The Border Kingdoms is based in Faerûn - specifically the Border Kingdoms region south of the Lake of Steam - and uses the �Forgotten Realms� campaign setting. However, in this module, we have modified the setting to better fit our vision. While we understand that some may be initially off-put by this, we are confident that our stylistic changes will be highly immersive and enjoyable. The setting is distinctly flavoured by Medieval and Renaissance European history and low-magic, high-politics, high-intrigue fantasy styles such as Game of Thrones.
You can read more about this on our forums.
Number DMs
5
IPs
50.97.53.114:5121
Staff Requirements
If you can script or build, we are interested!
Scope
Epic
Hack & Slash
Light
Classes
You must take at least 2 levels of each class you have.
The following base classes require applications:
Sorcerer
Paladin
Druid
Cleric
Bard
Monks and Paladins may not multi-class.
Prestige classes do not require applications.
Three classes are banned:
Wizard
Red Dragon Disciple
Shadowdancer
You are not required to roleplay within the strict guidelines of your class, unless you are playing one of the application-only classes (Sorcerer, Paladin, Druid, Cleric, Bard).
Non-application classes are simply considered the abilities of your PC rather than a framework for your role-play. Therefore, your PC's fighting style, demeanour, etc, are all up to you. You may multi-class freely as long as you follow the building rules.
Tricks & Traps
Light
Level Range
All characters start at level 8.
The maximum level is 8.
Magic Level
Low
Schedule
24/7
Treasure
Dependant on Player's efforts
Number Servers
1
DM Needed
DM required
Alignments
All alignments are welcome!
Note that alignment in the Border Kingdoms setting is treated as a general disposition rather than a core aspect of a character. ALL people have the capability of terrible �evil� or generous �good.� In this setting, PURE GOOD and PURE EVIL do not exist in the mortal races. Rather, everyone is generally somewhere upon a vast spectrum, and never permanently. �Good� men can fall to temptation, just as �evil� can be redeemed.
Experience Rewards
Dependant on Player's efforts
Races
It is possible to play all races in BK, including most subraces and even one or two monstrous humanoid races.
Setting-wise, many races inhabit the Border Kingdoms. A variety of humanoid species exist and are generally acknowledged, and viewed as a natural part of the world.
By far, the most common species to inhabit the Border Kingdoms are Humans. Over 70% of the population is human, and most kingdoms are run, ruled, and populated by humans. Of these, the most common racial groups are Chondathans, Calishites, and Damarans. Some dwarves live in the human cities, but are generally not organized into any towns. They claim they once had a vast mountain city in the region, but it was lost centuries ago.
Elves are relatively uncommon, and not well-understood by the local humans. In our setting, the Drow still hold their vast underground empire, broken up into various houses. However, humans in the Border Kingdoms would mistake them for Moon Elves and would think nothing of their appearance. In this setting, the nature of the Drow is unknown to surfacers.
Satyrs, centaurs, wemics, orcs, lizardfolk, and many other humanoid �intelligent� species exist, and are quite common in the more wild areas of the Border Kingdoms. While humans tend to view them warily, they are generally tolerated in small numbers. For example, the Lizardfolk of the Qurth Forest occasionally emerge to trade their furs and spices to the human settlements in exchange for metal tools. The orcish tribes once spread across the region, but have slowly been pushed into the fringes of the realm, making their homes in the hills.
There are a variety of beasts that inhabit the Border Kingdoms, but most are considered �animals.� These span from simple birds and deer, to very dangerous creatures like Owlbears or Manticores.
�Unnatural� creatures exist as well, but are considered myth and legend by the vast majority of the population. Tales of the undead, for example, are considered myths and tales to scare small children. Encounters with these monsters are very, very rare. Telling tale of an encounter with a creature of undeath would likely earn the storyteller looks of disbelief, scoffs, or claims of insanity.
PVP
Full PvP
Vault Type
Server
Death
When you are killed by a static-content NPC (ie, a bear, a monster in a dungeon, etc) you are considered 'unconscious.' All of your inventory and equipment is dropped into a bag, save for the armor you currently have equipped. No XP or renown is lost.
