldly/Social Advancement===&lt;br /&gt;
This kind of advancement has to do with one&#039;s position in the world, and often involves one&#039;s social status. If personal advancement has to do with how your character views himself/herself, then worldly advancement has to do with how the world (and all its various societies) views your character. How much political power your character wields, how well known he/she is, and the kind of respect your character engenders are all aspects of worldly advancement. A few examples of worldly advancement include becoming the captain of a ship, becoming the second-most famous pie-maker in the city, and founding a local merchant guild. You will definitively find some overlap of personal and worldly advancement on occasion, as that personal decision to betray the Queen and join the side of the [[dragon]] because the Queen did not return your affection (personal advancement) may have just landed you on the top of the most wanted criminal&#039;s list (worldly advancement).&lt;br /&gt;
&lt;br /&gt;
You may already be able to see this, but the kind of mark your character leaves on the world primarily has to do with the latter two manners of advancement mentioned above, personal and worldly advancement. However, sometimes one can&#039;t complete his/her personal and political goals without some level of mechanical advancement, whether that be advancing one&#039;s swordplay or developing better techniques to search for hidden objects. Quests provide the opportunity to gain advancement on all accounts, and at a balanced speed, so that you don&#039;t end up having the 30th level character that only five people in the world, PC or NPC, actually know.&lt;br /&gt;
&lt;br /&gt;
==Wrap Up==&lt;br /&gt;
That about sums it up! The Game of Layonara in a nutshell. The rest is a wild ride of danger, intrigue, magic, and mystery. Create your own character and help us write the story of Layonara. We guarantee you the memories made playing here will be unforgettable.&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Beginners_Guide_to_Layonara&amp;diff=13576</id>
		<title>Beginners Guide to Layonara</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Beginners_Guide_to_Layonara&amp;diff=13576"/>
		<updated>2023-07-09T20:41:13Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Character Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is it. You&#039;ve found it. An online community of role players who play the game old-school, pen-and-paper style. &amp;amp;quot;But wait? I thought this was a video game,&amp;amp;quot; you say. Well it is. And it isn&#039;t. Or rather, it&#039;s ever so much more.&lt;br /&gt;
&lt;br /&gt;
[[Layonara]] is a place you come to create and explore stories in a sword-and-sorcery style fantasy world. And truly, that&#039;s the game: creating meaningful stories. The kind you&#039;d like to tell and retell over again. The kind of stories that excite you, appall you, make you giddy, and ultimately invoke every other emotion somewhere along the way.&lt;br /&gt;
&lt;br /&gt;
We&#039;re in the story-making business, and we&#039;ve got a job for you. We need you to make the hero, the villain, the innocent bystander, and the reluctant soldier. We need you to give these characters life and make them believable. We need you to make characters that are integral parts of the stories that envelop Layonara. And we need you to role play those characters.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width:50%&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==Tools to Create Our Stories==&lt;br /&gt;
The next big important thing you need to know about Layonara is that this is a text-based game. You will read and write, read and write some more, then a lot more, and by the time you&#039;ve made stories of your own here, you may discover your vocabulary has doubled in size. You&#039;ll probably be able to type a lot faster, too. Most of the writing takes place in game as dialogue between your character and another PC or NPC. And no, you don&#039;t need to be some sort of published novelist to have fun here. All you have to do is imagine what your character might say in a given situation, and that&#039;s what you write/type.&lt;br /&gt;
&lt;br /&gt;
We use several tools in order to create our stories, to field our words. They include the Layonara Website and Forums, Layonara&#039;s Discord server, and of course the multiplayer version of Bioware&#039;s Neverwinter Nights video game client. Let&#039;s chat a little about each:&lt;br /&gt;
&lt;br /&gt;
===The Layonara Website and Forums===&lt;br /&gt;
If your mind is where the story of your character starts for you, the Forums are where the story of your character starts for everyone else. Specifically, it starts with [[Character Submission]]. You can think of the character submission as a prelude or introduction to the first chapter of the character&#039;s life. Our Character Approvers will help you fit your character into the fabric of the world that is Layonara. In fact, this is where the game really begins. So take your time and dive into the finding out who your character is at the beginning of his/her life.&lt;br /&gt;
&lt;br /&gt;
Our website will help you learn about the places and people in Layonara. You can give your character a history in the world and that history will help shape the character. This will give you a frame of reference for future role play. While you learn about our world, consider these questions: Who are the parents? Why did your character decide to become an adventurer? Who trained them to swing a sword or tame their [[spellweaving]]?  These are the sorts of questions you want to consider when developing the first page or two of your character&#039;s story.&lt;br /&gt;
&lt;br /&gt;
The forums aren&#039;t just for character creation, though. You can create your own journal to chronicle your character&#039;s story in the Character Development forums. You&#039;ll find that for many ongoing events / stories / campaigns / organizations, a forum exists for IC interaction. Our community has found many creative ways to use this resource to both show their originality and to illustrate more about their characters. Tavern scenes, quest discoveries, research and just idle sharing are just a sampling of what takes place IC. In other words, a great deal of role play takes place on the Forums.&lt;br /&gt;
&lt;br /&gt;
===Neverwinter Nights===&lt;br /&gt;
