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The

Kingdom of Haven
Neverwinter Nights 2
Persistent World
Handbook

edited by KEMO
dra! 0.8
Welcome to Haven

" Hello and welcome to Haven.


" Arkosis and I built this place for both our and your enjoyment. Think it of it as a
beach house that we built together with our own hands. We’ve thrown it open for a more or
less non-stop 24/7 party, inviting $iends and strangers ($iends-to-be, we hope). We’ve done
this to a(ow others to enjoy what we’ve built and continue to work on. And are largely
gratified to have done so.
" Ark is now absent having taken a break $om the rigors of building and running
this world. She may or may not return to us, but we leave the door open for her and a chair
empty. Several Assistant DMs have been chosen and are toiling away in the fore$ont or
behind the scenes.
" Haven is not perfect and we continue to work on it. We welcome constructive
feedback, but I am a$aid do not take we( to harping $om the peanut ga(ery nor people
stridently te(ing us what we should be doing. This isn’t a for profit service that you are
she(ing out big bucks for, please bear that in mind when presenting your $ustrations. We a(
have day jobs and are doing this as a labor of love.
" Also be aware that guests may be asked to leave or be ejected $om time to time if
they a perceived to be obnoxious, peeing on the couch and/or complaining loudly about the
bean dip.
" But above a(, have fun, enjoy yourselves and please help others enjoy Haven.

" " " " " " Your host,

! ! ! ! ! ! Bar Fubaz
! Welcome to the Kingdom of Haven Neverwinter Nights 2 Persistent World. Haven is
the second-largest “PW” in the NWN2 community, and the largest social server. It is based
in the Forgotten Realms campaign world. Haven is defined as an adult social/roleplay server.
This means several things:
• Adult erotic roleplay is actively encouraged and pervasive across Haven,
though it is not required. Public displays are not uncommon.
• Social, engaged behavior is encouraged as well: playing together in pairs or
groups is the norm. Characters may not always be friendly, but players
should be.
• In-character (IC) and out-of-character (OOC) conversations and actions are
kept distinct, to encourage roleplaying (RP). OOC areas are set aside for
those taking a break from RP.

! If any of the above is not to your liking, Haven is probably not the place for you.

Haven Staff
! Haven is supported and maintained by a number of dedicated volunteers:
Bar Fubaz, head DM, sysop and developer, playing Telron Elvenforge
KEMO, DM, sysop and developer, playing Thyateira Eryahu
! Assistant DMs:
Conn Torrodon, playing Conn Cain
Gentle_Breeze, playing Isabe(a Ginn and Lady Tanis
Gritsy
GoatRoper, playing Greyik Terog
Nightshade/KHart115, playing Shena’la Tza’dorin
! ! NoMats
! These individuals are available to assist players, but bear in mind that they are
volunteers and cannot always spare time the way paid administrators of larger MMOs can.
Haven Forum
! The primary off-server place where players and DMs meet is found at nwnhaven.com.
Please create an account there at your earliest convenience, so you may be kept apprised of
updates and changes, and can contribute to the improvement of the server.

Getting Started
! Before you can log into the Haven server you will need to prepare a few things. First,
go into the My Documents\Neverwinter Nights 2\override folder and make sure that it is
empty. The Haven server does not allow overrides and, with some exceptions, they will be
ignored. So, it is best to remove anything you have there so as to avoid technical difficulties
later.
! Haven uses a number of HAK files to distribute its content (clothing, tilesets, etc.).
For the most part these files can be downloaded the first time you log in: the
Autodownloader service will copy the files into the correct places on your hard drive. There
is one exception to this, however—see below for details.
! If you wish to download the content files before logging in (which can save you the
trouble of having to wait a long while with the NWN2 program running), go to
! http://z6.invisionfree.com/Haven_Forums/index.php?showtopic=8737

and download the collection of base HAKs. Use a program that can extract 7z files (like 7-
Zip) and place the extracted files into the My Documents\Neverwinter Nights 2\hak

folder.
! There is one HAK file that comes in two versions, and you must choose one before
logging in. The Autodownloader will not copy this file to your computer: you must do so
manually. This is the Haven effects HAK. One version contains the full light-emitting
effects and requires a robust graphics card. The other version contains non-light-emitting
effects, and will be the better choice for older graphics cards.
! The next step is optional but highly recommended. The NWN2 community
contributer Skywing has developed a Client Extension (currently at version 14) that
enhances the experience of playing on a persistent world and resolves some long-standing
bugs in the game. You can download the Client Extension here:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=712217&forum=118
! Follow the instructions provided to install and set up the Client Extension.
! You are now ready to log into Haven. You can do this in one of two ways: via Direct
Connection or through the Gamespy interface. Follow the instructions in the NWN2
manual for more details on how to use these two methods. Haven’s direct connection
address is
! 65.87.19.123

and our Gamespy location is in the Social tab of the interface. If everything has been set up
correctly, you will be presented with the Autodownloader screen. At this point, the game
will begin downloading any files that have been recently updated. Please read through the
Server Info, Server News and Server Rules while these downloads are in progress.

! At this time you may create a new character or select an existing one. Haven uses a
server character vault, which means that you cannot use local characters (characters stored
on your computer) inside Haven. Characters stored on the server vault are persistent and
will be available each time you log in. Characters that have been inactive for more than 60
days will be archived, but they can be restored upon request.
Character Naming Conventions
! Do not take a fictional character’s name verbatim. Haven allows some leeway for
common enough names, but you may be asked to rebuild your character if the name is too
closely associated with a well known fictional character. Also, do not take the name of an
existing Forgotten Realms character (from game materials or the books). Do not use 133t-
speak, color coding or noble titles in your character’s name.
! Minimize the amount of punctuation in the name. Quotation marks and apostrophes
create trouble, especially for other players trying to send /tells to you. Avoid accents as well,
since non-English language support is incomplete in NWN2. Generally speaking, you
should not use Earth-bound names for characters in the Forgotten Realms, but this is not a
hard and fast rule.
! There are some useful regional guidelines that may help you name and flesh out your
character. Following these guidelines is not required, but is strongly encouraged. Other
players will appreciate a well thought out name.
! English names come primarily from the Moonshae Islands, Neverwinter, Waterdeep,
the Sword Coast and the Dalelands. Silverymoon elves tend to have English, human first
names and elven last names. Other conventions include:
• Amn: Spanish
• Calimshan: Arabic, Hebrew
• Chessenta: Classical Greek
• Chult: African languages
• Cormyr: French
• Durpar: Hindi
• Kara-Tur: Chinese
• Koryo: Korean
• Kozakura: Japanese
• Moonsea: Polish/Slavic
• Rashemen: Russian, Finnish
• Sembia: Italian
• Shaar: African languages
• Shou Long: Chinese
• Tethyr: German, Spanish
• Wa: Japanese

! Mulhorand and Thay are nominally ancient Egyptian, but tend to have either ancient
Egyptian, quasi-Russian or just plain fantasy-sounding names. Naming of Thayans is
important because they are a racially ruled caste system. Non-Mulhorandi do not progress
far and names are a big part of that.
! Elves should have fantasy, Tolkien-esque or Forgotten Realms first and last names, or
“English”-translated names like Elvenforge, Moonsong or Silverspell. English-translated
names are more common in Silverymoon, as noted above.

Regions and Backgrounds


! You may wish to give some thought to where your character is from. The population
of Haven is almost exclusively immigrant: very few citizens were born among the islands.
! Haven is located on Abeir-Toril in the Forgotten Realms campaign setting, in the Sea
of Swords just south of the Moonshae Isles, West of the Nelanther Isles and north of
Lantan. The major island that makes up the majority of its realm is known as the Paradise
Isle.

! Trade routes with Neverwinter, Waterdeep, Skullport, Amn, Tethyr, Chult,


Calimshan, Maztica and Thay provide a steady stream of visitors and immigrants from these
regions. Haven has special relationships with a few of these areas:
• Thay. A Thayan Enclave exists in Kortuga, and is one of the principle trade
sources for slaves.
• Zhentarim. The city of Kortuga is essentially a semi-forgotten Zhent
outpost. Many oppressed Zhent Loviatans have gathered there over the
years to escape their idea of tyranny. The Kingdom of Haven purchases
slaves from the Zhent.
• Skullport. Agents of the Crown buy slaves from the drow of this
Underdark city. Many drow in Haven came from or pass through Skullport.
• Waterdeep. Viceroy Telron Elvenforge frequently portals to Waterdeep and
has relationships with the Fest Halls of Sharess and Sune there, as well as
Blackstaff Tower.
• Evermeet. This is Telron Elvenforge’s homeland, the insular isle of the
elves.
• Sigil and the Planescape. There is a one-way gate from Sigil and the
planescape and select immigrants are allowed to enter the Prime Material
plane through Haven.

! Most immigrants to Haven come from along the Sword Coast, in the Neverwinter-
Baldur’s Gate-Waterdeep area. You may choose to have your character come from one of
these major cities, or any existing village, town or city in Faerun. If, however, you wish to
have your character hail from a place that does not already exist in Forgotten Realms lore,
please do not “create” anything larger than a small town (roughly 1,000 inhabitants).
Anything larger than this may interfere with established Forgotten Realms lore, and this is
to be avoided.

Unusual Background Requests


! Haven unconditionally allows character races that are available at character creation.
Players may be permitted to portray another race (or subrace) after submitting and receiving
approval for an Unusual Background. To submit an Unusual Background, go to:
! http://z6.invisionfree.com/Haven_Forums/index.php?showforum=38

! Unusual Background Requests are also required for any character backgrounds and
abilities that are outside the norm for those races available at character creation. Examples
of approved UB races include:
• Avariel (winged elf). Pick Moon Elf as the race, with a pale skin color.
Also submit an Avatar Request for a tail and/or wings.
• Fey’ri (daemonfey descendant). Pick Sun Elf as the race and submit an
Avatar Request for a tail and/or wings.
• Half-Tanar’ri (demon) and Half-Baatezu (devil). With special
circumstances or limitations, half-breed demons and devils are permitted.
Pick Tiefling as the race.
• Half-Celestial (angel). With special circumstances or limitations, half-
breed celestials are permitted. Pick Aasimar as the race.

