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#1
General Discussion / Re: itshaunted - Drow
Last post by 𝔏𝔦𝔩𝔦𝔪 - Jul 28, 2026, 04:43 PM
Quote from: itshaunted on Jul 28, 2026, 12:30 PMPosting this here for my revision. Thanks to Nibbles for reading over and continuing to help with this. However, I'll post this now and make more edits if necessary once I get some lore questions cleared up:

"Weak. Gutless. Wretch. These are the last words Tsab'Nal heard from his mentor, Dralyth, before the poison worked towards its end. Dralyth was a respected warrior, one who had made both body and mind a weapon, sharpened to an edge so sharp that simple words would cut deep.

Both Tsab'Nal and Dralyth served House T'Sarran. Tsab'Nal being a relatively new recruit amongst the magically inclined, and Dralyth being a veteran member within the military structure of the House. Their paths crossed during a raid performed by the Goblin Gang. The raid, likely caused by the inevitable falling-out of others doing business with Jegnel, must have been sent as a message to those involved to not trifle with him. Regardless of why the raid occurred, Tsab'Nal found himself beyond his depth so early in his so-called career. It was not mercy that saved Tsab'Nal that day from the goblin menace, but Dralyth. Tsab'Nal bore witness to what discipline and intense training could provide; lethality with unyielding purpose. Dralyth cast spells and ran his blade through many a foe, almost without effort. His movements were deliberate and wasted no energy. This, Tsab'Nal knew, is what he desired to achieve. Tsab'Nal was always unsure of his path, only going into magical study because of his innate aptitude for the subject. This, to him, felt like his fate.

He petitioned to train under Dralyth's mentorship. This was initially denied by Dralyth himself; he was disgusted with what weakness Tsab'Nal had shown during this raid. However, Tsab'Nal was adamant. He swore to Dralyth that should he accept him, Tsab'Nal would be indebted to Dralyth for one task of his choosing, free to use at any time. Given their status as male within their House, and that Tsab'Nal had claim to some noble blood through his maternal side, this could prove useful in the future politically speaking. He accepted.

Tsab'Nal was able to learn the foundation of Dralyth's worldview: Strength through balance. Create fear and respect through ability. A keen mind is best complemented by a well-trained hand. To be strong and enduring in both body and mind is paramount. A well-placed spell followed by a precise strike with your weapon can yield incredible results. These mantras were instilled in Tsab'Nal early on within his training. His training, however, would be cut short by the plot of an unknown rival. A moment of complacency by Dralyth led to the ingestion of poisoned water during a usual practice session. A warrior of renown brought low by means of trickery, which is nothing new in Drow society.

Tsab'Nal, bearing the hate in his heart for the unceremonious, though understandable, death of his master, has decided to leave Maerimydra for the time being with permission from the head of his House. Not because he mourned for Dralyth, but for the opportunity lost. Believing that Sschindylryn, and even the surface, will allow him a small reprieve from the pressure currently placed upon his House by its enemies. Keeping his true identity and knowledge of his House to himself, looking to bide his time and hone his skills according to Dralyth's tenets so that he may better serve his House and bring vengeance to those who act against them. In the meantime, he is also hoping to gain some wealth and perhaps some tenuous allies, so as to better influence his home upon his return."

#2
Suggestions & Ideas / Re: A List Of Things I'd Like ...
Last post by SewerGoose - Jul 23, 2026, 05:21 PM
To add on to the talk about why HIPS is the way it is, please review our roleplay rules on stealth which includes Hide in Plain Sight: https://wiki.cormyrdalelands.com/en/roleplayrules

In essence: Hide in Plain Sight is NOT invisibility. It allows you to break line of sight while observed, but per server rules you will still be seen if you make zero attempt to actually hide. This includes but is not limited to: Using Hide in Plain Sight to 'vanish' into a crowded city street in the middle of the day, sitting in HiPS in plain view of everyone with absolutely zero cover, etc.. Stealth is currently how it is as a limitation of the game engine to, in part, put these rules into practice.

