Legacy: The City within the Walls Wiki

**Welcome to the Legacy: The City within the Walls Wiki!**
The City Within The Walls (CWW) is a roleplay adventure server where players must be over the age of 18 to play here. The server focuses on gritty realism at a back drop of medieval horror and political intrigue, thus players can expect to see detailed scenes of violence, sexual roleplay and other potentially upsetting content. For this reason it is important to understand that your characters are just that, characters. They are not avatars or an extension or yourself and we’re all playing a part in the overarching story of the setting. For this reason we expect players to have the level of physical, mental and emotional maturity of an adult. The server is set within the City of Blacksteel, it is intended to be low magic and medieval in nature.

Our intention is to create a dynamic role play environment where players contribute to the progression of the server's story and plot lines. Faction conflicts, npc interaction, and player interaction are integral to the server's growth. We hope to provide a rich and rewarding environment for the players to enjoy and shape around them.

## **What Changes We Have Made**

As was mentioned we have made some pretty big changes to the server and the game it's self. Our programmer has worked tirelessly to completely rework our class and race system, including feats, skills, the furry friends that come with our various classes and so much more. Here is a comprehensive list of what was changed and adjusted.

### **Races**

#### **Base Races**

Our base races have changed from the standard 7 original races to a more limited 6 with the removal of Halfling, Gnomes and Half-orc, and the inclusion of Half-giants and Orcs. Those races that remained from the original set have, save for humans, been altered slightly to better reflect their place within the setting and theme of the world.

The races are:

* Human
* Elf
* Half-elf
* Dwarf
* Orc
* Half-giant

#### **Afflicted Races**

The Afflicted races are taken as a class. They are:

* Werewolf
* Vampire
* Dark Fey
* Stonescale
* Shadowsoul

Each one is tied to a specific base races. Humans can be Werewolf, vampires, or Shadowsouls. Elves can be Dark Fey, and Dwarves are Stonescales. Half elves are able to be afflicted by anything that afflicts both the humans and elves. Orcs are already a form of Affliction in themselves, so they seem to be immune to other such afflictions. Half-giants are just too hearty to be afflicted.

A character may only have 1 affliction and there are no cures currently. Thus once a character has become afflicted (This will never be done with out the players consent or forced onto anyone) they are permanently so. The only way to undo it is permanent death.

The afflicted races are subject to specific feeding needs. Failure to feed results in a loss of abilities and eventual frenzy. But in exchange they are given greater than normal powers and abilities that compensate for the loss of class levels in exchange for race levels.

### **Classes**

#### **Base Classes**

This is one of the areas that have experienced the most change. Each class has been altered in one way or another and some have been completely removed in favour of new ones. Classes that no longer exist are Druid, sorcerer, Wizard, Cleric, monk, paladin, and ranger. These have been replaced by classes that better fit into our theme and setting. Classes like Sorcerer and Wizard have been split up to represent different forms of magic and the corresponding corruption. Though this will be discussed in depths in the spell section.

The current base classes are:

* Barbarian
* Bard
* Fighter
* Martial Artist
* Medic
* Rogue
* Scout
* Shaman
* Templar
* Warlock
* Witch

For details on each see class description pages.

#### **Prestige Classes**

Prestige classes, like the base classes have all been altered and remade to represent the theme and setting we are in. As well as making them fit better into our limited level cap. Again very few of the original, if any of the prestige classes remain. For details see the class description pages.

In regards to the Summoner, Necromancer, Paragon and Sacred Fist prestige classes. If they take two casting classes that would qualify for these classes, Only the one with the highest level will get the spell progression. In the event of a tie the one higher on the leveling list is the one that is progressed. This is due to limitations of the system.

For instance, if they have 3 levels of medic and 3 levels of shaman and chose to go with Sacred Fist, only the medic would be progressed.

Our Prestige Classes are:

* Assassin
* Champion
* Corrupted Trickster
* Defender
* Necromancer
* Noble
* Paragon
* Sacred Fist
* Sniper
* Summoner
* Weapon Master
* Witch Hunter

### **Feats & Skills**

#### **Feats**

We have added new feats in addition to what was already there. Some class, some racial. Some have been altered or combined. For details see specific feat descriptions.

Fighters have had their feat list expanded allowing them to take some feats other classes cannot access. For instance greater weapon focus. They must have 8 levels of fighter to do so but it is now available to them. They have also been given an extra feat at level 11.

#### **Skills**

There have been some adjustments to the skills, some added new ones. All skills can be taken cross class at the same rate as standard neverwinter nights point cost and point cap.

Some Notable skills are:

* Lore has been removed in favour of Knowledge which is separated into 9 different fields to represent specific fields of knowledge. As no one knows everything about all things this makes more sense and makes the breadth of knowledge for bards and nobles more viable.
* Control Shape. This skill is purely for the Werewolves and Stonescales and will have no effect on anyone with out these afflictions. SO spending points there will be a waste. Taking points in this skill will not allow anyone any sort of shape shifting abilities.
* Sense Motive. This skill is for trying to discern some ones motivation. Are they lying? are they being coerced? Can be used as a counter to buff and persuade.
* Speak Language skills. These are not influenced by any ability. Intelligence does not actually effect it any way. Any ranks beyond 5 in a language skill is useless and wasted. You cannot be more proficient than a native speaker.
* Survival. Used to track, hunt wild game, guide people or identify signs of life as well as weather prediction and avoid natural hazards such as quick sand or avalanches.
* Use Rope. Allows the use of grappling hooks for climbing and rope to properly bind people. It counters the Escape artist skill. If the check for grappling with the hook is failed by 4 or less the hook just falls, if failed by 5 or more, the hook seems secure but as the player climbs they will fall and take damage. When binding some one they get a +10 to the check.