! Avatar Requests may be made here:


! http://z6.invisionfree.com/Haven_Forums/index.php?showforum=39

! The following races are not likely to be approved:


• Feline race, catfolk, catling, etc. (including Rakshasa)
• Canine race, dogfolk, canid, etc.
• Fish race, sea-folk, sea elf, etc.
• Racial combinations that make no sense (like Rakshasa-descended fey’ri)

! This does not mean, however, that certain behaviors are prohibited. For example:
• Feline or canine behaviors. PCs are welcome to behave like cats or dogs (or horses,
fish, ticks, sea anemones, amoebae. . .) as long as it is strictly understood that
they are not actually that race type, and that for all official purposes they will
be treated as sapient creatures.
• Feline/canine pet play. This is basically the same as #1 but it involves more than one
PC, with one acting usually as the pet owner. The pet owner may attempt to
get third parties to treat the pet PC as a cat/dog/fish/etc., but no third party is
required to go along with the play.

! The UBR system exists for the sole purpose of upholding standards of character
creation in a setting where everything is meant to be special and magical, but not downright
outlandish. Without these standards, one would not be able to walk the streets of Sharessia
without seeing purple elves and demi-gods. It isn’t a perfect system of course, but in the end
we as volunteer workers can only do our best, and the UBR system has served us well in the
past. Many may not realize it, but the UBRs also help to flesh out characters even further
before creation. It gives the player the opportunity/motivation to research a character
concept in detail and show it off to the rest of the world before the character is even
conceived on Haven.
! If your UBR is accepted, please indicate the date of approval in your character bio, so
that DMs and others can confirm the status. Do not begin playing your character’s unusual
background until the UBR has been approved.
Approval Tips
The best way to get approval is to follow a few simple guidelines:
Research. Haven follows Forgotten Realms lore. Supply source links if possible, or
references to source books. Remember that Haven operates off 3e/3.5e, and
anything outside that will not likely be valid here.
Detailed Creativity. Don’t be afraid to post a long submission and try to grab the
readers attention with it. If your UBR is 4 sentences long you’ll just be asked
to flesh it out more anyway, if it isn’t outright denied.
Sanity. Sometimes players forget the beauty of simply roleplaying a standard race or
background. Your half-elf can be more fascinating than that succubus; it
comes down to how you RP. Try to avoid outlandish backgrounds unless you
have some really fascinating reasons for them.
Accept the decision. DM’s don’t hold grudges, but they do have memories, and if
you explode on them for not approving your UBR it really does hurt your
reputation as a person. DM’s do their best to polish a UBR up to something
more reasonable, but sometimes denial is the only way.

Highly Unusual Background Requests


! Highly unusual background requests are a safety net implemented for UBRs. They
serve two purposes. On the one hand, they limit the number of extremely outlandish
characters who enter the server. On the other hand, they allow a chance of approval for
UBRs that would normally be outright denied. Unlike UBRs, a HUBR is voted upon by at
least three members of the active staff, and only one is approved per week. The others are
either denied or moved to the next week for further consideration.

Special Abilities, Spells and Powers


! In general, special abilities, spells and powers are not approved. With few exceptinos,
players are not permitted to perform them in public if they cannot do so via current NWN2
game mechanics. In private, however, players are welcome to perform any acts they desire,
under the following two conditions:
• All players involved in the private RP consent to the use of these special talents
• All players involved in the private RP agree not to discuss these talents outside the
context of the private RP
Wings and Tails
! Many players want wings and/or tails without taking a character class or race that
gains the trait(s) normally. Having wings or a tail granted via a token counts as an unusual
background and requires an approved UBR.
! Not every wing/tail UBR is going to be approved. For practical and philosphical
reasons we don’t want there to be a glut of winged/tailed PCs running around Haven. (This
is especially true of winged PCs: they take up three times the amount of space and are hard
to click around.)
! If you are submitting a UBR for a winged/tailed character, keep these guidelines in
mind:
! How not to get approval:
1) “Character X was born with wings because s/he is aasimar.” Aasimar do not have
wings, so that is not sufficient reason to get them.
2) “Character Y was born with a tail because s/he has tiefling blood, though s/he’s not
a tiefling.” If s/he has tiefling blood, s/he is a tiefling, so pick the tiefling race.
3) “I hate the tiefling faces but I still want to play a tiefling with a tail, so I’d like to
have a human character who is tiefling for RP.” No, that’s a tiefling: see #2.
4) “Character Z was cursed/magically ass-kicked by a god/priest/wizard/gremlin when
s/he was younger, and now she has a tail/wings.” Once #1-#3 are shot down,
players tend to try out #4. But then it’s not unusual, it’s just unoriginal.
5) “Player A and I were RPing and Player A’s character used magic on mine and s/he
got transformed.” The only way this is acceptable is if Player A already
received an approved UBR for the magic that caused the transformation.
And it is virtually guaranteed that s/he didn’t, because DMs do not approve
those. (The same goes for divine magic, potions, herbs, alchemy, medical
devices, curses, mysterious tropical baths, mischief-making pixie dust and
anything else that occurs or is used in Haven within the geographical and
historical boundaries of the server.)
! How to get approval:
1) Agree to take all appropriate feats that are available.
2) Come up with a detailed, relatively original explanation of how the PC acquired
the traits. This can be from birth, misadventure or intentional
transformation, but it has to be richly detailed enough to indicate to the
DMs that you spent a lot of time thinking about the whole character and
not just the parts attached to the backside and/or shoulderblades. In fact,
the best UBR descriptions spend as little time as possible on the actual
wing/tail acquisition, and go into more detail about the character’s overall
well-rounded background.
Playing Drow
! The drow or dark elf is a popular race in Haven. Please research drow culture and
play your character accordingly. Drow with nonsensical backgrounds cheapen the
experience. Playing a drow is considered an advanced roleplaying challenge and is not
recommended for new players.
! It is important to remember that in most Forgotten Realms places, the drow are
attacked and killed on sight—questions optional. Haven is peculiar in that this is not a
common policy, but drow who have recently arrived on the islands may still feel legitimate
fear before becoming fully assimilated into Haven society.
! The drow are a matriarchal society, females generally given dominance over males,
with a few regional exceptions. Only recently has this begun to break, with the two major
religions accepting male clerics through the absorption of slain male clergy. There are two
basic types of drow:
• Eilistraeean or goodly drow, the redeemed. There is a large population of
these in Haven, encouraged and welcomed. This group has recently
expanded to include Vhaeraun’s follows after that god’s death or merging
with his sister, Eilistraee.
• Lolthian or evil drow. These are surprisingly welcomed in Haven, but
carefully watched. The hope is they will be redeemed. The (mostly male)
clerics of Selvatarm are considered clerics of Lolth.

! There was once a drow city called Rivaulen—something of a remote outpost of the
Underdark, really—beneath Haven. They tunneled extensively under the surrounding isles.
The main entrance was under the village of Chauntea’s Hold, which they destroyed in a
surface raid. The city and House of Rivaulen was destroyed in the encompassing war. Some
refugees and visitors ended up on the surface, leaving abandoned the secret places beneath
Haven.

Playing Red Wizards


! Although there is a Thayan Enclave in Kortuga, characters are not required to join
the Enclave in order to become Red Wizards. The only prerequisite for Red Wizard RP is
the prestige class itself.
! That being said, if you wish to have your character join the Enclave, you will not be
permitted to take the Red Wizard prestige class until your character has completed an
apprenticeship.
! If you play a character who claims to be a Red Wizard but does not have the required
prestige class, you are not violating any server rules. However, be aware that this is only a
claim, and any true Red Wizard can challenge you and has a legitimate reason to want you
dead. Playing a fake Red Wizard but refusing the RP consequences is considered griefing,
and is not tolerated.

Free Persons and Slaves


! When you first enter Haven, you will appear in the Start room. The first thing you
must do is speak to the golem who stands before you. He will confirm that you wish to join
the server and ask you a few questions. At this stage you will indicate whether you wish your
character to be a free person or a slave. See the Free Persons and Slaves chapter for more
information about the options.
! After you have selected your preferred option, you will be booted from Haven so
that the system can configure your character file. You may log back in immediately. When
you do, step toward the portals on the far side of the golem to begin your adventures in
Haven.
Politics of the Realm

! The Kingdom of Haven comprises a collection of small islands and one large island.
Its primary influence encompasses the following areas:
• Sharessia, the capital city, formerly City of Haven
• Arena Island
• Chauntea’s Hold
• Goblin Island
• Sunbright Island
! The Isle of Woodland Harts is a protectorate of the Kingdom, established in 1376
DR. Gloom Keep was at one time an enemy of Haven, but in 1376 DR it sank into the sea,
and is no longer a threat.
! Surrounding the core islands is a larger island, Paradise Isle, in the north of which is
the capital of the Kortugan March. The March is controlled by Margrave Thyateira
Eryahu, whose authority is derived from a vague treaty between Haven and the Zhentarim.
Kortuga Cove was at one time a Zhent outpost; it has since been claimed by Haven.
Regional names in the March are particularly confusing. The name of the region is the
Kortugan March. The name of the capital is Kortuga, which is situated in Kortuga Cove.
! The March comprises most of the northern half of Paradise Isle, including the
Valley of Death and the West Island Wood, the latter of which marks the southernmost
territory of the March. Kortuga enjoys relative independence, even to the point of having its
own laws and militia. Prior to the establishment of the Margrave’s authority, Kortuga was
largely ungoverned. This is changing, however, as House Eryahu’s influence in the region
grows.
! Thay has established an Enclave within the city of Kortuga, on the western bank of
the river bisecting the Cove. This Enclave is a trading outpost; it has its own law
enforcement organization, but its authority does not extend beyond its walls and it has
pledged ad hoc military support to its host city.
! Underneath the west coast of the northernmost edge of the March is the Underdark
city of Mithuth, ruled by the drow House Tza’dorin. At one time the Mithuth colony was
controlled by Rivaulen, but after their defeat during the last war it was abandoned and later
recolonized by its current inhabitants.
! The final authority in Haven worth noting is found underneath the Valley of Death.
A demi-lich known only as Satoris has taken up residence in what the locals call the
Flooded Tomb. Expeditions to the Tomb have returned with reports of undead hordes
massing there, waiting for the right time to burst forth and invade the surface.

