6/29/2006


NWN: Infinite Dungeons - Night On The Town #3

NWN: Infinite Dungeons - Night On The Town #1

10/28/2005

NWN: Guilds - The Lands of Acheron

Pettitt Cattle & Coffee: NWN Guilds: The Lands of Acheron

Trying this one more time. I'm trying to get the Backlinks functionality to work. Sorry for the multiple emails alerts. -CT3

9/15/2005

Reference: FAQ

This forum contains threads concerning topics of questions and answers.

Reference: NWN

This forum contains discussions focused on various aspects of the NWN product and by-products, both from Bioware and Public origin.

Reference: Plot Discussions

This thread contains discussions on story-lines that may or may not be included as part of the Wyrm Raiders guild efforts.

7/30/2005

NWN: Customization

This category is for various NWN customization threads.

NWN: Scary Clown - Jaguar

7/15/2005

The Thundering

Gold Dwarves
Sneak Peak





Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not suffer declines due to terrible wars against evil humanoids, and while they practiced some magic, it was never to an extent that caused the downfall of some human nations. Confident and secure in their remote home, few mixed with the other people of the Realms, and gained a reputation for haughtiness and pride. The truth is that most gold dwarves long considered the shield dwarves to be cursed, given the latter's troubles with goblinoids and other evil races, and this contributed to the reluctance of gold dwarves to leave their homeland in the Great Rift. This opinion has started to change in the past few decades.

Since the Thundering, many young gold dwarves have left the Great Rift and are exploring the rest of Faerûn, where people have discovered that while some gold dwarves are aloof, for the most part they are as outgoing as any other race.

Gold dwarves use the standard dwarven racial traits listed on page 14 of the Player's Handbook except as follows:

+2 Constitution, +0 Charisma: Gold dwarves are stout and tough, but not gruff and reserved like their shield dwarf cousins.
+1 racial bonus to attack rolls against aberrations: Gold dwarves are trained in special combat techniques against the many bizarre creatures that live in the Underdark. (replaces bonus against orcs and goblinoids)
No bonuses against giants: Gold dwarves never had to face the challenges the shield dwarves face and never learned those special techniques.


Basics About the Dwarves of Faerûn

Dwarves

Many sages suspect that the first dwarves came to Faerûn millennia ago in a great migration from another plane. Since that time, a small number of dwarves from other planes have come to Toril and mixed with the acclimatized population. However, this all occurred so long ago that evidence of this is almost nonexistent, and meanwhile the dwarves insist they are as natural a part of the Realms as the mountains themselves.

Some female dwarves of Faerûn can grow beards. Some of these choose to shave their beards to match human-style expectations of beauty, while others glory in luxurious plaited beards that match their hair, or wear sharply cut goatees. Some wear beards in order to pass as males among the races of the surface lands.

The two main subraces are the shield dwarves of northern Faerûn and the gold dwarves of the far south. The less common Underdark race of dwarves are the gray dwarves, and are generally evil, although a few exiles are less corrupt than most.

Although for many decades the dwarven race was considered to be in decline, recent evidence indicates that this trend has reversed. In the Year of Thunder (1306 DR), the great god Moradin bestowed a new blessing upon his chosen people. The dwarves tell different stories about the source of this blessing, which they refer to as "The Forge" or "The Thundering." Some say that it was the result of a mighty quest by a dwarven heroine. Others say that Moradin had planned to reforge his peoples' souls all along. Whatever the source of the blessing, the birthrate among dwarves has soared until it is now nearly half as high as typical human rates of reproduction.

The new generation of dwarven youth is commonly referred to as the "thunder children." In addition, nearly a fifth of dwarven births after the Thundering have resulted in identical or fraternal twins. The new generation of dwarves tends not to share the fear and distrust of arcane magic possessed by their parents and ancestors. Most dwarves still feel more comfortable wielding an axe instead of a wand, but many thunder children, particularly the twins, have taken to studying wizardry or developed sorcerer abilities. In the past few years these thunder children have come of age, and dwarves are once again a common sight in the Realms, with many young stout folk leaving their homes in groups of a hundred or more to found new clans in hills unclaimed by other dwarves. Others have chosen to wander the world, seeking glory and showing others the advantage of dwarven skill and prowess.


3/13/2005


NWN: CEP&PRC - Collin's Brownie (Tinya Smalla) #2

NWN: CEP&PRC - Collin's Brownie (Tinya Smalla)

NWN: CEP&PRC - FelinarzMainz #2

NWN: CEP&PRC - FelinarzMainz

NWN: PRC

http://nwnprc.netgamers.co.uk/

This thread is for discussion about the Player Resource Consortium.

2/21/2005

2/09/2005

Character Building hints

check out this site on how to go about building great characters

http://nwn.bioware.com/underdark/character_builds.html

2/08/2005

NWN: Community Expansion Pack (CEP)

This thread is intended to be used for NWN v1.x CEP questions and discussions.