Bioware&#039;s Neverwinter Nights (NWN) video game client provides a visual interface for the environment and character interactions, allowing for both a deeper sense of immersion in the world, as well as a means to play with people from around the world in real time. You will very quickly learn that the module is HUGE, with literally hundreds of areas to explore. Mostly, though, these areas serve as the backdrop for the ongoing stories in the world, from the Red [[Light]] [[goblin]] caves to Le&#039;tennodin&#039;s Tomb under the [[Thunder Peaks]]. Each place in Layonara has a history - some long, some short - and you will have a chance to leave your character&#039;s mark in that history.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve added dozens of systems to enrich the environment and role play. We&#039;ve also provided a massive source of information regarding the mechanics of Neverwinter Nights right here on the Wiki, from the [[Feats]] list to a Glossary of commonly used terms. Any questions you may have regarding game play on the Neverwinter Nights client can be posted in the Ask A Gamemaster forums, and someone from our team will reply within the day, if not a few minutes.&lt;br /&gt;
&lt;br /&gt;
===Discord===&lt;br /&gt;
Last but not least are the chat rooms of [https://discord.gg/YQRd5hB Discord]. You can use Discord to get real-time responses from players and GMs (Gamemasters) alike. This is especially handy when you can&#039;t load up the Neverwinter Nights client for whatever reason but you want to role play an interaction between player characters that doesn&#039;t require combat or NPCs. You simply [[emote]] and dialogue just as if you were in the game client. You can also get support for any other questions or issues you may have through Discord.&lt;br /&gt;
&lt;br /&gt;
==Terms and Methods Used==&lt;br /&gt;
Now that you know what tools you have to work with, let&#039;s talk about some of the terms and methods used in Layonara to create stories through role play. Layonara sees all kinds of players, from former/current PnP (pen-and-paper) players, to those that have only played video game RPGs (role-playing games), to those that have not played much or any of either. Maybe you [[haven]]&#039;t even played through the single player client of Neverwinter Nights. Or maybe you&#039;re wondering why you&#039;re even bothering to read this with the fifteen years of role playing you already have under your belt. Either way, Layonara is both for experienced players as well as people brand new to role playing, and we strive to utilize the mix of experience to teach the new players about story telling and role play in an interactive and safe environment. And if you haven&#039;t read the [[Role Players Guide to NWN]], you should.&lt;br /&gt;
&lt;br /&gt;
===The Gamemaster===&lt;br /&gt;
If you have any gaming experience at all, you have likely heard of the term GM, or Gamemaster (also called a DM, or Dungeonmaster). A Gamemaster is someone who plays the part of the world with which the player characters interact. Without a Gamemaster, the world would be a static, predictable, and rather boring place. The Gamemaster&#039;s job is to offer dynamic responses on behalf of the world, perhaps in the form of an NPC, to the words and deeds of the PCs. Here at Layonara, our GMs are integral parts of a Team that does more than just interact with players in the game, however. Our GMs act as administrators, designers, clerks, developers, and most spend time as players as well. On top of that, the GMs here also provide catalysts for the many stories created in Layonara. We call these GM-initiated stories Quests.&lt;br /&gt;
&lt;br /&gt;
===The PC===&lt;br /&gt;
The Player Character, or PC for short, is the character played by you. It&#039;s not just your avatar; it&#039;s an entity much like the character from a book, with quirks and emotion, ambition and history. In fact, it&#039;s not you at all, but rather an entity controlled and given life by you, and while that inherently means at least some of who you are will be infused in your characters, your PC should not be you turned into a pointy-eared archer. When playing your PC, try to imagine what someone with your character&#039;s personality and background would do in response to a given situation; don&#039;t just have your PC do what you would do.&lt;br /&gt;
&lt;br /&gt;
===The NPC===&lt;br /&gt;
The Non-player Character, or NPC for short, is every other entity with some level of [[intelligence]] that roams around the world and in some way interacts with the PCs. NPCs are always present and outnumber the PCs a million to one. NPCs are as unique in personality and goals as any PC might be, so don&#039;t just assume they will respond favorably or predictably to your PCs actions. NPCs are usually given life by GMs, as they are part of the world that the GM represents, part of the world with which your PC interacts. The king whose castle you defended is an NPC, and so is the yawning cat who won&#039;t stop sneaking into your PCs house at night.&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
Quests are the bread and butter of Layonara. The most intense action, the most heart wrenching tragedies, the absolutely hilarious moments, and the most world-changing actions occur during quests. In many ways, the whole game of Layonara is centered around quests, and those things that are done outside of quests often happen solely to affect something happening or something that will happen on a quest. So what exactly is a quest? A quest is a story centered around a given conflict. A GM provides the conflict as the catalyst for the story, and it is through resolving this conflict that the story unfolds. The unique characters involved, PCs and NPCs alike, determine the course of action that leads to the resolution. Quests are therefore dynamic and fluid, meaning that the end of the story is not determined from the beginning, but rather through the overall set of choices made by the participating group of PCs. The best quests present you and your character with tough choices that challenge who the character believes he/she is and who you believe your character to be.&lt;br /&gt;
&lt;br /&gt;
You can find new and ongoing quest series on the GM Calendar. Note the start time, as we have GMs from around the world, and what may be 10:00 (10AM) for him/her could be 4:00 (4AM) for you. Also, players are granted experience (XP) simply for participating in quests. The experience granted is based on level (a standard amount) and participation (subjective according to the GMs observation of your role play). This means that regular participation in quests guarantees character advancement in worldly recognition, in mechanical ability and level, and in personal goals. Quests typically last anywhere from two to five hours, with the average being somewhere closer to four hours. Most players schedule to be part of one or two quests a week.&lt;br /&gt;