So please, bear those rules in mind and remember that just because someone mechanically can not see you it does not mean that they realistically cannot see you.
#3
Suggestions & Ideas / Re: A List Of Things I'd Like ...
Last post by SpacePope - Jul 23, 2026, 03:06 PM
For HIPS: the main reason is that while you're stealthed in party, if people can't see you, they can't see your text either, and most prefer being able to RP emotes and such that are seen by the rest of their party member over thinking their messages can be read while they can't. At least that's the reasoning I remember Fox giving back when that was implemented, iirc.
#4
Suggestions & Ideas / Re: A List Of Things I'd Like ...
Last post by The_Mother - Jul 23, 2026, 10:51 AM
@IronGauntlets oh don't get me wrong! i am under no impression that any building or scripting is a simple matter and i am well aware that all the builders and scriptors and DMs are vulenteers... things take time... and they should take time and personal matters take priority :D
#5
Suggestions & Ideas / Re: A List Of Things I'd Like ...
Last post by IronGauntlets - Jul 23, 2026, 10:21 AM
There's a lot of things that could be said about these requests, but I will only answer to the one relevant to the role I hold now:

Building the world takes a lot of time and all of us are volunteers. Sure it is old and could use a lot of touch-ups as well as some excitement added into it, but in the end, it takes someone sitting down and doing all the work while balancing every other part of that builder's life. Have some patience, it's not a quick process and much of it takes a lot of hours of manpower just to do. Things are being redone and rebuilt. We want the world to have life breathed into it as much as anyone else does.
#6
Suggestions & Ideas / Re: A List Of Things I'd Like ...
Last post by The_Mother - Jul 23, 2026, 10:18 AM
Two Weapon Fighting:
i looked up the tempest, seems pretty neat actually... take five levels and get a remarkable advantage to your Two Weapon Fighting.
but... isn't that akin to taking away from and limiting potential build variety by locking it to a class? one could even argue that the Tempest retains it's current model and a stand alone set of feats of lesser potency are made available to the feat list... if possible, of course.

Deflect Arrows:
Fair.

HIPS and Stealth:
may i ask why such a decision was made? i have heard some folk mention that the "Anti stealth" system on towns like Arabel were put in place because some stealthy folk couldn't keep their nose in their own coffee and made a real mess of some sensitive topics that were being discussed by third party individuals... personally i am of the camp that says not to discuss sensitive things in the open, whisper or not that's just stupid... that being said... i get it... i don't like it but i get it.
i do not get the application of a similar system to parties as being beneficial at all... quite the contrary... as mentioned above i find it rather annoying and it gets in the way of my form of story telling and character building... so what's the argument for it?
not speaking against it... ok i kind of am but i get the feeling that the decision is final and no matter what i say won't change it...  i am curious though.

Teleportation:
i mean... let them cry about it? ;)
but i get you... it's a damn shame though... would really love seeing a risk factor being added to teleportation.

The World:
uuh! sounds interesting! will be looking forward to it.

/customize NUI:
Score!

RPxp:
yeah i don't expect it changed or completely reworked, which is why i mention things like adding additional rewards to clearing dungeons like a small RPxp reward on a boss kill as a motivator to get out there!
in the time i've been on the server i did not find the motivation to go for a dungeon since my combat XP were full and money was not important and neither was gear so why bother with a dungeon? it's just redundant. basically, make running a dungeon matter more.
my character is lvl 28... it's limited what use i will personally get out of it unless i roll another character... which i find unlikely.
the new bounties have had the effect of getting people out of the square! awesome! brilliant! but i fear it won't last as the novelty of getting more loot wares off.
just my two cents really...
on another note... still wouldn't mind seeing the overall XP gain from combat be dialed way down! maxing out combat XP on 3 dungeon runs is just... waaay too little effort.
#7
Suggestions & Ideas / Re: A List Of Things I'd Like ...
Last post by SpacePope - Jul 23, 2026, 08:50 AM
Two Weapon Fighting: What you're suggesting is what the Tempest class gets.