NWN: Scripting

This thread is intended to be used for NWN v1.x Scripting questions and discussions.

NWN: DB Methodology

This thread is intended to be used for NWN v1.x DB Methodology questions and discussions.

2/07/2005

NWN: Engine

This thread is intended to be used for General NWN v1.x questions and discussions.

2/06/2005

Combat Tactics...ingame

we need to all get on the same page on this. This is my attempt to start a conversation about team work.

First off...we need to stick together...too many folks just running off diffeerent directions and no one making sure that no one is getting left behind. Dad got left behind several times...Chip once...I got left once...that kind of stuff gets whole parties killed.
Next...those who take point, And i think it is a good idea to have one or two point men when exploring a dungeon, need to be fighter types. The point men need to be the two strongest fighter types in the group.
Secondly, we need to all be thinking constantly "are we entering an area that is obviously going to trigger an encounter"? Their were several times when we got surprised and basically had our magical pants down when we should have known...for instance the dragon skeleton of Kodan...that was obvious. We should have stopped right as soon as we spotted it and prepared for a big encounter...with our magical enhancements and spells all powered up we would have taken those drow elves and that drider.
So, I propose that each time everyone starts to run off and leave one of us that we hit the pause until everyone is back on the same page...also, concerning entering trigger points...lets use the pause to always alert everyone. So basically do not pause without saying something to all of us...because we are always gonna expect something to be going down when we pause.

2/05/2005

Gold vs Platinum capatabilty issues

last night Dad and I werenot able to log onto the family module...as you all know. Just to test things out I downloaded an community built module and tried to open it...i could not becasue of my lack of the second expansion. Dad wants us to have some serious discussion here...today preferrably, before we go off half cacked and order the expansions. What other options do we have?

2/02/2005

Mountain Tunnel Module Test

This thread is to be used for feedback, discussion, etc. for the Mt. Tunnel. This includes the design, the arrangement, the audio, the environmental, the scripting, the story-lines & sub-plots and anything else pertaining to the Mt. Tunnel.

Enchanted Forest Module Test

This thread is to be used for feedback, discussion, etc. for the Enchanted Forest Module. This includes the design, the arrangement, the audio, the environmental, the scripting, the story-lines & sub-plots and anything else pertaining to the Enchanted Forest.

Membership requirments

I know we've been putting this off, but it keeps coming up. I consider myself to be rather conservative when it comes to this issue. I only want to allow people that we have played with and "know". Playing with someone once isn't gonna cut it...They are gonna have to come to the website and post. They are gonna have to talk to us and really tell us what they think about online gaming. They are gonna have to prove that they are not gonna be jerky numb-skulls in-game. There is gonna have to be some "prove yourself" dungeon crawls where we invite the applicant in and let them come and prove themselves...and like I said, once is not enough for me...they are gonna have to come back several times. In my mind, if someone is willing to go through that then they are gonna be a good nice type of guy that would add to the experience by just being there. I also think we should require that the applicants get so many of us to vouch for them...like 5 members have to vouch for an applicant to be allowed in. Concerning those folks that we know in real life that want to play they are already members as far as i'm conserned...if Dewayn Collins ...just as an example... decided to start playing...he is in... we "know" him, he has proven himself in real life. Thats why Keaton is just in...we know the guy. There are some folks from my days of EQ and DAOC that I would vouch for, but not many...online gamers are just not always upstanding folks...we do not know them in real life and so they are willing sometimes to do unacceptable things in game. I remember once in Ultima Online one player accused some others of sexual harrasment. We just need to be very particular about who we allow on to our server is all I'm trying to say.

2/01/2005

Mountain Road Module Test

I took a look at the moutain road module I thought it was pretty cool and thought once you were done putting every thing in there you should make the mountain road the Wyrm raiders camp sight. first of all this is just my thought but you should like make the bottom half the regular camp and the top half the elite camp. So if Any one was to try and invade the castle from a secret part (Moutain Pass) that they thought the wyrm raiders didn't know about but they did and so they would be able to surprise the enemy. Also I was thinking at the camp there would be people there that would offer you a sub quest so that way you could just get some gold off of it and of course there would always be a continual quest like say there is a guy that is needing food for the camp because there starting to run outand he said how much food you bring him is how much gold you get. but of course this is just what I think and I think that would be pretty cool I don't know about you guys but type back and give me your opinion.

Online Events

This thread is meant to be used to communicate and coordinate online events, times and availability of Wyrm Raider Guild Blood Brothers.

Wyrm Raiders Guild Region

I propose that we use this area as for our intial adventure...we can place Blood Moon Castle in those cute little mts there and put the homeland out on the plains north of the Teilight Tower...maybe one day we could read up on Twilight and turn it into a dungeon crawl module...the enchanted forest can be part of Neverwinter Woods...this will make things very easy.

Homeland Module Test

Well, the Homeland is beautiful. I did want to mention, I fell asleep walking thru it. :-)

Is there anyway to go fishing in that place? It would be cool if I could make him sit down and fish a little, maybe start a campfire and clean and eat the fish. Watch the trout jump up the waterfalls. Need a couple of bears trying to catch them, too.