&lt;br /&gt;
A particularly long series of quests is often referred to as a Campaign. Campaigns usually last for at least a year, and tell an over-arching story in an episodic manner via the quests. Playing a campaign quest on a weekly basis can be compared to watching your favorite television series each week, except that you get to make a difference in how the story goes.&lt;br /&gt;
&lt;br /&gt;
==Character Advancement==&lt;br /&gt;
Through interactions and experiences in the world, your character will find himself/herself advancing. There are several manners in which your character may advance, and you&#039;ll find that the most enjoyment comes from the natural sort of progression that occurs as you take your time in developing the story of your character rather than spending hours killing the same set of monsters over and over again. I mentioned earlier that this is a text-based game, and I have also reiterated that this game is about story creation. As such, it is not a game you can win or lose in the traditional sense. Yes, your character may defeat a monster, survive a grueling adventure, or rescue the damsel in distress, all of which might be labeled as &amp;quot;wins,&amp;quot; but the story of Layonara doesn&#039;t end there. The world of Layonara is ongoing, and keeps moving and changing regardless of whether or not your character is in it or doing anything. In other words, this is not a game that you can &amp;quot;beat.&amp;quot; There is no last level, no final boss that once defeated makes the world perfect. Layonara is a complicated world with thousands of factions and beliefs, not unlike our own. In fact, sometimes &amp;quot;losing&amp;quot; can be as much fun as winning when it comes to making an interesting and meaningful story. That said, let&#039;s outline some basic manners of advancement.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Advancement===&lt;br /&gt;
Mechanical advancement is likely the manner of advancement with which you are most familiar. It is represented by your character increasing in measured [[abilities]] and skills, such as [[strength]] or lock-picking. NWN handles this via the 3rd edition [[Dungeons &amp;amp; Dragons]] (DnD) style of advancement, which includes growing in &amp;quot;levels&amp;quot; based on numerical experience point (XP) ceilings. Each new level your character reaches provides some manner of mechanical benefit, primarily based on the class/type of character he/she is. A [[fighter]] will gain more fighting skills, a [[wizard]] will gain more magic, and so on. One very important thing to note is that while mechanical advancement often comes as part of advancing your character&#039;s personal goals or advancing his/her position in society, gaining mechanical advancement does not also include gaining character or worldly advancement. What this means is that your mechanical level is not necessarily indicative of your character&#039;s rank in society or any amount of personal growth. For example, a 10th level character may be the mayor of a city, while a 40th level character might hardly be known in the world. When the Queen shows up in the city, she&#039;s going to visit with the 10 level Mayor, even though the 40th level character has mechanical abilities and skills that far outclass the 10th level character. If you want to be the ultimate warrior, you will eventually want to peak out mechanically, but if you want anyone to care that you&#039;re the ultimate warrior, you will want to spend more time developing who your character is and interacting with the world.&lt;br /&gt;
&lt;br /&gt;
===Personal Advancement===&lt;br /&gt;
Also referred to as character development, this is represented by the beliefs, relationships, personality, and decisions of your character throughout his/her story. Choosing to join one kingdom over another, falling in love with the farmer&#039;s daughter, or having a mental breakdown after the loss of a dear friend are all examples of personal advancement. These are the moments that shape the life of your character. These are the meaningful moments that make role play and this style of game so appealing, the same kind of appeal that draws you to your favorite book or movie.&lt;br /&gt;
&lt;br /&gt;
===Worldly/Social Advancement===&lt;br /&gt;
This kind of advancement has to do with one&#039;s position in the world, and often involves one&#039;s social status. If character advancement has to do with how your character views himself/herself, then worldly advancement has to do with how the world (and all its various societies) views your character. How much political power your character wields, how well known he/she is, and the kind of respect your character engenders are all aspects of worldly advancement. A few examples of worldly advancement include becoming the captain of a ship, becoming the second-most famous pie-maker in the city, and founding a local merchant guild. You will definitively find some overlap of character and worldly advancement on occasion, as that personal decision to betray the Queen and join the side of the [[dragon]] because the Queen did not return your affection (character advancement) may have just landed you on the top of the most wanted criminal&#039;s list (worldly advancement).&lt;br /&gt;
&lt;br /&gt;
You may already be able to see this, but the kind of mark your character leaves on the world primarily has to do with the latter two manners of advancement mentioned above, character and worldly advancement. However, sometimes one can&#039;t complete his/her personal and political goals without some level of mechanical advancement, whether that be advancing one&#039;s swordplay or developing better techniques to search for hidden objects. Quests provide the opportunity to gain advancement on all accounts, and at a balanced speed, so that you don&#039;t end up having the 30th level character that only five people in the world, PC or NPC, actually know.&lt;br /&gt;
&lt;br /&gt;
==Wrap Up==&lt;br /&gt;
That about sums it up! The Game of Layonara in a nutshell. The rest is a wild ride of danger, intrigue, magic, and mystery. Create your own character and help us write the story of Layonara. We guarantee you the memories made playing here will be unforgettable.&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Nesar&amp;diff=13575</id>