Sharessia Officials and NPCs


Queen Ilsa
Lord Viceroy Telron Elvenforge
Lady Tanis
Seneschal Donal
Census Clerk
Merchant Harl
Tailor Myrin

Kortuga Officials and NPCs


Governor Margrave Thyateira Eryahu
! Margrave Thyateira is a native of Kortuga, born into what was one a minor House.
The decay of Kortuga’s major Houses resulted in House Eryahu becoming an ascendant
power. Over the past few years, Thyateira Eryahu took over operation of the Countess Club
(now the Forced March), became Governor of Kortuga and was eventually given the title of
Margrave of the Kortugan March.
! The Margrave is also the head of the Kortuga Slavers’ Guild. She commands an elite
group of Hounds whose job it is to track and capture new and runaway slaves. In her
position as Governor, she is commander-in-chief of the Kortugan Militia. Her patron is
Loviatar.
Captain of the Militia Greyik Terog
Slavers Guild Clerk Morlen
Allegiance Recorder
Merchant Larh
Tailor Laurelle

Mithuth Officials and NPCs


Ilharess Shena’la Tza’dorin
Loyalty Inquisitor
Tailor

Other Officials and NPCs


Free Persons & Slaves
! The majority of the inhabitants of Haven are free citizens. Roughly 10% of the
population is enslaved. Of these, 40% belong to Kortuga or Kortugan citizens and 40%
belong to Haven or Sharessians. Most of the remainder belong to the Thayan Enclave, while
a few are the property of Mithuth and House Tza’dorin. Slaves of the Haven Crown or
Sharessian citizens are known as Servants.
! Most Servants and slaves may be privately owned. (The main exception is the
Enclave: most of its slaves are public property.) Even slaves that do not have private owners
are considered property, however. They may be commanded by any official authority of the
owning institution.
! Haven Servants may be purchased from the Crown, either through an auction or
through a private sale. The price for a Haven Servant varies by his or her abilities, but ranges
from 500 to 15,000 gold pieces ((500g per level)). Kortugan slaves may be purchased from
the Slavers Guild for a flat fee of 500 gold pieces. Citizens may own at most two Haven
Servants, but there is no limit to the number of Kortugan slaves a person may own.
(Practically speaking, however, the Margrave will tend to enforce limits at her whim, to
prevent other Houses from gaining too much power.) As noted above, most Thayan slaves
are public property. Privately owned Thayan slaves are given as gifts by the Khazark to
reward service to the Enclave.
! Most slaves arrive in Haven already collared. The Crown purchases slaves from
various regions and imports them to be given better lives in Sharessia’s Haven Keep. The
Kortugan Slave Hounds, an elite group headed by the Margrave, routinely travel to the
mainland to buy or capture new slaves for the Slave Pens underneath Kortuga. The Enclave
imports its slaves from other Thayan holdings.
! To designate your character as a slave upon entry in Haven, select the appropriate
option when you speak to the golem after character creation. It is possible to become a slave
after arriving in Haven, if one is unlucky enough to be captured. This is the only way to
become an Underdark slave. It is very rare, however, that individuals are captured by the
Enclave or taken as Servants by the Crown. The majority of slaves captured in Haven are
sold to the Slavers Guild in Kortuga.

Allegiance
! All free citizens arriving in Haven are assumed to have allegiance to the Kingdom.
Anyone may change allegiance to Kortuga, the Enclave or Mithuth by speaking to the
appropriate NPC in those regions. This allegiance change is free the first time; any
additional allegiance changes will cost a considerable amount of money.
! Allegiance determines where your character returns from Purgatory (after death) and
where your character may send and receive mail. Real estate may only be owned by those
who hold allegiance to the area in which that property is located.
! Servants and slaves are automatically switched to the allegiance of their owners.
(This occurs the first time the slave is leashed.) Servants and slaves may not voluntarily
change allegiance under any circumstances.

Haven Servants
! All Servants enter Haven as property of Queen Ilsa. The crown is the sole controller
of all unowned Servants, and other free people may not issue orders to Servants. The only
exception to this is that, during auctions, Auctioneer Zed has complete control over
Servants being auctioned.
! Servants are given the right to decide whether or not they wish to be sold to a private
owner. To do so, a Servant can either join a regularly-scheduled Auction in the Auction
House, or be purchased directly from the Crown. If a Servant chooses to be sold at Auction,
it is not possible for the Servant to choose the eventual owner. To complete a private sale,
speak to Donal in Haven Keep. Haven Servants may remain property of the Crown
indefinitely, and are not required to be sold under any circumstances.
! Haven Servants may only be hit to discipline or correct his or her behavior(s). The
only person who may hit a Servant is their current master, the queen, or the auctioneer
during an Auction. Servants may not be killed. Mistreatment of a Servant outside the city
limits is still considered a crime, regardless of the local jurisdiction.
! Any Servant may report excessive force to a Knight of the Order of Thorn. The
Knight can provide protection to the Servant in the Keep, or, in extreme circumstances, by
locking them in the jail cell. The matter is then referred to the Queen, who will hear the
input of both sides and any witnesses. Citizens and Knights may not intervene unless
protection is requested by the Servant.
! The benefit of the doubt always rests with the master, though if the Servant makes a
compelling case for use of excess force, the master can lose their Servant. In extreme cases,
a trial may be ordered. If the master is found to be in the right, the Servant will be returned
to him or her.
! Haven Servants usually arrive in the Kingdom after being purchased (as slaves) from
various groups on the mainland. They are brought to Sharessia and given their new collars.
Haven Servants are never taken from the general population of the Kingdom, and so no
Haven Servants are native to the islands.

Kortugan Slaves
! Guild slaves may be sold by the head of the guild, Margrave Thyateira Eryahu, or her
proxy, Morlen. Thyateira reserves the right not to sell a guild slave, for any reason. There is
no limit to the number of Kortuga slaves a free person may own. However, Thyateira is
careful not to permit any other House to acquire enough property to be a threat to her
position as governor. Guild slaves may not be sold to private owners until the slave character
has achieved level 10.
! Kortugan, Underdark and Thayan slaves may be hit by their owners, for any reason,
at the whim of the owner, except in Sharessia where Haven laws apply. They may be
maimed, executed, dismembered, flattened by boulders, etc. In Haven, owners will be
expected to obey the city’s laws, and abuse or murder will be treated as criminal offenses,
even when perpetrated against a slave.
! Slaves have no recourse against this treatment. They may attempt to file grievances
with the governing body of their respective status (Kortuga, Mithuth, Enclave), but will
likely be returned to the owner immediately. Interference in the use (read: punishment,
abuse, execution) of another owner’s slave is frowned upon, and in Kortuga is punishable by
enslavement.
! Kortugan slaves come from a variety of sources. Kortugan Slave Hounds often
purchase slaves from other organizations on the mainland, or capture slaves themselves.
They have no qualms about capturing native Kortugans, so there are always one or two
slaves in the pens who were born in the March.

Thayan Slaves
! Most Enclave slaves are communal property. Each Red Wizard may be granted one
personal slave attendant, at the Khazark’s discretion. Enclave slaves are imported from
Thayan lands. Slaves may not be taken from among the free people of the region: a treaty
exists between the Khazark and the Margrave that the Enclave will not enslave people in
Kortuga. The treaty stipulates that there are exceptional circumstances that permit
breaching this rule, specifically catching someone on Enclave property breaking Thayan
laws. The Khazark must petition the Margrave for permission to collar the trespasser.
Enclave slaves must be collared at character creation. Exceptions may be permitted
irregularly, at the DMs’ discretion.
! Thayan slaves are shipped in from other Thayan holdings. The trade pact and treaty
between the Enclave and Kortuga prevents the capture of Kortugans (and by extension
anyone traveling in Kortuga).

Underdark Slaves
! There are two groups of Underdark slaves: communal property and the property of
House Tza’dorin. The House may enslave anyone who trespasses. Until very recently,
Mithuth has not imported slaves from other areas. As of Ches 25, 1377, Mithuth imports
slaves from Skullport who have been selected as the most compliant and well-trained. This
is an experiment that may result in failure, leading to the sacrifice of these slaves at the end
of one month.
General Rules for Servants and Slaves
! Slaves must do as their owners ask. The primary exception to this is if someone asks
you to do something sexual that you do not wish to participate in. Simply send that person
an out-of-character tell to stop. Continued unwanted behavior is against server rules and
will be dealt with accordingly.
! Loyalty to one’s owner is a legal obligation, though that does not mean that a certain
slave will, in fact, be loyal. A Servant caught disobeying a direct order will face legal
discipline. A Kortugan, Thayan or Underdark slave caught disobeying a direct order is
subject to whatever punishment the owner(s) choose, up to and including execution.
! All Servants of the Crown, whether privately or publicly owned, must obey Queen
Ilsa and her designated proxies. All Servants who are in an Auction must obey Auctioneer
Zed.
! Kortugan slaves that are the property of the Slavers Guild must obey the Margrave.
Thayan slaves must obey all Enclave Red Wizards. Underdark slaves must obey all Mithuth
citizens, especially members of House Tza’dorin.
! By the laws of the city of Haven, slaves are legally recognized as having the same
rights as Servants. Servants are recognized as citizens with limited rights in the Mithuth and
the Thayan Enclave. They are recognized as free but otherwise weak and contemptible
citizens in Kortuga.

Manumission (Freedom)
! Despite the considerable freedom given to Haven Servants, it is very rare for a
Haven Servant to be manumitted or released as a free person. Manumission is solely at the
discretion of Queen Ilsa and her proxies.
! Kortugan slaves may be manumitted by their owners for a fee paid to the Margrave.
((The price is 1,000g per level.)) Technically speaking this manumission is first a sale back to
the Slavers Guild and then a bribe to have the collar removed. As such, the Margrave is
under no obligation to comply with the request even after receiving payment. This allows
owners to enjoy manumission RP while letting the slave’s player to continue playing the
character as a slave.
! Kortugan slaves whose owners have been banished from the realm or are otherwise
no longer present revert to being the property of the Guild.
! Characters that have been enslaved cannot be re-created uncollared; the collar will
persist through the re-creation. You may not re-create a slave character with everything the
same except for the name in order to get around this rule, as this violates the unusual
background request requirement (by having a retroactive change in reality following the
character around). This includes names that differ only by a single character, or the addition
of punctuation (such as an apostrophe). If a character is caught violating this rule (i.e., self-
freeing), it will be burned in the fires of hell, a.k.a., deleted.