Deflect Arrows: Not doable as far as I know, that entire thing is blackboxed in the engine (and not really worth making a NWNX plugin for)

HIPS: Not going to be changed. Stealthed party members being visible is an intended decision we made.

Teleportation: I agree that teleportation is too available and we've made moves to restrict it in the past year, such as adding the requirement to have visited the area before, and limiting scrolls for sale. These were also changes that led to days and days of arguments on the Discord, making some players particularly angry. Honestly, much as I'd wish to restrict it further, it's not worth the fight and dealing with the endless drama from unpopular changes is draining in a way that makes me stop wanting to develop for the server so it's just not worth it.

The World: The server has over 1300 areas. We've slowly been updating it, and I've added features such as random boss encounters, but it's a lot of builder work. Consider it a slow but in-progress thing.

/customize NUI: Sure, added.

RPxp reward: You've been here for 5 years so you've seen the endless arguments about it and know why it's not gonna change :P
#8
Suggestions & Ideas / A List Of Things I'd Like To S...
Last post by The_Mother - Jul 23, 2026, 04:01 AM
As the title suggests, this is a list of things I've noticed that I personally feel are missing or should be done differently.
I am well aware that some things might be easier said than done and that some things won't even be considered, but hey! lets talk about it.

Two Weapon Fighting
nothing wrong with the way that it's done as per the writing of this, but personally i'd like to see something like Two Weapon Defense - Improved Two Weapon Defense - Epic Two Weapon Defense.
a character who goes with two weapon fighting in all it's possible variations is making a substantial sacrifice in defensive capabilities, i know that it is intended that a two weapons fighter is somewhat expected to be a DEX build but... not always the case... and forgoing the use of a shield is often a massive loss in defensive capability, especially considering that fighting with two weapons comes at the loss of AB.
adding Two Weapon Defense could be a reason for Two Weapon Users to end the argument between extra attacks or defense.
how to actually implement it and how to balance it is something to be discussed of course, it should not be a direct competitor to a tower shield.

Deflect Arrows:
the feat Deflect Arrows is only activated if your off-hand is free I.E. no shield or weapon equipped including but not limited to torches and books or wielding two handed weapons.
to me... it makes no sense realistically that a character with an off hand weapon or carrying a torch or a mage with a staff in one hand and a book in the other can't make an active effort to deflect a missile with their off-hand.
attempting to deflect an arrow with your hand specifically is actually amongst the dumber things you can try to do xD
unless you are a monk...
Making deflect arrow trigger with off-hand occupied would be neat and making it exclusively monks who are able to do it bare handed.
just a cool idea in my head.

Hide In Plain Sight/Stealth:
I'm gonna be blunt... i don't like the idea that my character is visible to the party when i use HIPS.
she is supposed to disappear... it is primarily from an RP perspective... i am not a fast typer, if i am out on a dungeon run i'd like to add flavor along the way but realistically i can't keep up... however, having my character disappearing from sight does a lot of the heavy lifting all on it's own RP wise.
i would not be opposed to HIPS being attached to it's own macro and normal stealth be on the usual macro.
if i want people to be able to see my character i use the normal stealth mode but if i want my character to go full shadowdancer, i trigger the HIPS macro and the party is left guessing where my character is... just as it should be.
i understand that this is a very exclusive thing as i've heard arguments that it's a good thing that people can see your toon because then they can always be healed or don't miss out on buffs... and to that all i have to say is that the HIPS user just have to pay attention.