		<title>Nesar</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Nesar&amp;diff=13575"/>
		<updated>2023-07-04T15:59:41Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: Fixed a name and deleted extraneous symbols&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disclaimer: this text is not entirely finished and subject to change&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Location&amp;lt;/span&amp;gt;: Southern [[Belinara]]&lt;br /&gt;
* &amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Capital City&amp;lt;/span&amp;gt;: [[Arnax]], &amp;amp;quot;city of screams&amp;amp;quot;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Population&amp;lt;/span&amp;gt;: 135,000 -81% [[Human]], 5% [[Dwarf]], 3% Giant, 3% Orc, 3% Fiendish, 2% [[Brokanian]], 1%, Elf, 1% [[Dark Elf]], 1% [[Undead]]&lt;br /&gt;
* &amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Size&amp;lt;/span&amp;gt;: TBD&lt;br /&gt;
* &amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Alignment&amp;lt;/span&amp;gt;: NE&lt;br /&gt;
* &amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Current Ruler&amp;lt;/span&amp;gt;: Queen Louise Maillard, Prince Alphonse Maillard - De Liz&lt;br /&gt;
* &amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Founder&amp;lt;/span&amp;gt;: Francois de la Fleur&lt;br /&gt;
* &amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Date of Founding&amp;lt;/span&amp;gt;: Somewhere in the 700s a few centuries after Belinara was first colonized. Its sphere of influence grew north from Arnax&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;History&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
Nesar is one of the older [[realms]] and has always had close ties to the church of [[Corath]]. Its founder, Francois de la Fleur, is even rumored to have been a high ranking clergyman.&lt;br /&gt;
&lt;br /&gt;
Some say the Maillards collaborated with [[Xandrial]] and Bloodstone, others say they were forced to aid or die. Likely, it was a combination of both, and their affiliation with the Church of Corath probably helped them stay in power, even during the occupation.&lt;br /&gt;
&lt;br /&gt;
When Bloodstone was defeated, the then King Vincent Maillard died in the explosion that destroyed [[Sinthar Bloodstone]]&#039;s stronghold.&lt;br /&gt;
&lt;br /&gt;
His only child, Louise Maillard became Queen of Nesar at the age of 15 and married Alphonse de Liz ten years later. He had to adopt her last name and became Prince of Nesar.&lt;br /&gt;
&lt;br /&gt;
The realm is large, and rich in resources in the various hills and the Cloven Mountains. Nesar also has many fertile plains, like the Landais Plains, the area around [[the Deep]] Pools, and the southern part of the realm from Arnax to Fort Thunder.&lt;br /&gt;
&lt;br /&gt;
The Maillards rule through a combination of [[fear]] and [[strength]]. Their subjects are generally happy, as the realm&#039;s richness in resources and food ensure they do not often want for more.&lt;br /&gt;
&lt;br /&gt;
Families in Nesar are generally large, as every firstborn needs to report to Arnax at the age of 16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Policies&amp;lt;/span&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Slavery is legal here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;UNDERSCORE&amp;quot;&amp;gt;Current State of Affairs&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
Nesar has bad relations with many other nations due to its open support for the church of Corath. It was however, willing to assist in the founding of the [[Hilm Protectorate]] as that was beneficial to them.&lt;br /&gt;
&lt;br /&gt;
Because of the many resources available to them, they can afford to have bad relations, as they are mostly self-sufficient and do not have to rely on trade.&lt;br /&gt;
&lt;br /&gt;
In more recent days, they struck a deal with what is commonly known as The Green [[Dragon]] Cult and allowed their expeditionary fleet to set sail out of Arnax.&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Classes&amp;diff=13571</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Classes&amp;diff=13571"/>
		<updated>2022-05-01T13:42:29Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Prestige Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section contains complete [[Layonara]] specific descriptions of class [[abilities]] and [[feats]], and the rules for attaining and playing those classes that have restrictions or guidelines. Classes that have restrictions or special requirements will have a &amp;amp;quot;class quickmenu&amp;amp;quot; in the upper and lower right of their class pages. If the class you are planning to play has a class quickmenu be sure to see all the pages linked through it.&lt;br /&gt;
&lt;br /&gt;
Some class descriptions used may be from the NWN documentation. [[Prestige Class Submission Requirements]] displays a list of the requirements for Prestige Class (PrC) approval. For instance, which classes require CDQs.&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
* [[Barbarian]]&lt;br /&gt;
* [[Bard]]&lt;br /&gt;
* [[Cleric]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Monk]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
* [[Ranger]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
* [[Sorcerer]]&lt;br /&gt;
* [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
* [[Agent of the Realm]]&lt;br /&gt;
* [[Arcane Archer]]&lt;br /&gt;
* [[Assassin]]&lt;br /&gt;
* [[Battlerager]]&lt;br /&gt;
* [[Bear Warrior]]&lt;br /&gt;
* [[Champions]]&lt;br /&gt;
* [[Duelist]]&lt;br /&gt;
* [[Dwarven Defender]]&lt;br /&gt;
* [[Knight]]&lt;br /&gt;
* [[Pale Master]]&lt;br /&gt;
* [[Path of Elemental Balance]]&lt;br /&gt;
* [[Red Dragon Disciple]]&lt;br /&gt;
* [[Sacred Fist]]&lt;br /&gt;
* [[Shifter]]&lt;br /&gt;
* [[Skald]]&lt;br /&gt;
* [[Shadowdancer]]&lt;br /&gt;
* [[Spellsword]]&lt;br /&gt;
* [[Undead Slayer]]&lt;br /&gt;
* [[Weapon Master]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Classes&amp;diff=13570</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Classes&amp;diff=13570"/>
		<updated>2022-05-01T13:41:50Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Prestige Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section contains complete [[Layonara]] specific descriptions of class [[abilities]] and [[feats]], and the rules for attaining and playing those classes that have restrictions or guidelines. Classes that have restrictions or special requirements will have a &amp;amp;quot;class quickmenu&amp;amp;quot; in the upper and lower right of their class pages. If the class you are planning to play has a class quickmenu be sure to see all the pages linked through it.&lt;br /&gt;