Delayed Collars
! The following details compensate for the fact that sometimes it takes a while to find
a DM to handle collaring and ownership transfers in Haven and Kortuga.
! Haven Servants wishing to be owned privately may reserve themselves for the
exclusive use of the potential owner until such time as a proper transaction is completed.
This is largely a product of the fact that the Crown’s representatives do not look too closely
at the practice: it is frowned upon, but everyone usually looks the other way.
! A free person captured in Kortuga for collaring is not considered property until the
collar is in place. When the captive is presented to the Margrave or her proxy for collaring,
the Margrave reserves the right to retain the slave as a guild slave and not sell to the captor.
Excessive slave-catching by anyone who is not a Hound will not be looked upon favorably;
these captives will likely be kept by the Guild. Guild slaves may be used by anyone who
chooses to do so. They may not be reserved for private use except by permission of the guild
head. It is not permitted to sequester captives or guild-owned slaves (with intent to enslave/
purchase) without the Margrave’s permission. Failure to comply will result in fines,
banishment or enslavement, at the Margrave’s discretion.
! As far as Kortuga slaves are concerned, there is no limit on the number that may be
owned. There is no limit, public or secret. However, for the sake of fair play, we want to
foster an environment where any player who wants his or her PC to own a Kortuga slave will
have the opportunity to do so, without having to scramble to “get there first.” If a player is
in the habit of tracking down every Kortuga slave who logs in and confronting them before
they have had a chance even to set their ERP Prefs, that player will not be permitted to own
any more slaves.
! Some players insist upon strictly RPing whatever happens to their characters. This is
laudable, but it can lead to cases where a PC is forced into a situation that the player doesn’t
enjoy. If that situation happens to involve being collared (or ownership-transferred), please
take advantage of the fact that the Margrave can arbitrarily refuse to sell. In other words, if
you wish, you can avoid an unwanted capture without breaking RP or being forced to go
OOC to say “No.”
Experience & Death
Custom Experience Award System
! Haven’s hunting xp gains are controlled by a system developed specifically for the
server. It encourages group hunting and discourages power-leveling.
! The basic formula for determining an xp award is as follows:

XP Awarded = Base XP Award x Multiplier


Multiplier = 1.0 + Party Size modifier - Relative Level modifier

! The Base XP Award is equal to 50 plus twice the creature’s level. This means that,
across all of Haven, the base award will generally be between 52xp and 110xp. There are a
few exceptional cases at the epic end, but the majority of base awards will fall in this range.
! The minimum Multiplier can range anywhere from 0.5 (solo hunter) to 0.07 (7-
person party).
! The Party Size modifier is determined by adding 0.25 to the Multiplier for every
party member after the first. So, a three-person party will have a Party Size modifier of 0.5.
The maximum Party Size modifier is 1.5 (a seven-person party).
! The Relative Level modifier is where the bulk of the variation in xp awards exists.
The farther away your character’s level is from that of the creature your party has killed, the
greater your modifier. The largest modifier possible is 1.98.
! This means that if you are hunting creatures considerably higher or lower in level
than your character, you are better served by being in a large party. The greatest Multiplier
possible is found in a seven-person party, hunting creatures that are roughly your character’s
level. In that case, the Multiplier will be 1.0 + 1.98 - 0.0, or 2.98. If you are at level 30,
fighting level 30 creatures, your xp award would be 327xp per kill.
XP Tokens
! Greater awards are possible by using XP Tokens. The most common way to receive
an XP Token is to eat (activate) a fish-based meal (created using Cooking, from fish acquired
by Fishing). There are three types of XP Tokens that can be had by this method.
! Freshwater fish produce XP Tokens that add a percentage bonus to each kill until the
total bonus xp reaches a certain amount, at which point the Token disappears. For example,
a +25%/500xp Token would give a +25% bonus to each xp award until the total bonus
received has reached 500xp.
! Saltwater fish produce XP Tokens that add a percentage bonus to each kill for a
specified number of kills. For example, a +25%/20k Token would give a +25% bonus to the
next 20 xp awards.
! Crustaceans and shellfish produce XP Tokens that add a small percentage bonus to
each kill over a number of levels. While the bonus is small (between +1% and +5%), the
Token lasts a very long time, and has the potential to give tens of thousands of bonus xp.
! Only one Token is active at a time. However, you may have up to one of each type in
your inventory. Freshwater XP Tokens take priority, followed by Saltwater XP Tokens.

Death and Death Penalties


Hunting Grounds
Goblin Island (party levels 1-10)
! Goblin Island, as the name would suggest, is an island predominantly inhabited by a
goblin tribe. However, in addition to goblins, it also features groups of kobolds, ogres, sea
lizardmen, rats, and spiders. It also features two powerful named creatures: Haglor the
Unpleasant and the Headsman Swine.
! You can reach goblin island via a boat in Sharessia, to the right of the boat leading to
Chauntea’s Hold. On Goblin Island, you can find enterances to the Vermin Caves or the
Goblin Caves. There is also a bridge that leads to Chauntea’s Hold.
! Goblin Island is designed from groups of characters leveled 1-10. Creatures will not
spawn if the average group level is above 10, and if any single character within the group is
above 15. Once a group of characters is at an average level of 6 or 7, they may wish to
attempt the Goblin Caves, depending on group size and makeup. Groups or pairs of
characters around levels 2-4 might wish to try the Vermin Caves. If a group is too high of
level for Goblin Island or it’s adjacent areas, they may wish to try either Chauntea’s
Underground or the Kortuga Sewers.

Locations
! Boat to Sharessia: Most characters will start here. The boat to Sharessia is located on
the northern part of the island. Right in front of the boat is a rest spot. Proceeding right
from the boat will lead the character toward the entrance from the Vermin Caves. Heading
left will lead them to the Ranger’s Station, and later to the enterance to the Goblin Caves.
! Ranger’s Station: Located toward between the two mountains formations that house
the Vermin and Goblin Caves is a Ranger’s station. Within it, players will find a rest tent,
several stools, some archery targets, and a deck which can be used as a good spot for
attacking at range.
Bestiary
! Large/Big Spiders: These creatures, while weak, can still be deadly to a low level
character. They possess a poisonous bite which drains strength. Once a character has gained
a few levels, however, they are not much of a threat. They appear either alone or in pairs just
outside the entrance to the Vermin Caves.
! Rats/Dire Rats: Rats are fairly weak, but can swarm in a decently sized group at
certain points. They possess a bite attack that inflicts disease, draining a character’s
constitution. Like spiders, once a character has gained a few levels they do not pose much
threat. Rats appear heading left from the boat as one makes their way to the Ranger’s
Station.
! Goblin Sorcerers: These goblin spellcasters appear in groups near tents on the southern
side of the island. They are most notable for casting magic missile, which in sufficient
numbers can be devastating to even the heartiest of characters. If possible a character who
is immune to magic missile (one who has either Shield or Nightshield cast upon them)
should get their attention and deal with their other, weaker spells such as Electric Loop and
Ray of Frost via elemental resistance. They also have a habit of casting daze, freezing
characters with a low will save in place.
! Haglor the Unpleasant: A powerful Ogre Mage who appears randomly around the
island. He can be considered a “boss” encounter. If a character approaches Haglor, or simply
wanders too close, he will cast Disintegrate upon them, very likely killing any character who
fails the save unless they have an astounding amount of hit points. When in close, he will
unleash a burst of cold in those gathered around him. Defensively he is very tough, and
possesses Spell Resistance. Recommended tactics are to have a hearty tank character
(preferably with a high and boosted fortitude save) to engage first, in order to tank the
Disintegrate. Characters with low hit points should stay back, preferably attacking with
ranged weapons. If possible, offensive spellcasters should try to lower Haglor’s Spell
Resistance with spells such as Assay Resistance and/or Lesser Spell Breach, before attacking
him with spells.
! Headsman Swine: A very large and very strong boar that appears randomly around the
island. He, like Haglor, can be considered a “boss” encounter. The Headsman Swine’s tactics
are fairly simple, in that it will simply attempt to gore you in melee. Its attacks are very
strong, so characters with lower hit points should avoid the Swine’s attention, either by
having a stronger character attacking it, or by impeding its movement and attacking it at a
range. Offensive spellcasters should also be aware that the Swine possesses Spell Resistance,
and they should use Assay Resistance and/or Lesser Spell Breach before attacking the
creature, if possible.

General Tips and Advice


• Many Healing kits can be found within the chests on Goblin Island. These are very useful
for out of battle healing, as even a character with zero Healing skill and a -1 Wisdom
modifier will heal 20 HP by using one out of battle.
• Many of the creatures show up in groups. Area attacks and spells are very helpful for
damaging or hindering large numbers of them at once.
• Don’t wait too long between rests. A lower levels, buffs do not last very long and spells and
abilities do not have a large number of uses. If you need to backtrack a little bit to
rest, do so.

Vermin Caves (party levels 1-5)

Goblin Caves (party levels 1-10)

Pale Master’s Den (party levels 1-10)

Kortuga Sewer (party levels 1-15)

Kortugan Caves

Chauntea’s Underground (party levels 10-20)


Valley of Death (party levels 15-25)

Flooded Tomb (party levels 20-30)


Special Systems
Heed’s PC Tools
! Heed’s PC Tools is a graphical user
interface (GUI) with a number of useful
options, and a few less than useful ones. The
basic layout of the Tools appears at the right.
From this view you can do the following:
• Save Character. This saves your
character to the server vault. Normally your character is saved every time
you enter a new area, but occasionally you will want to save at other times so
as to avoid the potential loss of items, experience and the like.
• Check Time. This will give the current date and time in your combat log,
translated into the most common Forgotten Realms system. Server time
moves at the same rate as real time, and is set to Greenwich/UTC–8, or U.S.
Pacific Time.
• Safe Location. This does nothing useful.
• Build Campfire. When you click this button, a campfire is created at your feet
that can be used to destroy unwanted inventory. Place the junk inside the
campfire and wait; after a minute, it will disappear.
• Pitch Tent. This creates an unnecessarily large tent in front of your character.
Currently there is no purpose to the tent. In future updates it will be
possible to pitch tents to rest in hunting areas whenever you wish, but those
tents will not be created via this button.
• Toggle AFK. This button will give you a semi-transparent gray color, to indicate
that you are away from your keyboard. If you expect to be AFK for more
than a minute or two, it is recommended that you shunt to the OOC Room
instead (see below).
• Die Rolls. Another method of rolling dice is preferable. See the section below on
DMFI Tools.
• Emotes. When you click on this bar
the panel will expand to show
the section at the right. You
can use any of the built-in
player animations that appear
on this panel by clicking on an
appropriate radio button and
t h e n c l i c k i n g t h e E m o te !
button in the lower right
corner.
• Miscellaneous. Most of the buttons
listed under the Miscellaneous
bar are redundant or not useful.

DMFI Tools
! The Dungeon Master Friendly Initiative is somewhat of a misnomer when it comes
to the player interface. For players the DMFI interface consists of the following five
buttons:

! The first two buttons (from the left) give options to roll dice against abilities or
skills. See the chapter Ski( and Ability Ro(s for more information on how to use these
options. The third button allows players to roll dice without having them attached to any
game mechanics. They can be used to resolve disputes, or just to have a friendly (or
unfriendly?) game of chance.
! The Follow button is an important option. If you select another PC and then click
this button, your character will begin to follow the other. Your PC will transition across
areas if the followed character does. Please note that this button does not exist to be
abused. The follow will be automatically shut off after three minutes and will not operate
around the OOC Room. To stop following someone, click the button that appeared near
the DMFI Panel when you clicked the Follow button.