### **Magic**

Many of the spells have been split among the various classes specifically. Some classes, as in the Medic for example, have spell like abilities that are mundane in nature rather than magic. In other cases, only a specific casting class can access a certain type of spell. If a spell is magic by nature there will be associated vfx's involved with one notable exception being, the Bard. The bard will always have the note visual over their head to indicate they are singing, though it is not considered magic.

The different casting classes also represent the different forms of corruption that magic can take. Some classes require components to cast, while others may experience stat drains or damage from their spell casting.

The shaman specifically are those who have a state drain when casting their spells. SO for instance if Cat's Grace is cast there will be a negative to strength. Each spell has a cost associated with it and is indicated in the spell description. The stat drain is permanent until the Shaman rests. There is no spell that will prevent this effect.

The Warlock is a little tricky. When casting spells it begins to reduce max hit points. If they cannot be further reduced it then begins to reduce constitution until it reaches 10. At this point it then does damage equal to the spell level to the Warlock.

The reason for this is simple. Magic is costly in any form. At the levels we are playing it is also a force to be reckon with, there for it can be assumed those who dabble in it understand the severity of what they are doing.

One small note about the Disrobe spell. If the player casts it upon themselves and experience a crash, please let us know.

### **Furry Friends**

Upon taking a level after the first character level, in a class that offers them, all familiars and Animal companions come with a Customisation token that will be in the players inventory which can be used to alter the creatures Description and Portrait to allow the player to customise their furry friend.

Speak the description or portrait resref that is desired then use the widget on yourself. With the portraits you will have to use key word Portrait in brackets like so: [portrait]resref

#### **Animal Companions**

The animal companions have been altered in that they are now more aligned with creatures present in our world. They are also far more powerful, progressing similar to how a player character would. Each one has a specific class they progress in for example Wolves progress as fighters of the same level as the players class level.

When an animal companion dies they have to be resurrected or wait a full game day (6 real life hours) to re-summon. This is to represent the time the animal needs to recover and escape the further.

#### **Familiars**

Familiars are the same as Animal companions in their forms and level progression. Though some have the addition ability of being magical in nature, while still fitting in with our theme and setting.

Should a familiar die it is different. The master loses half their current hit points. With the increased strength of the familiars, there is assumed to be a greater bond between servant and master there for a death is far more devastating.

### **Language System**

Languages only Effect In Character conversations. Any text beginning with (( or //, or written in party chat, will be considered OOC and will be readable by anyone. Otherwise each race has their own language which they are fully proficient in with out spending points in and automatically default to that language.

With other languages each point invested improves ability to speak the language, (1 point = 20% proficiency). When speaking, a check is made to see how many points are in the language. If you do not have 5 points, a d100 roll occurs and the check is verse your speak language level x 20 for each word. If the check is failed that word is scrambled. Then Every one who hears it is checked and the process is repeated for each person based on their individual proficiency to emulate how well they understand the language spoken.

When emoting the language system will recognise both \*Emote\* Talk as well as "Talk" emote, style RP and adjust the language accordingly.

The languages are preceded by a specific sticky prefix. Once chosen all conversation will be in that language until another is selected.

These prefixes are:

* Dwarf - [Dwf]
* Elf - [Elf]
* Human (Bravosian) - [Brv]
* Half-Giant - [HfGnt]
* Orc - [Orc]

In the case of Half-elves, they default to Bravosian but also know Elven and can switch between them at will.

### **Armor & Weapons**

The way armor and weapons work now has drastically changed. All players can now use all weapons, armors and shields. However, if they do not have the proficiency, they take a penalty to their attack bonus. For weapons the penalty is -4, for shields and armor the penalty is equal to the armor check penalty. The penalty of the weapon armor and shield being used if the player is not proficient with any of them will stack, however using two weapons of the same kind will only count as -4.

For instense if some one is using a long sword, full plate armor and a tower shield and are not proficient with any of it they will take a -22 to their attack rolls.

Thus anyone can pick up a sword and swing it but a proficiency allows the player to get the most out of it.

*Please bear with me while I learn how to make this wiki functional and more appealing. For the moment the images below should direct you to any information on the changes we have made that you will need. They are still very much under construction however so please hang in there!*

## Important articles

RacesClassesAfflictionsPrestige ClassesSpellsMedic SpecialitiesSkillsProfessions**Feats**The Known World

**Legacy: City with in the Walls**

**Connect:** play.legacy-nwn.com:5132 or 64.15.69.198:5132

**Concept:** A dangerous and filthy Medieval world filled with horror and cruelty.

**Player Level:** Level 11 (instant level up on creation)

**Main Focus:** DM Plots, Role play, Faction Conflict

**Inspiration:** Loose DND / Medieval / Low Magic
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