&lt;br /&gt;
Some class descriptions used may be from the NWN documentation. [[Prestige Class Submission Requirements]] displays a list of the requirements for Prestige Class (PrC) approval. For instance, which classes require CDQs.&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
* [[Barbarian]]&lt;br /&gt;
* [[Bard]]&lt;br /&gt;
* [[Cleric]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Monk]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
* [[Ranger]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
* [[Sorcerer]]&lt;br /&gt;
* [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
* [[Agent of the Realm]]&lt;br /&gt;
* [[Arcane Archer]]&lt;br /&gt;
* [[Assassin]]&lt;br /&gt;
* [[Battlerager]]&lt;br /&gt;
* [[Bear Warrior]]&lt;br /&gt;
* [[Champions]]&lt;br /&gt;
* [[Duelist]]&lt;br /&gt;
* [[Dwarven Defender]]&lt;br /&gt;
* [[Knight]]&lt;br /&gt;
* [[Pale Master]]&lt;br /&gt;
* [[Path of Elemental Balance]]&lt;br /&gt;
* [[Red Dragon Disciple]]&lt;br /&gt;
* [[Sacred Fist]]&lt;br /&gt;
* [[Shifter]]&lt;br /&gt;
* [[Skald]]&lt;br /&gt;
* [[Shadowdancer]]&lt;br /&gt;
* [[Spellsword]]&lt;br /&gt;
* [[Undead Slayer]]&lt;br /&gt;
* [[Weaponmaster]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=NPC_and_Chests&amp;diff=13569</id>
		<title>NPC and Chests</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=NPC_and_Chests&amp;diff=13569"/>
		<updated>2021-02-27T17:28:22Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one takes a little imagination and RP to pull off but we can (and will) enhance the system with player input. We need the input to be well thought out and not exploitive in order to be implemented properly.&lt;br /&gt;
&lt;br /&gt;
Characters are able to purchase a quest creation scroll (not a part of the [[Buried Treasure|buried treasure]] chest system) that creates a chest, an NPC, or both. The character can then walk anywhere in the world and use the scroll at any location.&lt;br /&gt;
&lt;br /&gt;
Use of the scroll can create an NPC (male or female) of any race (not subrace) at that location. The NPC has a conversation that allows the owner to name the NPC. It is up to the quest giver to RP the name and why the NPC is in that location. It is up to the PC that is questing to RP the name and why they are seeking that NPC. This systems has the potential to be a very cool system so long as we can do things that can not be exploited, player feedback is appreciated.&lt;br /&gt;
&lt;br /&gt;
Use of the scroll can create a chest at the feet of the PC that uses the deed. At that time the PC is able to choose an item to be in the chest. This not a part of the buried chest system. The chest does not disappear and anybody is able to find the chest, not just the character that is questing for the chest. This is important to understand, anybody can find either the NPC or the chest with this system. Once a character finds the chest they can retrieve the three items as either a reward or to bring them back to the quest giver or follow the instructions of whatever the quest giver handed out.&lt;br /&gt;
&lt;br /&gt;
Note: The NPC and chest are NOT persistent across server restarts. Anything placed in the chest will be lost on a server restart. As such you should not place valuable items in the chest; they will not be replaced if something is lost. Also of note any character on the server could loot the chest or find the NPC, they do not disappear.&lt;br /&gt;
&lt;br /&gt;
This is part of a player driven quest system. But we need your input and help to flesh it out.&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Races&amp;diff=10039</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Races&amp;diff=10039"/>
		<updated>2019-06-04T23:11:13Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Race&amp;quot; in Layonara refers to the humanoid species to which the player&#039;s character belongs. Every race has its advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
The current list of playable races are as follows:&lt;br /&gt;
&lt;br /&gt;
[[Brownie]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Dwarf]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Elf]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Gnome]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Goblin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Halfling]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Human]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Orc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Wemics]]&lt;br /&gt;
&lt;br /&gt;
Not all races are available for character creation at any given time. Please see the [[NWN_Character_Submission_Questionnaire]] for information regarding which races are allowed for your current submission.&lt;br /&gt;
&lt;br /&gt;
Some races have playable subraces, I.E. [[Dark Elves]]. See each race entry for further details.&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Races&amp;diff=10038</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Races&amp;diff=10038"/>
		<updated>2019-06-04T23:09:50Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Race is the species to which the player&#039;s character belongs. Every race has its advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
The current list of playable races are as follows:&lt;br /&gt;
&lt;br /&gt;
[[Brownie]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Dwarf]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Elf]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Gnome]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Goblin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Halfling]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Human]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Orc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Wemics]]&lt;br /&gt;
&lt;br /&gt;
Not all races are available for character creation at any given time. Please see the [[NWN_Character_Submission_Questionnaire]] for information regarding which races are allowed for your current submission.&lt;br /&gt;
&lt;br /&gt;
Some races have playable subraces, I.E. [[Dark Elves]]. See each race entry for further details.&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=NWN_Character_Submission_Questionnaire&amp;diff=10037</id>
		<title>NWN Character Submission Questionnaire</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=NWN_Character_Submission_Questionnaire&amp;diff=10037"/>