KEMO Buttons
! The buttons displayed at the right are a set of
three panels that can be opened, closed or moved
independently to suit your needs. To close a button
panel, click on the X in the upper right corner. To open
a panel, click on the + button on the preceding panel.
! Many of the buttons will be treated in subsequent
sections, and so are only mentioned here.
• KEMO PC Scry. This opens a player list panel. See below.
• KEMO Custom Animations. This opens a custom animation panel. See the
Custom Animations section below.
• Toggle Closeness. With this button clicked, your character will be able to pass
through other characters. Click again to turn this off. Avoid passing through
people indiscriminately; its usefulness is primarily for some forms of erotic
roleplay. Abusing this button to pass through locked doors runs the risk of
having your character deleted.
• OOC-AFK Room. This button will shunt you to a room where you can go out-of-
character without interrupting others’ roleplay, or go AFK for up to 20
minutes before being booted from the server. Other options are available in
the room that will be discussed below.
• Whisper Lock Toggle. When this toggle is active, all of your /local and /shout
chats will be sent as /whispers instead. Use this for those times when you
wish to remain private and cannot trust yourself not to blunder into an
embarrassing announcement.
• Toggle Rooted. This button will root your character to the spot, preventing it
from being moved accidentally (by another character or by your own mouse
clicks, for example).
• Toggle Frozen. Your character will stop all movement, including the idle
breathing animation. This button is useful if you wish to lock yourself into a
pose that you cannot otherwise achieve. It is not recommended to use this
button as a way to move yourself into position while using a KEMO
animation; there are other tools specifically for that purpose that will
preserve the ability of others to see your animation.
• Item Info. If you have an inventory item selected when you click this button, your
combat log will show information about it, including its gold value
equivalent if your Lore skill is sufficiently high. If you have another PC
selected when you click the button, you will see information about the PC’s
player, level and free/slave status.
• Wearable Objects. Special visual effects become available through this button.
See below.
• Loot Distribution Vote. See the Experience and Death chapter for information
about how this button is used.
• ERP Prefs. See the section below on how to set up your ERP preferences.
• Chat Emote and OOC Color Filters. Normally, OOC comments are identified
by typing (( or // in front of the OOC text. When the OOC filter is active,
the OOC text will be colored a light purple. When the chat emote filter is
active, emotes identified by the * (asterisk) symbol will be colored pink to
match the color of your name in the chat window. This button is a toggle
with four settings: All Off, chat emote filter only, OOC filter only and All
On.
• Submission Collar Controls. See below.
• Slave Collar Controls. See below.
• Crafting Skills. See the Cra!ing and Enchanting chapter.
Right-Click Context Menu
! Most of the options in the context menu are the same as
those in the single-player game. A few, however, are specific to
Haven and other persistent worlds. You can activate Heed’s PC
Tools from the menu if you have accidentally closed it. If you
right-click on yourself you can edit your Bio and Portrait (see
below). If you right-click on another PC you can Inspect that
person to see his or her Bio and Portrait.

KEMO Bio and Portrait Panel


! As mentioned above, if you
right-click on your character and
select Edit Bio you will see a
GUI panel similar to the one at
left. (Another panel, the ERP
Prefs panel, will also appear.
This is discussed elsewhere.)
! Due to limitations in the
NWN2 engine, it is not possible
to edit the character biography
you created at character
generation. Due to the potential
for crashing DM clients, Haven
forbids the use of standard
character portraits. To compensate for these two issues, the KEMO Bio and Portrait panel
was created.
! You may enter your character’s biography in the leftmost pane. There is a maximum
length, but no one knows what it is and no one has reached it yet. When you are finished,
click Save. If you close the panel without clicking Save, any changes you have made will not
be stored.
! You may also include a character portrait. There are well over two thousand portraits
available for Haven players. The catalogues can be found here:
! ! http://adl.nwnhaven.com/portraits/female/
! ! http://adl.nwnhaven.com/portraits/male/
! ! http://adl.nwnhaven.com/portraits/reserved/
! To insert a character portrait, find the filename of the portrait you wish to use
(minus the file extension) and type that into the small text box at the top of the portrait
pane. You may use your own portraits as well, if you wish. To do this, create a 256x512 image
(either JPG or TGA) and place it inside its own folder in your override folder. Do not place
it in the override folder directly or in the portraits folder. You will then be able to see this
portrait in game; however, in order for others to see the portrait as well, they will need to
have the file on their computers. You may submit portraits to be reserved for your use. The
portraits HAKs will be updated regularly.
! Some of the portraits have “pack” in their names. These are special portrait groups.
If you type in the filename of the highest-numbered portrait in the pack, your portrait will
be randomly selected from that pack each time you are inspected.

KEMO PC Scry

Submission Collar Controls

Slave Collar Controls

ERP Preferences

Avatar Golem

Tailoring
! There are three tailoring locations on the server. One is in Sharessia, near the
entrance dock, run by the NPC Myrin. Another is in Kortuga, in a special room inside the
Silver Dagger Inn, run by Laurelle. The third is in Mithuth, near the teleport entrance, off
the main cavern.
! Tailoring services allow you to customize the look of your character’s armor. Not all
armor can be customized (belts in particular), and not all armor variants are available to the
tailor. The cost of tailoring is based on your social skills (Appraise, Diplomacy, Intimidate)
and the value of your armor. However, be aware that there is a bug in the tailoring script
such that the cost of tailoring will always be based on your body armor, even if you are
tailoring another piece. To avoid the unnecessary costs, remove your body armor before
tailoring another piece.
! In addition to basic tailoring, the three tailors offer stores with simple gear as well as
a bodysculpting service. The bodysculpting service allows you to purchase nude outfits
different from the starting outfit, each with different visual features. Because transsexual
characters require approved unusual background requests, it is recommended that female
characters not use male outfits purchased from the tailors. Instead, go to the Kortuga
Mercantile and purchase a harness with the desired color and style.
! Please note that there is an unfixable bug in the way belts (including penises and
some skirts) are displayed on a character. Belt items do not have an appearance. However,
some outfits may have a belt appearance. Equipping a belt item will force any current belt
appearance (or the absence of one) to “stick” permanently until you remove the belt item
and swap clothes. To avoid this, always unequip your belt item before switching outfits. At
the same time, this bug can be used to mix belt appearances with other outfits, by equipping
and unequipping your belt item at the appropriate times.

Custom Animations

Postal Service (Mail)


Persistent Storage

Craftbanker

Auctioneer

Chat Commands
! The following commands can be entered into the chat window. Be sure to include the
symbol indicated.

/t “charactername” text
! The /t command sends a private message (a /tell) to the character indicated in quotes.
In most cases you must use the quotation marks.

/r text
! The /r command sends a /tell to the last person who spoke within your hearing range
(including, possibly, yourself).

>r text
! Use the >r command followed by text. For example, “>r Hello!” This will send the
message to the last person who sent a /tell to you. Note that if you use the NWN2 Client
Extension, you can get the same functionality by using /re and /rt. /re replies to the last
person who sent you a /tell. /rt replies to the last person to whom you sent a /tell.

/p text
! The /p command sends a message to your party. Party messages are visible to anyone
in your party and to all DMs currently online.

/w text
! The /w command sends a /whisper. Whispers are like standard chat speech—they can
be heard by anyone—but can only be heard for a short range.

>w
! The >w command will toggle the Whisper Lock. This command is functionally
identical to the Whisper Lock button.

>tb
! Use the >tb command to block all incoming /tells (or to reverse the block). Others
will be informed that you are blocking when they try to /tell you.

>tp name
! Use the >tp command followed by a PC’s full name. For example, “>tp Thyateira
Eryahu” This will block tells from that character (permanent until reversed by the same
command). The blocked player will only be told that you are blocking tells, not that the
block is specific to that player.

>setbio text
! Use the >setbio command followed by any text. This will set your current KEMO
Bio text. By this method, in combination with the Client Extension (using the external chat
window), you can paste text from outside NWN2 into your bio. Only use this command
when your KEMO Bio panel is closed. (This command does not eliminate the option to set
your bio using the Bio panel.)

>clearbio
! Use the >clearbio command to clear your KEMO Bio text quickly. Only use this
command when your KEMO Bio panel is closed.
>setport filename
! Use the >setport command to change your KEMO Bio portrait from the chat line.
Do not include the filename extension. (This command does not eliminate the option to set
the portrait using the Bio panel.)

]xx text
! Use the ] command followed by any two letters/numbers, then chat text, to set up a
macro. For example, “]si *sighs histrionically.*” would save the macro “*sighs histrionically*”
to the code si. When the macro is expanded out again (see below), it will be adjusted by any
filters you may currently have set up (emote pink or ooc brown), not the filters you had set
up when you made the macro. Because macros are identified by 2 letters/numbers, you can
have up to 1296 macros defined.

[xx
! The [ command activates a macro that you have previously set, using the two letter/
number code.

>m
! The >m command will list all of your currently set macros.
Crafting & Enchanting
Secondary Skills System
! A new skill/crafting system has been implemented on Haven as of January 2010.
Players of GURPS (by Steve Jackson Games) may recognize this skill system, as it is inspired
by the skill system found in that PnP RPG. The system is called “secondary” not because it
is of lesser usefulness or in some way a “second tier” form of crafting. It is called “secondary”
because it uses a second set of skills different from those found in stock D&D.
! Skill levels are bought with points. The base skill, achieved by spending one point, is
10 + one half of the relevant ability modifier (INT, DEX, WIS or CHA). There are defaults
for skills into which you have not yet placed points; see the table below. In what follows, the
term Innate Level refers to the calculation of 10 + modifier/2. The first point you spend gives
the base skill value; the second gives +1; the fourth gives +2; every additional 4 points after
this gains another +1. You may spend a maximum of 60 points on an individual skill, for a
total increase of +16.
! Your effective skill is the number you roll against. Effective skill is adjusted by any
relevant D&D skill ranks: +1 for every 8 ranks, to a maximum of +4 at skill rank 32. It is also
adjusted by recipe difficulty. In addition, if you are not near a necessary appropciate crafting
bench, you suffer a penalty ranging from -1 to -4, depending on the skill involved. If you do
not have the necessary tools for the recipe, you suffer a penalty of up to -10. Soil and time of
day affect planting attempts; time of day affects fishing and gathering attempts. The
maximum effective skill you can have is 20, although this is only important for Fishing
(which uses your margin of success to determine the quality of the fish you catch), since the
highest you can roll is 18.
! Skills are rolled against 3d6. Rolls equal to or below the effective skill level are
successes; higher rolls are failures. It is possible also to critically succeed and critically fail. A
regular failure results in a roughly 2% chance of loss (or 100% chance partial loss for
farming/gardening); a critical failure results in a 100% chance total loss of crafting materials
for a given recipe. Critical successes produce more favorable results, usually a doubling of
what was being crafted. On a failure, you must wait 5 minutes before you are able to use the
same skill again. On a critical failure, the delay is 15 minutes.
! A roll of 3 or 4 is always a critical success. If your effective skill is 15 or higher, a roll
of 5 is also a critical success. If your effective skill is 16 or higher, a roll of 6 is a critical
success. A roll of 18 is always a critical failure. A roll of 17 is a critical failure if your effective
skill is 15 or below. In addition, any roll of 10 greater than your effective skill is a critical
failure.
! The baseline one-point value of an easy skill is equal to its innate level. The baseline
of an average skill is Innate Level - 2. The baseline of a hard skill is Innate Level - 4. The
baseline of a very hard skill is Innate Level - 6.
! The twenty skills (and their controlling abilities, difficulties and defaults) are below.