Oh, yeah. It would also be cool to see the White Rabbit run by every now and then claiming how late he was, and disappear into a hole.

Guild Membership

Wyrm Raiders is still in its infancy. Once the Guild is open to public membership, this post will be updated with an email contact for membership requests.

The current Blood Brother membership:

1/28/2005

Module Building Organization

I am starting this thread for you guys to use to hash out how you want to handle/organize this. Post each of your comments on the blog, not via email. I am about to leave to go to Showlow and ski, will be back on Sunday. I expect to be able to read back thru this thread the entire history on how you guys plan to organize and assign ownership, etc. of this. So, when I get back, I can learn all of it as if I were a new member of the Guild, and get completely up to speed on it. :-)

1/27/2005

Blood Moon Castle Module Test

I have sent Chip the module that I created that is the basic exterior of Blood Moon Heights and the Caslte...this is not a complete mod. Only the exterior and it has very few details...I'm gonna try to change the sounds...to a kind of deserted haunted set of sounds and place some encounters with ghosts if at all possible. I also have alot of doors availible to add new areas in with....but snoop around on it a bit and see what you think...see if this kind of goes along with what you all were thinking about or see if you like it enough to replace your imaginings.
Pop, if you have an area that is a city interior area that you have put alot of energy into it can be imported into fairly easily...I have a set of castle "walls" that make up a inner veil of the castle's defenses...within them I've placed some buildings...we could import your area to be in the insides of some of those buildings if need be.

1/26/2005

Posting Images to WyrmRaiders

www.hello.com
The hello account for this blog is:

account: WyrmRaiders
password:

Proposed Back Story of the Guild

Read through this...make sure that no one finds anything to be particularly odiferous and give a yay or nay





The call has gone out and the Raiders are gathering. An Uthgardt tribe in the west has penetrated to deeply into the Wyrm's lands. The Blood moot has begun and soon...three days hence...we shall all ride to battle together under the Blood Moon. First to arrive are wandering bands...the horsemen of the Blood Moon. They bring the rangers, barbarians and druids. They are composed mostly of the uncivilized races. There are even Uthgardt among them, they all know that the Uthgardt tribe in the west has pushed the Wyrm to far this time. The Blood Moon will rise and these savages will be cleansed from the Wyrm's birthright. Next to arrive will be the goodly raced Raiders. These will be the city dwelling fighters, scouts, rogues and knowledge seeking spell casters. The holy men among us will trickle in slowly...all coming from there various monasteries, temples and dojos as will the wandering minstrels and sorcerers. But all will come, none shall ignore the call of the Blood Moon.

The Blood Moon is an organization that uses a series of initiations and indoctrination ceremonies to train its future members, all of which are orphaned or ex-slave children. The Blood Moon raises them in its own apprentice style education system and enforces strict codes of conduct, Spartan material access and exceptionally high achievement standards. Group punishment is used insure utter loyalty to each other and team work. All Raiders are branded with a tattoo on the chest of the Blood Moon upon achieving entrance into the Blood Moon at maturity.
Within the Blood Moon it is understood that the Wyrm will take to the sky during battle, though it rarely intervenes, in fact is has been a generation in human terms since it last descended upon the field of battle. The Blood Moon also always rises above us during battle or its aftermath.
The Blood Moon has extensive access to the northern regions were its larger bands roam and has secret lodges within the city-states of the Frozen North. It is from these city based lodges that is agents jocky for power and influence amongst the city dweller's. These lodges are very useful equipment and resupply depots, with extensive facilities, for Blooded Ones on great missions for the elders. It has one central structure. An ancient massive castle, half crumbling off the edge of a cliff, built upon the ruins of one of Netheril's fallen cities. Beneath the castle lies a vast complex of tunnels and fissures some of which contain the ruins of the ancient Netherilian structures...crumbled and smashed from the Great Fall. The Hall's of the Wyrm are ancient and filled with Ghosts both friendly and violent. Some rooms are inhospitable due to their supernatural inhabitants while in others the vaporous occupants go about their odd daily ethereal routines. Despite being haunted the Raiders do send all of their apprentices to Blood Moon Castle during important times of the year to undergo training and indoctrination. Many elderly Raiders also reside in the ancient hall's rooms. It is here that conflicts among the many different Blood Moon factions, clans and bands ask their elders to hear disputes and attempt to resolve conflict through the holding of duels and contests of physical and mental and debate prowess. The Elders will also often send out a call for Blooded heroes to step forward and accept dangerous quests that will bring the Blood Moon honor, glory and power.

1/25/2005

Blog Description

I don't know about you guys, but I had so much fun talking about what to name the guild that it is just really had for me to let the discussion just drop. So, I think we should now start talking about Why we are the Wyrm Raiders and what the Blood Moon is and what it all means. I think that once we have that figured out then we will be able to decide what the blog discription is.