		<updated>2019-06-04T22:58:15Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: /* Character Race */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a guideline for preparing for your first and subsequent character submissions for [[Layonara]] on NWN.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Here is the stat block you can use to copy and paste if you wish to enter your character in the ideal format.&lt;br /&gt;
&lt;br /&gt;
 Name:&lt;br /&gt;
 Age:&lt;br /&gt;
 Class(es):&lt;br /&gt;
 Race:&lt;br /&gt;
 Subrace:&lt;br /&gt;
 Alignment:&lt;br /&gt;
 Deity:&lt;br /&gt;
 Domains (if cleric):&lt;br /&gt;
 Biography and Description:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max* width:50%&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
==Questionnaire==&lt;br /&gt;
===Character Name===&lt;br /&gt;
* What is your character&#039;s name?&lt;br /&gt;
* First or last names as well as pseudonyms in any combination are suitable.&lt;br /&gt;
* This must be the same name as you use when creating your character in* game.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that we cannot allow names that fall under copyright anywhere. When you submit here you become a part of the living breathing world. If you desire, characters can be written into lore through various worthy efforts. As such they must be originals down to the name.&lt;br /&gt;
&lt;br /&gt;
In the past we have allowed pun names but we would like to move away from that for the above stated reasons. If a character is given a name that is pun-y (I.E. Ima Lark) the reason for it should be justified in your biography for allowance. If you are going to go this route, definitely make it a true part of your character&#039;s roleplay and story.&lt;br /&gt;
&lt;br /&gt;
===Character Age===&lt;br /&gt;
* How old is your character at creation?&lt;br /&gt;
* For the current year please look at the top of the page, just beneath the Layonara logo.&lt;br /&gt;
* Please refer to the allowable starting ages at [[Ages By Race]].&lt;br /&gt;
&lt;br /&gt;
When your character starts play, how old are they? Take into consideration the time of development both behind and ahead of the character. If you choose to play a much wizened (older) character, make sure the story you develop includes plenty of the character&#039;s life until the start of adventuring.&lt;br /&gt;
&lt;br /&gt;
Our in game calendar can be accessed here to help you work out what dates you need.&lt;br /&gt;
&lt;br /&gt;
Ages can vary between [[races]]. Make certain to check out the age ranges for your race of choice and make sure you select an age that is at least the age of maturity/adulthood. We don&#039;t allow child characters at this time.&lt;br /&gt;
&lt;br /&gt;
Special note regarding [[human]] submissions:&lt;br /&gt;
Even though a human reaches physical maturity (adulthood) around the age of fifteen (15), the youngest playable age is eighteen (18). Your character submission will not be approved until the character&#039;s starting age is eighteen or older.&lt;br /&gt;
&lt;br /&gt;
===Character Class===&lt;br /&gt;
* What is your characters class?&lt;br /&gt;
* If multi-classing, please indicate the desired split between the [[classes]]. Make certain there is a minimum of five (5) levels in each class before level twenty (20).&lt;br /&gt;
* First time players are allowed the following classes: [[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Rogue]], [[Ranger]], [[Sorcerer]] and [[Wizard]].&lt;br /&gt;
&lt;br /&gt;
Class is an important aspect of character creation on Neverwinter Nights, but remember that “class” is an OOC mechanic to give the skill set you want for your character&#039;s path. For a fully developed character, think beyond the rigid nature of stereotypes.&lt;br /&gt;
&lt;br /&gt;
There are always key factors that go with skill sets such as: devotion of the greatest magnitude going along with divine classes, artistic ability with bards and magical inclination with mages. Perhaps the mage in question studies only at the behest of family and their real love is architecture. Perhaps the divinely inspired character carries a horrible secret kept between themselves and their deity, and perhaps the bard is forgetful. There as many ways to play a class as there are people in the world. Only you can bring that special twist that makes it unique.&lt;br /&gt;
====Druid Submissions====&lt;br /&gt;
All players that wish to play a [[druid]] must read and understand what it means to be a druid on Layonara. During the character submission a player must agree to the following at the end of their submission.&lt;br /&gt;
&lt;br /&gt;
I understand and agree to the objectives of being a druid in Layonara.&lt;br /&gt;
I understand and agree to the rules of achieving these objectives.&lt;br /&gt;
I understand the internal organizational structure of the [[druids]].&lt;br /&gt;
&lt;br /&gt;
The multiclassing of druids is subject to a few restrictions, please see [[NWN Restricted Multiclassing]] if you plan on playing a druid.&lt;br /&gt;
====Cleric, Paladin and Champion Submissions====&lt;br /&gt;
See [[Cleric Paladin and Champion Submissions]].&lt;br /&gt;
====Prestige Class Submission Requirements====&lt;br /&gt;
See [[Prestige Class Submission Requirements]].&lt;br /&gt;
===Character Race===&lt;br /&gt;
* What is your character&#039;s race?&lt;br /&gt;
* Half-races must be born on or before the year 1421.&lt;br /&gt;
* Exotic race ([[Goblins]], [[Orcs]], [[Wemics]], Brownies, [[Dark Elves]], [[Sea Elves]]) submissions are restricted by limited time availability for applications.&lt;br /&gt;
* First time players can play the following races: [[Elf]], [[Dwarf]], [[Halfling]], [[Human]] and [[Gnome]].&lt;br /&gt;
&lt;br /&gt;
===Character Subrace===&lt;br /&gt;
* If submitting a subrace, please ensure the biography fits the given lore for the race.&lt;br /&gt;
* [[Wemic]], [[Brownie]], [[Ghostwise Halflings]], [[Sea Elf]], [[Dark Elf]] or [[Goblin]] submissions will require substantial support as their basic circumstances of life differ greatly from the [[core]] races.&lt;br /&gt;
* First time players are not allowed a subrace at this time.&lt;br /&gt;
&lt;br /&gt;
===Character Gender===&lt;br /&gt;
* Does your character present as male or female?&lt;br /&gt;
&lt;br /&gt;
===Character Alignment===&lt;br /&gt;
* What is your character&#039;s alignment?&lt;br /&gt;
* First time players are allowed the following [[alignments]]: CG, NG, LG, LN and TN.&lt;br /&gt;