Teleportation:
oh boy... ok... Teleportation is boring, i get that it's convenient... but the way it's used it more akin to a raiding party or a modern day strike team.
it's freaking insane xD
and there is no consequence to it either and lets not forget the fact that anyone and their auntie are doing it.
i know this may be an unpopular take but personally i feel that teleportation should be limited to arcane casters and possibly clerics with the travel domain.
and add some consequences to it... roll a nat 1 on concentration and let the caster and party be caught in an arcane blast... or how about the teleportation failing and you end up somewhere unintended... like the top of a mountain... or dead center in the ocean... or in a dragons lair... add some risk to it! lets have some fun! and put a cooldown on that thing so when it all goes tits up the party needs to find a solution instead of just *shrugs and re-casts*
as teleportation is now, hells no reason to actually see the server and the surrounding areas because at lvl 14 everyone is just a hop and skip from anywhere anyway... and that's a shame.
and that brings me to another point-->

The World:
lets say that we do limit teleportation... then the world needs some love... i am pretty sure i can walk from Arabel to the gnoll caves without a single encounter...
just a long ass walk of one empty map after another with nothing to do but getting lost in your own thoughts.
With that take on world design it's no wonder that people don't wanna walk to the various dungeons on the server, because there is quite literally nothing happening between Arabel and destination anyway.
and honestly i find that to be a darn shame... because some of the areas are really well done and a joy to traverse just on visuals alone... but it's still empty.
no... i am not so clueless to think that it's just a case of adding mobs to a list of areas and that's a done deal... some of the areas don't exactly support an encounter all that well... so suddenly we are talking about a complete redesign of some areas.
another solution could be, and this one is not easy either, to create a folder of areas with procedural generated encounters that trigger at random and scale to the party/player passing through.
in either case... personally i'd like to see the world take on a semblance of life instead of just a series or empty tiles.
or maybe i've just been to the wrong areas.

/customize NUI:
honestly got nothing against it... would like to see a minimize button added to the NUI so i can minimize it instead of closing it all the time just as you can with the /help NUI.


RPxp reward:
pardon my French in the following:
personally i see the RPxp Tick system to be the single most moronic piece of game design i've ever come across... and i know i am not the only one who feels this way... i've spend 5 years on C&D and only play one character and will likely never make another character ever simply because of how mind-numbing the grind has been to have to sit through the mandatory two and a half hours of forced activity to justify my XP so i can ding... and there is no way around it either... if you take a break you just fall behind... and you can't catch up, you can't put in a massive effort to lessen the gap... over the past 5 years i've seen my character go through 3 or 4 crews... people simply just hop around characters and retire their characters like people change clothes. or worse of all, they leave the server entirely because the progression system drives them up the wall as much as it does me... i just so happen to stick around.
it's frustrating playing a character that has seen more people retire/disappear/die over a 5 year period than a WW2 veteran.
all that being said, i know it's not gonna change... because if it was going to change it would have already.
i also know and understand why it's in place, which is to limit progression speed so we don't see characters go from lvl 1 to 30 in the span of a few weeks.
however i am also a firm believer that there are smarter ways to go about it than the current system.
like limiting the overall XP gain from kills and possibly leave a dungeon unrepeatable for a period or time so that people don't just run the same dungeon again and again... or leave it repeatable but just doesn't yield any reward. 
or whatever... anything is better than the current system that seems to encourage people, including myself, to just sit around Arabel hoping something happens... anything... just, don't make me walk around in circles for 3 hours to get my ticks... anything but that.
but as i said, it's not gonna change and that is a darn shame... but maybe add an RPxp reward to the new bounties? or make dungeon bosses yield a small RPxp reward that only triggers once a week or something.
gear and gold/marks aren't much motivation since gear is typically in abundance unless we are talking ancient(T6) gear and marks are in abundance too. RPxp is the only everyday reward to look forward to on C&D and i find it to be a shame.
just... a little reward for actually doing something other than sitting around talking.
 
as mentioned before, i know some of these things are easier said than done, but lets talk about it.
#9
Admin Announcements / Re: Transparency - Player Bans
Last post by Nokteronoth - Jul 16, 2026, 08:45 PM
Entropioum is banned for posting Nazi iconography across various Steam profiles. We do not condone Nazis or Nazi-adjacent support under any circumstances.