You may then choose to:
a. Respawn where you were 'killed,'
or
b. Respawn at the last place you rested.
When you are killed by a player, one of two things happen.
a. If the player was in 'subdual' mode, you are knocked unconscious for a little while, and your vision goes dark. Your inventory and gold is dropped.
b. If the player was in 'lethal' mode, you are killed, and your character is considered permanently dead. A corpse is spawned with all your equipment inside it, which is fully lootable. Deaths this way require a screenshot of events to be taken preemptively (in case an OOC dispute arises), and a strong in-character motivation.
Connection
Mixed
House rules
Yes, and they can all be found on the BK forums.
Content guide
Everyone
Player Requirements
Follow the rules and understand that we are still in beta.
The Border Kingdoms is a unique, upcoming persistent world for NWN, set in the eponymous Border Kingdoms region of a slightly modified Forgotten Realms setting.
Some of the features include:
� Philosophy towards player dynamics and interaction with the world, a system that allows player groups to form real kingdoms with subservient NPCs to act as 'extras' rather than overshadowing PCs, which are the real focus. Political roleplay will be a large part of the server, and various player-created factions and player-ruled factions will interact to create a living, organic world.
� Large, sweeping areas to give a sense of scale, and more than enough land to go around.
� Play as anything you like - From an ambitious warlord, to a daring settler, or a glory-seeking adventurer. You choose your own ambitions, and shape the world around you.
� Build into the land itself! You can cut down forests, build towers and castles, dig into the side of cliffs, make secret hideouts. Found a town and construct buildings to create a thriving settlement. With the proper effort, anything can be done.
� Dynamic in-character consequence system. Great deeds of bravery or nefarious evil will be rewarded. But remember, you must pay for the consequences of your actions.
� Our philosophy towards DMing: Favoritism is anathema, DMs exist to serve player arcs and support player storylines. Rather than being rule-enforcers, they are 99% focused on interactive narrative. Player factions will be a key source of roleplay and gameplay, and DMs will do their utmost to support their growth and existence.
� Influences from real-world history, high fantasy, and various low-fantasy settings such as 'Warhammer' and 'A song of Ice and Fire.'
� A unique adaptation of the Forgotten Realms campaign setting: Magic is considered the stuff of myth and legend, the gods are mysterious, and the world is gritty and organic. A significant 'darkening' of the setting.
� 'Spellcaster' classes will be a very rare sight through the application cap (a la 'Jedi from S.W.G.), as will 'magical' items and 'consumables'. With this in mind, the server will be balanced to support the martial classes such as Archers, Rogues, Fighters, Barbarians, Monks, et cetera, with a strong focus on these classes. The majority of spells require expensive components to cast, and significant changes have been made to spellcasters to keep them in-line with the martial classes.
�Crafted equipment will be a large part of the economy. Smiths can specialize in armor or weapons (Or both, should they spend the time and money.) All crafted equipment is, in general, superior to drops in dungeons, but takes time to make. There are a number of exceptions to this rule, but we wanted to avoid rewarding 'dungeon farming' over a crafting economy.
High-quality sets of armor, for example, will specialize in different types of damage immunities. For example, a 'Reinforced'-style Full-plate will give a % immunity against piercing weapons, whereas a 'Mail-backed'-style plate will give protection against slashing. Other styles will protect against bludgeoning, et cetera. As each damage type on our weapons have been balanced to be powerful, this adds another layer of strategy to weapon and armor choice.
�A number of martial and exotic weapons have been balanced to be viable in combat.
� A large, carefully chosen soundtrack, entirely sourced from renaissance and medieval music from a variety of cultures around the world.
� A focus on regional culture. While traveling across our many vast, carefully-crafted areas, players will experience significant cultural changes and really feel that they are in a different part of the realm.
� State-of-the-art Hakpaks and the freshest, newest content from the vault, making for a visually enticing server, paired with an extremely high standard for area design and overall consistency with regards to geography.