Alignment gives a guide on how your character can and will react to situations, especially stressful situations. Do they always tend to act with compassion at heart? Do they tend more toward a diplomatic solution? Perhaps they have a dark personality and tend to reflect solely on personal gain.&lt;br /&gt;
Layonara&#039;s alignments are based on the view point of the common person. For example most common people consider anything to do with [[poison]] (apart from curing it) to be [[evil]]. Make sure you look at your character from that view point and consider, what would the common person think of your character&#039;s actions?&lt;br /&gt;
For more information on Layonara and character alignments see [[NWN Character Alignment Rules]].&lt;br /&gt;
&lt;br /&gt;
===Deity Association===&lt;br /&gt;
* Does your character favor one god over all the others?&lt;br /&gt;
* A character is not required to associate with one particular deity. In fact most people on Layonara pay homage to multiple gods, depending on the situation.&lt;br /&gt;
* There is ample evidence for the existence of gods so although atheism is virtually impossible, apathy to the gods is possible.&lt;br /&gt;
&lt;br /&gt;
===Cleric Domain===&lt;br /&gt;
* If submitting a [[cleric]], please note the [[Deity Domains]] you will select upon character creation.&lt;br /&gt;
* Please make certain you read over your chosen deity carefully as domains are restricted and in some cases have special rules.&lt;br /&gt;
* This section isn&#039;t something you need to worry about as a first time player as [[clerics]] are considered heavy lore classes.&lt;br /&gt;
&lt;br /&gt;
===Character Birthplace===&lt;br /&gt;
* If appropriate, indicate where was your character born?&lt;br /&gt;
* If the character does not know, this is fine to skip or hint at as necessary.&lt;br /&gt;
* Please note that all submissions must originate on Layonara and not from other worlds, Pits or planes.&lt;br /&gt;
* Please refer to the map for ideas, but a general indication is also fine. Feel free to venture through our (ever expanding) write ups on locations for more information.&lt;br /&gt;
&lt;br /&gt;
===Character Biography===&lt;br /&gt;
* This can take any form that you wish, and can include as much or as little detail as you desire. The primary purpose of the biography is to convey a sense of the character as well as the past events that affect their current situation.&lt;br /&gt;
* This can include information about the character&#039;s parents and siblings, a brief history of any training they received, a chronicle of the character&#039;s travels, even traumas or triumphs that helped make the character in to the person they are, physically, mentally and emotionally.&lt;br /&gt;
* A novel is not necessary, but the biography should give an idea of how the character ended up as the rare person who becomes an adventurer.&lt;br /&gt;
* There are a few things we do not allow for lore reasons. Characters may not:&lt;br /&gt;
** have direct ties to gods, dragons or royalty of any kingdom.&lt;br /&gt;
** have direct contact between themselves and a deity (this includes visions or dreams provided by a deity, a deity walking the lands and visiting the player or their ancestors, physical markings by a deity or an agent, or gifts provided by a deity, or anything of this nature). A character is welcome to believe what they like as long as the player can acknowledge the actuality of the circumstances.&lt;br /&gt;
** have apparent powers beyond that of a level one (1) character. This can be rather tricky with characters who are intended to have a level split but try to keep in mind power level when addressing level splits.&lt;br /&gt;
===Extra Credit===&lt;br /&gt;
* An optional section can include anything else you want to describe about the character. (e.g. Height, Weight, etc..)&lt;br /&gt;
* Use this section to describe any unique or particular physical traits of your character.&lt;br /&gt;
* This can include the way they walk or talk, any scars or deformities, their hair and eye color, tattoos, or any objects that they obviously carry.&lt;br /&gt;
* This section should also reflect the character&#039;s physical attributes ([[strength]], [[dexterity]], [[constitution]] and [[charisma]] to some extent), as well as the choice of race.&lt;br /&gt;
* What is you character&#039;s personality?&lt;br /&gt;
* Are they friendly, private, quick of temper, thoughtful, etc...&lt;br /&gt;
* This section can help explain a character&#039;s alignment and mental attributes ([[intelligence]], [[wisdom]] and charisma to some extent).&lt;br /&gt;
* It should also reflect the choice of race for the character.&lt;br /&gt;
&lt;br /&gt;
===Final Notes===&lt;br /&gt;
If a character starts out with a story where by they might have received special treatment (extra money, influence from wealthy family lines etc) even if the story removes this, we need an OOC statement at the bottom of your application that [[states]] you acknowledge the character will receive no extra benefits.&lt;br /&gt;
Please make sure your alignment statements are completed if necessary.&lt;br /&gt;
Please make sure, for druids, clerics, [[paladins]] and certain PrCs, your commitment statements are completed.&lt;br /&gt;
If the character suffers from a mental condition such as schizophrenia or bipolar disorder (in description as these titles will not apply across the lore line) we have special considerations that the character approver will address with you.&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Races&amp;diff=10036</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Races&amp;diff=10036"/>
		<updated>2019-06-04T22:56:36Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Race is the species to which the player&#039;s character belongs. Every race has its advantages and disadvantages.&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Character_Age&amp;diff=10035</id>
		<title>Character Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Character_Age&amp;diff=10035"/>
		<updated>2019-06-04T22:54:39Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-How old is your character at creation?&amp;lt;br /&amp;gt;&lt;br /&gt;
-For the current year please look at the top of the page, just beneath the [[Layonara]] logo.&amp;lt;br /&amp;gt;&lt;br /&gt;
-Please refer to the allowable starting ages [[Ages_By_Race]].&lt;br /&gt;
&lt;br /&gt;
When your character starts play, how old are they? Take into consideration the time of development both behind and ahead of the character. If you choose to play a much wizened (older) character, make sure the story you develop includes plenty of the character&#039;s life until the start of adventuring.&lt;br /&gt;