~BR
#10
General Discussion / itshaunted - Drow [Approved]
Last post by Seraphim - Jul 16, 2026, 10:01 AM
Quote from: itshaunted on Jul 15, 2026, 10:14 PMGame Login (Include all logins and forum profiles used on CD, not just the one you plan to use this character on): Night's Emissary
Discord Nickname: Haunted
Other characters played on CD (from all logins): Gul Everdark, Hrim Frosthand, Dauthi Murkwater
Approximate time spent on server: 5.5 months

Name: Tsab'Nal Tazant, "The Pale Hand"
Race: Drow
Initial Alignment: CE
Description: Pale white hair, light grey skin with one red eye and one eye of milky white. His face is gaunt with sharp features. He is lithe, even for a Drow. His body is covered in scars from grafting, as well as war. His left arm has lost all colour and has become bone, but he keeps it beneath his gauntlet.
Deity (Note: Characters without a patron are subject to permadeath in DM events): Kiaransalee
Base Class & Proposed Development: 5 Wizard/ 18 Eldritch Knight/ 10 Pale Master
Background (500-1000 words):


Tsab'Nal grew up in Maerinmydra, as a soldier subservient to House T'sarran.  Though he keeps his House close to his person, unsure of enemies that may be lurking within the shadows. Given his status as a male, Tsab'Nal has always been driven by both fear of replacement by his superiors, as well as a desire for power. These two factors have pushed him to seek new heights in not only his abilities, but also within the limited power structures accessible to someone of his station. Forever the utilitarian, Tsab'Nal has honed his skills with both blade and spells. He believes that to neglect one over the other is to allow weakness to fester in one's body and mind.


This ambition has led him to rise in influence within House T'sarran. He sought to appease the Revanancer, by delving deep within dark magics surrounding undeath. This ultimately led to beginning the process of becoming a Pale Master. Seeking to eliminate the weakness that was living flesh, Tsab'Nal began grafting the undead upon his person so that he himself would be fortified against that which could bring him harm. Poison, disease, even death magic itself would become inconsequential to him. He aims to be noticed by his Goddess for his devotion, and will do whatever it takes to be worthy of this acknowledgement so that he may bring vengeance to those who cross him.


Despite the death of Irae T'sarran following the events of her attempted insurrection, House T'sarran has been in search of the ability to cast what is known as the Great Revenance spell. This search has expanded to the surface, wishing to discover its components for his House to improve his station, or something else entirely. Until then, Tsab'Nal also aims to secure property in or around Yulash. Primarily, he wishes to own and run a cemetery in order to provide a large collection of... materials for his small amount of surviving allies. Tsab'Nal also seeks different armaments, such as armour, a shield and sword to further bolster his strength with profane items.


 Knowing that House Dhuurniv, a competing House out of Maerinmydra, is aligned with the Zhentarim and Sharrans in the Moonsea Region, Tsab'Nal also seeks to ally himself with those who could help leverage his position on the surface in order to achieve his goals. He aims to root out these Spider worshipers and cut them down, or greatly weaken their position.


Despite his devotion to his House, Tsab'Nal is not above striking an accord with those who will advance his influence both on the surface and the Underdark. He is willing to work with those who worship Vhaerun, as he "sympathizes" with their position of male ascension, though he cares solely for securing a powerful station, regardless of the sex that provides the power. Given the history of Kiaransalee's tenuous allyship with the Beast Lord, Malar, Tsab'Nal is considering out seeking out the Temple of the Furies in Yulash so that he may be able to gain favour with the worshipers of Malar so that he may then twist that favour to his benefit.


Personality Profile:


He is vile, unnerving, and conniving. He resents the Church of Lolth, adversary to his Goddess, Kiaransalee. He will feign giving devotions to Lolth in public so that his true allegiance remains a secret. He holds disdain for those who are solely martial or magical in their skillset, but understands the necessity of specialization. He is proud, but believes in self-preservation (literally) so that he may further his schemes, even if that means acting contrary to his immediate beliefs if necessary for survival. He finds comfort amongst the dead, especially cemeteries, the stillness allows him to meditate on his goals lest he be consumed with vegeance.