Skills List
Cra!ing Learning Difficulty Default (0-point) Level

Alchemy Very Hard INT-10

Armoury: Body Armor Average DEX-5

Armoury: Melee Weapons Average DEX-5

Armoury: Ranged Weapons Average DEX-5

Cooking Average INT-5

Engineer Hard INT-10

Herb Lore Very Hard WIS-10

Jeweler Hard DEX-6

Leatherworking Easy DEX-4

Musical Composition Hard CHA-10

Poisons Hard INT-6

Sewing Easy DEX-4

Traps Average DEX-5

Woodworking Average DEX-5


Cra!ing Learning Difficulty Default (0-point) Level

Reaping

Farming Average INT-5

Fishing Easy DEX-4

Gardening Easy INT-4

Prospecting* Average INT-5

Enchanting

Thaumatology Very Hard INT-7

Theology Hard WIS-6

(*Prospecting is not yet implemented.)


! Each recipe will have a baseline difficulty, similar to D&D’s Difficulty Class.
However, under this system, difficulty is expressed as a negative number, reducing the PC’s
effective skill level. Additional modifiers can affect this difficulty, positively or negatively.

How to Craft
! First, you want to spend your skill points. You get 3.3
points per level (rounded down for the final number), to a
maximum of 100
points at level 30. This number does not vary
based on class or other considerations. To spend
your points, find the rightmost button on the
third KEMO button bar; it looks like a clock face
made of red dots. Click on this, and then again
on the same icon on the square panel that
appears. This will bring up your skill list. Clicking
a + will add a point to a skill.
! Next, you will want to get a crafter’s component bag. To do this, click on any of the
skill buttons in the square panel except for Thaumatology and Theology. You will then
receive a bag. (Close the panel that appears.) In order for the crafting system to recognize
what materials you have, you need to put them in this component bag.
! To find out what recipes are available and what their component requirements are,
click on the eyeball icon next to the skills button, then click on one of the crafting skills
(not Thaumatology or Theology). You will be presented with a full list of all recipes available
for that skill, including those for which you do not have the necessary components. To see
the requirements for each recipe, click the hammer icon to the left of the recipe name. If
you do not have one of the components, the category label in the ingredients list will appear
in red. If none of these labels appears in red, double-clicking on the hammer icon will
attempt to craft the recipe.
! If you click on a skill icon without clicking on the eyeball first, you will get only the
list of recipes that you are currently able to craft (you have the components and spells, if
any). To craft a recipe that is available to you, double-click on the hammer icon. The panel
will close and your skill will be rolled. The notification window will give you the results.
! Some recipes require the use of a Support skill. These are secondary skills that are
rolled before the main secondary skill. The bonuses and penalties for the support skill are
halved (usually making the roll less difficult). On a success, you receive a +2 bonus to your
main roll. On a failure, you receive a -5 penalty. On a critical failure, you do not finish
attempting to craft the recipe. You do not lose any components on a support skill critical
failure.
How to Plant
! Farming and Gardening work differently. To use

these skills, go to one of the planting fields (either on


Hart’s Isle or in Mithuth). Click on the field. A green
panel will pop up. If you just want a list of recipes, you
can click that button. However, if you want to plant
something, you will need to buy one or more planting
rows. The first row is free: click on the Buy button to
receive it. Each additional row costs 100g more than
the previous (i.e., it costs 100 x your current number of
owned rows).
! To plant something, you will need seeds and essences. As with regular crafting,
hovering your cursor over the hammer in the recipe list will show you the necessary
components. Seeds can be purchased from seed merchants; there is one standing nearby
each field. You will also need to receive a component bag, if you do not already have one. To
receive one, go to the green planting panel (clicking on the field) and type in a row number;
be sure you already own at least one row. Then click Plant. You will receive a bag. Close the
window and fill your bag with seeds and essences. When you go back into the panel, type a
row number and click Plant. You will be shown the recipes that you are currently able to
work with.
! Once you have planted something, you will have to wait a period of time before
reaping. You can show your row status, which will tell you how long you have to wait for
each row. When a row is ready to reap, type in its number and click Reap. The results will
appear in the combat log window.
! Planting difficulty is determined by a number of factors, including two “invisible”
factors: soil and planting time. Some recipes are best planted in Mithuth; others are best on
Hart’s. In addition, most recipes have a time of day for planting during which they are more
likely to be successful. None of this information is shown; you must find it out for yourself!
How to Gather
! In addition to regular crafting, the Herb Lore skill is also useful for gathering herbs
from Sunbright Island and Kortuga. To do this, find one of the herb plants in those areas
and click on it. The name of the plant will tell you what you can gather, as well as the basic
difficulty level for gathering that particular herb.
! The herb yields will rotate. Every 15 minutes, the system rolls d100 against an ever-
increasing chance of rotation. If the herb yield rotates, the name and difficulty will change.
If the herb yield does not rotate, the total quantity of gatherable herbs in that spot will go
up by 1. If you exhaust the number of herbs that can be gathered, you will have to wait 15
minutes for the yield either to go up by 1 or to switch to a new herb.
! Gathering herbs in daylight hours is easiest. Twilight and dawn gathering is harder.
Night gathering is hardest. (This is reversed for Underdark races.)

How to Scribe Scrolls


! You may scribe scrolls with Thaumatology (arcane) or Theology (divine). To do so,
open the skill panel (from the “red dot clock”) and click Thaumatology or Theology (to the
left of the eyeball). Then click on the Scribing button. If you have a spell memorized and
sufficient gold (50g per spell level), you will see it in the list. Click on it to attempt to scribe
the scroll. The basic difficulty appears next to the name.

How to Craft Wands


! Wandcrafting works just like regular crafting, except you gain access to it through the
Thaumatology and Theology panels.

How to Enchant
! Thaumatology and Theology allow you to enchant. From either of these two panels,
click on the Enchant button. If you do not already have one, you will receive a component
bag. Put all necessary enchanting materials as well as any items you wish to enchant into this
bag. Then click on the Enchant button again. You will get a list of all enchantable items in
the bag. Click on one and you will get a list of enchantments that may be placed on that
item. Click on an enchantment to attempt it.
! Critical failures for enchanting work the same way as crafting critial failures. On a
critical success, you may get an enchantment result one tier higher. This will not occur if the
enchantment you are attempting is already the maximum tier.

How to Fish
! The first step is to acquire a fishing pole (fresh- or saltwater catches) or fishing trap
reel (shellfish and crustaceans). These can be made from Woodworking and Engineering,
respectively. Some poles and reels are of higher quality, providing skill bonuses when they
are used. Fishing trap reels are harder to use, with the basic item having a -20 skill penalty
attached to it. (Higher quality reels can bring that penalty down to -12.) This may seem
counterintuitive and contrary to reality (setting fishing traps doesn’t require practice the
way angling does), but it works this way—for Fishing subsystem purposes—because shellfish
and crustaceans are considerably more valuable than fish. One way to RP the discrepancy is
to suppose that these specially engineered fishing traps (which are attached to the end of
the reel you are holding) are designed to trap only things for which they have been properly
(and carefully) calibrated.
! Once you have a pole or reel (hereafter just “pole”), you must then locate a fishing
spot. These are identifiable as rocks underneath the water’s edge in various locations around
Haven. Freshwater fishing spots are found in lakes and rivers; saltwater fishing spots are on
beaches.
! To begin fishing, equip and then activate the pole. Target and click on the fishing
spot. This will begin a fishing attempt that will last anywhere from 1 to 60 seconds. At the
end of this time, you will be informed of the result. If you succeed, you will receive a fish.
The value of the fish depends on the margin of success of your skill roll—that is, the
difference between your roll and your effective skill level. The default modifier for
freshwater fishing is a -1 penalty. The default for saltwater is -2. The default for crustacean
and shellfish trapping is -3 (which is added to the penalty attached to the fishing trap reel
you are using).
! Each use of a pole uses up one charge. Poles start with fifty charges. Every area has
the potential to become over-fished. If that happens, you will have to wait for the fish
population to return before you can successfully fish again. Every time you fish (successfully
or not), a counter goes up by 1. Once it hits 20, the area is over-fished, and all fishing spots
of the same type (freshwater or saltwater) in that area will stop giving fish.
! The counter drops by 1 every 3 minutes, never going below 0. It therefore takes a full
hour for an area to recover completely. However, you may fish any time the counter is below
20, whether or not it has hit 20 recently. Practically speaking, this means that once you have
hit the limit, you can only fish once every three minutes. Bear in mind that if there is more
than one fishing PC in the area, the counter will go up more rapidly.
! Once you have successfully fished, you can use Cooking to grill or otherwise cook
the fish to produce meals that provide experience bonus tokens. The meals may be sold or
given out to others, but once they are eaten (activated) the xp tokens are Cursed and
therefore non-transferrable. You may only have one token of each type in your inventory at
one time, and only one of these tokens will be active. See Experience and Death for more
information.

How to Mine/Prospect (beta)


! The Prospecting skill is used for mining in the Kortugan Caves and the Vermin Cave
(on Goblin Island). You will need to have a prospector’s pick, which can be crafted by
someone with the Armoury: Melee Weapons skill. Equip the pick and approach a mining
point (marked “Ore”). Click on the mining point. Your Prospecting skill roll may be
modified depending on the quality of the prospector’s pick (currently there is only one
quality, with no modifier).
! If your roll is successful, there will be a 25% chance of receiving a gem, metal or
essence. If your roll is unsuccessful, your pick may break. (If your roll is a critical failure,
your pick will definitely break.) The quality of the gem, metal or essence that you may
receive depends on your effective Prospecting skill and whether or not you critically
succeeded. In addition, the Vermin Cave naturally produces lower quality results.
Recipe Cost Calculations
! The (absolute value) component cost for each recipe is roughly half the value of the
item being crafted. The only exceptions are enchanting (cost is the full value added to the
enchanted item) and socket gems (same as with enchantments). For farming and gardening,
each hour of planting time takes 50g off the component cost. Certain recipes (usually those
that make tools) will have a difficulty level greater than the item’s value would indicate, as
each additional -1 to the skill roll takes 20% off the component cost (to a maximum of -4 for
an 80% reduction). In some cases there may be recipes at the normal difficulty with full
component cost as well as the harder recipes with a cheaper outlay.