&lt;br /&gt;
Our in game calendar can be accessed here to help you work out what dates you need.&lt;br /&gt;
&lt;br /&gt;
Ages can vary between [[races]]. Make certain to check out the age ranges for your race of choice and make sure you select an age that is at least the age of maturity/adulthood. We don&#039;t allow child characters at this time.&lt;br /&gt;
&lt;br /&gt;
====== Special note regarding human submissions: ======&lt;br /&gt;
&lt;br /&gt;
Even though a [[human]] reaches physical maturity (adulthood) around the age of fifteen (15), the youngest playable age is eighteen (18). Your character submission will not be approved until the character&#039;s starting age is eighteen or older.&lt;br /&gt;
&lt;br /&gt;
 &lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Character_Age&amp;diff=10034</id>
		<title>Character Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Character_Age&amp;diff=10034"/>
		<updated>2019-06-04T22:53:52Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-How old is your character at creation?&amp;lt;br /&amp;gt;&lt;br /&gt;
-For the current year please look at the top of the page, just beneath the [[Layonara]] logo.&amp;lt;br /&amp;gt;&lt;br /&gt;
-Please refer to the allowable starting ages [https://wiki.layonara.com/wiki/Ages_By_Race].&lt;br /&gt;
&lt;br /&gt;
When your character starts play, how old are they? Take into consideration the time of development both behind and ahead of the character. If you choose to play a much wizened (older) character, make sure the story you develop includes plenty of the character&#039;s life until the start of adventuring.&lt;br /&gt;
&lt;br /&gt;
Our in game calendar can be accessed here to help you work out what dates you need.&lt;br /&gt;
&lt;br /&gt;
Ages can vary between [[races]]. Make certain to check out the age ranges for your race of choice and make sure you select an age that is at least the age of maturity/adulthood. We don&#039;t allow child characters at this time.&lt;br /&gt;
&lt;br /&gt;
====== Special note regarding human submissions: ======&lt;br /&gt;
&lt;br /&gt;
Even though a [[human]] reaches physical maturity (adulthood) around the age of fifteen (15), the youngest playable age is eighteen (18). Your character submission will not be approved until the character&#039;s starting age is eighteen or older.&lt;br /&gt;
&lt;br /&gt;
 &lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
	<entry>
		<id>https://wiki.layonara.com/index.php?title=Fishing&amp;diff=9863</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://wiki.layonara.com/index.php?title=Fishing&amp;diff=9863"/>
		<updated>2019-06-03T17:53:47Z</updated>

		<summary type="html">&lt;p&gt;Miltonyorkcastle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;quot;Just like that,&amp;amp;quot; the man tells his daughter, watching avidly as she struggles with the knot. &amp;amp;quot;Tie the line onto the rod ... nice and tight now. Yes, that&#039;s right, and now the bait. Got it? Good. Now bend your arm back and cast, nice and easy. And now we wait for the hungry little devils to come to us!&amp;amp;quot; he says, grinning.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;quot;Ah, is there anything like it? The sun on your back, the wind in the trees and a lake full of plump ol&#039; trout nibbling at your hook. Nothing better. I tell you, it doesn&#039;t get any better than this. Some folks prefer a bow and fishing arrows but not me, no sirree. Give me my rod and reel and a sunny afternoon, and I&#039;m the happiest man on [[Alindor]].&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
The lakes, rivers and oceans of [[Layonara]] are filled with a variety of [[CNR]] fish, all of which can be fished for using either a bow and fishing arrows or a rod and line setup.&lt;br /&gt;
&lt;br /&gt;
==== Fishing with a Bow ====&lt;br /&gt;
* To fish with a bow, one must purchase fishing arrows from a craft merchant. These arrows come attached to sturdy pre-tied fishing lines so one can reel in his or her catch. Fishing arrows can be used in conjunction with any longbow or shortbow; no special fishing bow is required. To target fish using a bow, select &amp;amp;quot;bash&amp;amp;quot; on the school of fish while holding the bow and using fishing arrows.&lt;br /&gt;
&lt;br /&gt;
==== Fishing with a Rod ====&lt;br /&gt;
* To fish &amp;amp;quot;the relaxing way&amp;amp;quot;, a character will need to make another trip to a craft merchant to purchase a fishing rod, (small sized characters will need to use the &amp;amp;quot;pocket sized&amp;amp;quot; fishing rod), fishing lines, and either fishing lures or a shovel to dig up live bait.&lt;br /&gt;
* Different kinds of fish prefer different kinds of bait. Depending on what you&#039;re fishing for, you may need anything from copper lures to live earthworms or grub worms. Knowing your quarry is crucial, as you won&#039;t get many bites using the wrong bait!&lt;br /&gt;
* Live bait can be dug up with a shovel from mounds of earth or worm infested soils. Try looking around for possible sources of bait near known fishing locations.&lt;br /&gt;
* Once you have everything you need, tie your line onto your rod. (You can do this by using the special property of the rod and targeting the line.) Next, tie on either your tackle or put some live bait on your hook, using the special property of the bait.&lt;br /&gt;
* To cast with your baited rod, use its special property on a school of nearby fish. Fishing takes patience, so be prepared to wait a little when you&#039;re just starting out, and bring lots of spare worms and lures in case a clever fish steals your bait!&lt;br /&gt;
&lt;br /&gt;
==== A few final notes ====&lt;br /&gt;
* Some fish are easier to catch than others. Indiscriminate carp will gobble up almost everything without checking for a hook, while wily old catfish will stump all but the most experienced fishermen again and again.&lt;br /&gt;
* Once you finally catch your fish, roast it over a [[Campfire]] and enjoy! Fish may also be eaten raw, but there is a chance of [[disease]]. Some fish fillets can be prepared further in an inn kitchen. Honey smoked salmon is a good example - this tasty recipe for candied salmon is a favourite among the adventuring population.&lt;br /&gt;
&lt;br /&gt;
[[Category:Layonara On NWN]][[Category:Game Systems]][[Category:CNR And Items]]&lt;/div&gt;</summary>
		<author><name>Miltonyorkcastle</name></author>
	</entry>
</feed>