Goals:

Become Death: Through study and ritual, Tsab'Nal wishes to attain deathless vigor.
Achieve Greatness: Either through honouring his current House, or aiding in establishing a new House on the surface. (Possibly in alignment with https://forums.cormyrdalelands.com/index.php?topic=29445.0 should we decide to go that route)
Sabotage the Spider Queen: Weaken the hold that Lolth and her worshipers have on the surface and elsewhere.
Unholy Armoury: Tsab'Nal seeks a sword, shield and armour befitting a true servant of Kiaransalee.
Purveyor of Unsavoury Goods: Own a cemetery where materials may be bought discretely for a price.

Possible Plot-Hook Ideas and Misc Facts:


1. Create a tenuous alliance with the Malarite faction of the Furies temple, if possible. Or the Vhaerunites, Zhentarim or Sharrans.
2. Explore the history of House T'Sarran's impact on the surface, as well as amongst other houses.
3. Avoid those who would seek to have their dead remain undisturbed like Kelemvorites.
4. Possible creation of a new house, should RP lead there.
5. Become a guardian to someone worthy of it.


Enemies:

1. Lolth and Orcus worshipers
2. Any good deity-worshipers, particularly those opposed to Necromancy and Undead
3. Elves
4. Almost everyone

How does this race affect the character's roleplay?


Drow are almost universally despised. They are cruel and capricious, and their attitudes to other races is less-than-friendly. They are vastly different culturally, and this worldview greatly informs how Tsab'Nal will interact with those around him. That being said, he is no fool, and is capable of playing the long game to achieve his goals.

How does it affect the roleplay of others?


Being a Drow on the surface (and frankly in the Underdark) puts a target on your back. Having to be consistently disguised and willing to bluff your way out of difficult encounters means working alongside others to achieve a fun RP experience. As well as his desire to run a less-than-morally-good business that is counter to many of those who practice faiths that abhor such actions could lead to fun RP. He can work alongside his Dark Kin as well.

Does it maintain the integrity of the setting?


I believe so, barring that him being a member of House T'Sarran doesn't impact anything too egregiously.


How does the reaction level affect your PC and how will you mitigate any consequences of your character's reaction level?


ECL: +2
Reaction Level (if known):
In Arabel: Level 4 (Hated)
Outside Arabel: Level 6 (Kill On Sight)


Tsab'Nal will need to remain disguised constantly. He will do his best to remain off the radar of the local authorities, as well as other players who would take umbrage with his presence.


How will your character conceal or otherwise hide their unusual appearance to blend in with common or accepted races of the setting?
 
I also plan on using the alter self spell so that he can pose as a surface elf every now and again. This alias is still in the works, but for now he will remain disguised until this is fleshed out further.


Proposed Template:


ECL: +2
Reaction Level (if known):
In Arabel: Level 4 (Hated)
Outside Arabel: Level 6 (Kill On Sight)
Alignment: CE or within two steps thereof
Also known as dhearow or dark elves, drow are a depraved and evil subterranean offshoot.
White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.
(Drow keeps the normal elven proficiencies and feats, and so also keep the 'standard' +2 DEX -2 CON of base NWN, on top of the changes below.)
Create the character as a Sun Elf
Subrace Field: Drow
+2 DEX, -2 CON, +2 INT, +2 CHA
(Character is created as a Sun Elf, gaining +2 CHA +2 DEX after creation.)
On Skin:
+2 Will saves
Feats:
(1300) Drow racial feat
(1315) Darkness
(1316) Faerie Fire
(1317) Flare
(228) Darkvision
(2388) Spell Resistance
Drow Daylight Blindness:
Drow in exterior day time areas suffer the following penalties if they do not have the Daylight Adaption feat:
-1 Attack Bonus Penalty
Bonus Language: Elven, Undercommon