Primary Skill/Feat Bonuses


! Certain standard D&D skills and feats will add to your secondary skill levels, at a rate
of +1 per 8 ranks, up to +4 at 32 ranks. Alchemy adds to Alchemy. Craft Armor adds to
Armoury: Body Armor, Leatherworking and Sewing. Craft Weapon adds to Armoury: Melee,
Armoury: Ranged and Woodworking. Craft Trap adds to Traps; it also adds to Engineer at +1
per 12 ranks. UMD adds to Engineer at +1 per 12 ranks as well. (The maximum bonus is still
+4, however.) Survival adds to Herb Lore, Farming, Fishing and Gardening. Appraise adds to
Jeweler. Perform adds to Musical Composition. Lore adds to Prospecting, Thaumatology
and Theology. The feat Brew Potion gives a +2 to Cooking and Poisons; these two skills have
no skill rank bonuses.
! These bonuses plus the potential bonuses from recipe-specific feats (usually Craft
Magic Arms & Armor or Craft Wondrous Items) are collectively called the character sheet
bonus. The maximum possible character sheet bonus is +6.

Alternate Calculation
! Another way to look at the character sheet bonus is to discard the Innate Level and
include the ability modifier/2 calculation as part of the character sheet bonus. Then, the
maximum possible bonus is +10. The character sheet bonus is added to a baseline number
based on the learning difficulty of the skill: Easy is 10, Average is 8, Hard is 6 and Very Hard
is 4. Skill levels from skill points are then added to this result. This is a simpler calculation,
but it confuses the distinction between innate capability (ability modifier/2) and learned skill
(feat and skill rank bonuses).

Using Spell Scrolls and Imbue Item


! It is possible in some circumstances to substitute a spell scroll for a spell needed in a
crafting or enchanting recipe. When you do so, the system checks against the DC of the
spell scroll, which is calculated as 11 + (Spell Level * 2). So, a Level 1 spell has a DC of 13 and
a Level 9 spell has a DC of 29. This is the same formula that the game uses for spell scrolls
generally.
! The DC check is not rolled, to avoid arbitrarily preventing you from attempting a
recipe. Instead, the DC check is calculated as 10 + UMD + Spellcraft. More simply, then, to
determine whether or not you can use a scroll for crafting or enchanting, multiply the spell
level by 2 and add 1. If your UMD + Spellcraft equals or exceeds that number, you can use it.
Using a spell scroll instead of a memorized spell incurs a -1 penalty.
! Warlocks with the Imbue Item feat are able to craft any item or enchant any effect,
regardless of which spell is required. However, in exchange for this versatility, they receive a
-2 penalty to their effective skill, reflecting the wild nature of their arcane abilities.

Secondary Skill Example


! Consider the following character, Crafty McCrafterson, a Level 15 Wizard. Only the
relevant attributes are listed.
! STR 9 (-1), DEX 17 (+3), INT 21 (+5), WIS 9 (-1), CHA 10 (+0)
! Skill Ranks: Craft Alchemy 23, Craft Armor 23, Craft Trap 5, Craft Weapon 23, Lore
23, Survival -1.
! Feats: Craft Magic Arms and Armor, Craft Wondrous Items, Scribe Scroll.
! At Level 15, a
character will have 50
skill points for the
secondar y skill
system. To start with,
Crafty puts one point
in each skill, to gain
the minimum
“trained” skill level
for each. At the right
is the resulting skill
panel.
! As is clear
from the panel, the results of putting a single point in each skill varies by skill. The
calculation for a skill with only one point in it begins with the Innate Level (10 + 1/2 ability
modifier), then subtracts a value based on the inherent difficulty of the skill (0, -2, -4 and -6
for Easy, Average, Hard and Very Hard, respectively).
! So, for example, Alchemy (a Very Hard skill) is 10 + INT modifier/2 - 6. Since Crafty’s
INT modifier is +5, the skill level from one point in Alchemy is 6 (10 + 5/2 - 6 = 6, with
fractions rounded down). Contrast this with Engineer, a Hard skill, that is calculated as 10 +
5/2 - 4 = 8. One skill does particularly well: Gardening, which is an Easy skill and calculated
as 10 + 5/2 - 0 = 12.
! At this point, Crafty still has 30 points left to spend. Selecting skills more or less
arbitrarily, we come to the results shown on the panel below.
! Compare this panel
to the previous one. Notice
that the Alchemy skill level
has gone up by 1 level, after
spending one more point.
The Armoury: Body Armor
skill has gone up 2 levels,
af te r s p e n d i n g 3 m o r e
points, since the
progression is 1-2-4 (0-1-2).
T h a u m a t o l o g y, w h i c h
started at skill level 6, is
now 5 levels higher. This comes from the additional 15 points spent, following the
progression 1-2-4-8-12-16 (0-1-2-3-4-5). Crafty is going to need this high level in
Thaumatology if she intends to craft anything magical or add enchantments to items.
! Crafty
starts with a skill
level of 7 in
A l c h e m y, af te r
putting 2 points
into it. At right
are the first 10
recipes in the
Alchemy list; we
will be looking
primarily at the
first, Acid Flask.
! The basic Difficulty of a recipe ranges from +1 to -10, based on the value of the item
being crafted. Since acid flasks are inexpensive, the Difficulty is +1. There are additional
modifiers as well. First of all, notice the recipe component list at the bottom of the panel.
This is the component list for Acid Flask, and it includes a bench option. Benches are not
required, but if you are not near one, you will receive a penalty that depends on the skill
being used. For Alchemy, that penalty happens to be -2. (You can determine the bench
penalty of a given skill by checking the difference in your effective skill when you are near a
bench and when you are not.) There is also a -10 penalty for lacking necessary tools, but the
Acid Flask recipe does not require them. Therefore, the total penalty is -1, bringing the
effective skill level from 7 down to 6.
! Next we take the D&D skill rank bonuses into account. With 23 ranks in Craft
Alchemy, Crafty has a skill rank bonus of +2 (+1 per 8 ranks, rounded down). Alchemy does
not have any feats associated with it, so there are no feat bonuses. So, the final effective skill
for the recipes shown above is 8 (7 - 1 + 2).
! Crafty must roll 8 or below on 3d6 to succeed. This roughly translates to a 26%
chance of success. However, if Crafty rolls a 3 or 4, she critically succeeds and will receive
either an improved item or double the result. (In the case of the Acid Flask recipe, the
critical success result is an Improved Acid Flask.) Because her effective skill is below 16, she
will critically fail on a roll of 17 or 18. (If the effective skill were 16 or higher, only an 18
would be a critical failure.)
Skill & Ability Rolls
! What follows is a DM-approved method of resolving RP-based skill and ability rolls.
Other methods are permitted with the agreement of all players involved.

Skill Rolls
Bluff
Counter with Bluff or Will save, whichever is higher.
! If bluff is used to counter and the defender wins the roll, the bluff is spotted to be a
lie. If a will save is used instead and the defender wins, the bluff is disbelieved, but is not
known instantly as a lie. If the Bluff is beaten by 1.5 x the Will save, then it is spotted to be a
lie. Common sense does take quite a bit of play here: ridiculous lies like “your head is a
square” will not require a roll to determine that the person is lying.

Diplomacy
Counter with Diplomacy or Will save, whichever is higher.
! There will always be certain things that a character can never be convinced to do if it
goes against their core principles. It may sound like not such a bad idea, but they may still
be unmoved on their decision.

Hide
Counter with Spot.

Intimidate
Counter with Intimidate or Will save, whichever is higher.
! Intimidate vs Intimidate: This is used in place of Will saves if higher for reasons like
the following example: two veteran warriors get into an argument at a local tavern, both
trying to intimidate one another. They both have very high intimidate skill, but low will
saves. If will was the only thing used, they would both be very easily scared of each other.
This does not make sense. So Intimidate is used in its place.
! Fear immunity does not make you immune to an intimidate skill check. This is one of
the most misunderstood occurrences with the skill. The enchantment by D&D core rules
states that it only works against magical induced fear, but as this is NWN2, the defender
with Fear immunity simply wont run away pissing their pants. Instead they will be shaken,
second guessing the other person, etc. They will still be afraid or unnerved, but not
cowering on the other side of the room. How afraid the opponent becomes is based on the
severity of their failure on the counter roll. Becoming simply jarred and upset is also an
acceptable reaction to an intimidate.
! In certain cases, an intimidated character can become hostile to try and neutralize
the threat. This is not always going to be the case, and will almost always require the persons
life to be under threat for such a drastic measure. And always, always give a warning before
PvP flagging and making sure its okay. RP combat can work too. Do not ever do this if you
are not willing to do a give and take. One should keep in mind that a poorly RPed threat
should not produce a drastic reaction.

Move Silently
Counter with Listen.

Taunt
Counter with Will save or Concentration, whichever is higher.
! Taunt is simply attempting to get someone riled up or otherwise grab their attention
and usually is immediately followed by other types of rolls: Diplomacy, Intimidate, etc. If
the will save or concentration check is failed, the player can not ignore the offender and
must respond in some fashion. A successful will save or concentration check means that the
offender is ignored. Taunts do not include threats, which would be intimidate.
Spellcraft
! Knowing what a spell is, its construction and composition. Spellcraft is not an
offense skill and cant be used as such. It is not a determination of your spell power, just
knowledge of its workings.

Roleplayed Combat Abilities


! As usual, common sense is required here. And some players do not mind not making
any rolls, rather just flowing with what sound right for the characters abilities. These are for
those who require rolls be made, and have any general question of how the system translates
to NWN2’s engine.
! When performing RPed combat, if the defender has epic dodge the attack is not
automatically evaded. This is because RPd combat usually consists of singular moves per
round, if epic dodge was used this would be an auto win. If you want to use Epic dodge, you
must roll for each and every attack that attacker has, only the first one would miss
automatically. The same applies for any other auto miss abilities.
! Reflex saves and Premonition: Premonition by the books offers only Damage
reduction, and no bonus to anything else. However due to its description, under certain RP
circumstances it can add a +2 bonus to a Reflex saving throw or +1 to dodge AC. Nothing
over these numbers, and no automatic success.
! Invisible opponents cannot be spotted by visual means except with See Invisibility or
True Seeing. They can be heard if they move by a listen check, though this reveals only the
general location of the person and not specific. Blindsense also will work to determine
general location. Ethereal opponents can only be seen with truesight, they cannot be heard
or tracked. Blindsense does not work to find general location either in this case. Though
True Seeing reveals location of the Ethereal target, the person still may not interact with
them, nor may the ethereal person interact with the other characters without the spell
dropping off.
Brawling
! There are no critical success or critical failures on any of these rolls below; nor are
there any critical hits or misses due to the simplified nature of the system.
! Ability rolls are always countered with ability rolls, not saves, unless it is a special
case. Someone throwing a chair at an unsuspecting patron would be a strength check (due to
the chair being weighty) vs. a Reflex save (as it represents the character’s ability to move out
of the way of a previous unseen thing, or quickly catch a glimpse of something and react).
! STR vs STR. The higher result is determined to be the one who landed the most
damaging attack, resulting in the roll loser taking damage. In the case of a tie, the one with
the higher base score is the victor.
! DEX vs STR. A higher DEX roll in defense means the attack was dodged. As part
of a counterattack, it means that the str fighters attacks either missed or landed superficially
with the DEX fighter rolling with the blows to soften them etc. If on the offense, the DEX
fighters shots are determined to have landed in numerous quantity to add up to inflicting
damage. A tie of offensive rolls always results in a neutral round where nobody has inflicted
enough damage on the opponent to cause a significant effect. A tied roll with the dex fighter
trying to evade results in a successful evasion and no damage to either character being
landed. Offense or defensive action must be called by the DEX fighter before the roll is
made. If it has not been called it is assumed as a evasion attempt.
! STR vs INT. In the case of combat insight, INT may be used to determine damage
dealt to an opponent as well as landed hits. Even if they retain the swashbuckler ability to
stack int and str damage, only the INT counts in this simplified method of RP combat. In
the case of a tied roll, the round is considered neutral and a re-roll must be performed.
! STR DEX or INT vs CON. Some characters are built to take hits rather than dish
it out. in this instance, a defending player may instead roll a CON check against the
opponents offensive roll to illustrate their ability to roll with blows and outright take the
punishment. If the CON roller wins, thought they deal no damage to their opponent, they
are considered to have shrugged off the attacks for that round. In the case of a tie roll, the
CON defender is always deemed winner of that roll.
! In the case of damage reduction, if the characters natural damage reduction (such as
a barbarian’s class trait or granted through the epic feats) meets or exceeds 2x the opponents
key ability score modifier, then the damage is considered superficial and is discounted. This
is only in regards to strait attempted damage of the opponent through straight hits from any
stat type roll.
! This does not mean they cannot be harmed, but that straight fists may not be
enough. The DR must be natural to the character and not granted by an item or spells for
abuse reasons. A monks increased fist damage is not discounted, adding a +2 when
determining if the attacks caused damage or not when comparing the DR to the ability
score used.
! If an ability like stunning fist or hamstring is to be used, then that character must
first land an attack with one of the above methods before a save can be forced by the
defender.
! Multiple attackers. If a defender is ganged up on, the attackers gain a +2 flanking
bonus on their rolls against him, but each round may only roll 1 fighter against the defender
at a time per round due to the simplification of the system for this use. A ganged up on
character with Uncanny Dodge cannot be flanked and therefore the attackers do not gain
the +2 flanking bonus.
Organizations
Haven Guard
Crown Servants of Haven
! The Royal Servants or Crown Servants of Haven, often referred to as the Servant
Corps. are an eclectic group of individuals, representing a rather thorough cross-section of
Haven’s inhabitants. Headed by the current Head Servant, they are housed in Haven Keep
and provide many different services, filling many different roles within the kingdom.
Differing from their Kortugan, Thayan, and Underdark counterparts in not only being called
servants, but their retention of certain rights, they are still collared slaves regardless.
! From Aasimar sex slaves, to Dwarven defenders of the kingdom, if one is looking for
something specific in a servant, it is sure to be found within this diverse group.

Royal Navy
Order of the Thorn
Arcanists Guild
Bards Guild

" Representing and supporting a( singers, storyte(ers, poets,


musicians, ju.lers, actors and other assorted entertaining people, the
purpose of this guild being to educate, encourage and foster an awareness of
the performance arts throughout the Kingdom of Haven. We promote
advancement in the guild through performance. Memebership to the guild is
non-restrictive and members may choose their own level of involvement and
whether they wish to be ranked. A( members of the Guild sha( observe and
abide by the ordinances and governances of the Guild. Any person expressing
an interest in joining sha( be admitted as a guild member.

Preamble to Guild Charter

Nature Guild

" The formation of the Nature’s guild in Haven is the result of


the combined efforts of the Druids and the Rangers. The goal of the
Nature’s guild is to ensure the safety of wildlife and citizens of Haven
alike. The nature’s guild strives for balance amongst Nature and
humanity and seeks to aid those who choose to wander into such places.
The nature guild is headquartered in the Ranger guild’s previous home
within the city of Haven and it’s ranks are open to a( so long as you
can agree to the terms listed within this charter.

Preamble to Guild Charter

Temple of Holy Unity


! The Temple of Holy Unity, known also as the Temple Guild, serves a threefold
purpose in the community of Sharessia. First, the Temple serves as holders of religious and
spiritual rights and advice for the community at large. Second, the Temple serves as a
hospital and clinic for needs both physical and spiritual. Finally, Temple members serve as
aids to Haven forces waging war against enemies of the Crown.
! The Temple is divided into two divisions: the Clergy, which is run by the
Archbishops, and the Knights, which are run by the Archmilitants. Overseeing both
branches is a Matriarch, the head of the Temple. While the Clergy oversee matters of faith,
healing, and guidance, the Knights serve as their militant hand and defenders of faith and
their fellow Temple members. Each division has its own ranks and standards for
advancement.

Crafters Guild
Grand Lodge of Sharessia
Fest Hall

" Life is to be lived to its fu(est, in decadent sensual fulfi(ment of


yourselves and others. That which is good is pleasurable and that which is
pleasurable is good. Pleasure is to be sought out at every opportunity and life is
to be lived as one endless revel. Spread the bounty of Sharess so that a( may
join in the endless revel of life and bring joy to a( those in pain. Infinite
experiences await those who would explore, so try the new as we( as savoring
the old.
Fest Ha( Mission Statement

Sensual Services
Royal Servants
Royal Marine Expeditionary Force
Draconic Order
Divine Guard
House Eryahu
Kortuga Militia
Kortugan Slave Hounds
Forced March Club
Silver Dagger Inn
! The Silver Dagger Inn is run by House Saintsfield of Kortuga. It is a place of neutral
ground, where paladins and murderers are equally welcome as long as their coin is good and
they follow the houserules. Known to host events now and then, even upon request, the
staff works hard to make the Dagger the place it is. In addition to the taproom, private
rooms and a tailor’s shop are available. The management of the Dagger is known to offer
various jobs to those looking for work.

House Saintsfield/Eclipse
! House Saintsfield is a major merchant House located in Kortuga. It operates the
Silver Dagger Inn and offers various other jobs and services.
! Beneath this cover, however, is another organization calling itself Eclipse. Eclipse
members’ interests lie mainly in the welfare of Kortuga, though also their own benefit,
pulling various strings behind the curtains. Not an ordinary Thieves Guild, Eclipse is
accepting of all kinds of people, with all kinds of talents. However, its ruling Council has a
strict set of rules, ensuring the secret existence and safety of the Council, and selecting only
those whom they consider worthy material to join their ranks. Breaking the rules rules can
have fatal consequences, while loyality is well rewarded. Eclipse has its own ranking system
and privileges are gained only through hard work.
Thayan Enclave
! The Thayan Enclave is a trade embassy to the Kingdom of Haven, located on
sovereign soil on the western bank of Kortuga Cove. With civil unrest back in Thay, where
Szass Tam consolidates his power upon the Thaymount, the Enclave has become a haven of
its own for Thayans wishing to escape the strife.
! The Enclave is ruled by Red Wizards, chief among them a Khazark, who manage the
facility and its shipping interests. Enclave members come from a variety of backgrounds,
professions and religions but all enjoy a common culture, rich history and an interest in
shared security and economic prosperity.

House Tza’dorin
! House Tza’dorin is a shady drow mercantile House based out of the Underdark city
of Mithuth. The organization was founded within the belly of the Paradise Isles, and has
continued to thrive thanks to their ties to the greater Underdark and mastery of drug and
poison crafting. While claiming neutrality and lack of a central deity, the city they’ve
constructed seems to speak strongly of dark intent. The members are elusive, and
membership is utterly exclusive.
! The House and the city of Mithuth to which it is inextricably tied are officially part
of the Kingdom of Haven, but the Kingdom itself exercises no force upon either and the
House itself denies this truth altogether.

House Duul’ssom
Harts Company
Order of the Balanced Hand
Order of the Roaming Cats
The Avenger
Chronology
Calendar
! Haven uses a modified Calendar of Harptos to match the real world calendar. A
month is three ten-days long, but Haven ignores the ten-day in favor of traditional weeks.
Festivals are inserted in between on occasion. Two days disappear out of Alturiak (February)
and become the holidays Passionfest and All Hallow’s Eve. The added days are as follows:

Hammer (January): Midwinter festival (January 31)


Alturiak (February): Shieldmeet every four years (February 29)
Ches (March): Spring Equinox (March 19), Greengrass (March 31)
Tarsakh (April)
Mirtul (May): Passionfest (May 31)
Kythorn (June): Summer Solstice (Kythorn 20)
Flamerule (July): Midsummer (July 31)
Eleasis (August): Highharvesttide (August 31)
Eleint (September): Autumnal Equinox (Eleint 21)
Marpenoth (October): Starfall (Marpenoth 22), All Hallow’s Eve (October 31)
Uktar (November)
Nightal (December): Feast of the Moon (December 31)

History
! The following is a combination of Forgotten Realms history and Haven history. As of
this writing it is the year 1377 by Dalereckoning.

1372 DR: The Year of Wild Magic (2005)


Hammer 1. A floating city of old Netheril is spotted above the wastes of Anauroch.
The city, known as the City of Shade or Thultanthar in their language, had
been taking refuge for 1700 years in Plane of Shadow and fallen into the
worship of the dark goddess Shar.
Midwinter. The god Bane returns to Faerûn, bursting forth from the skin of his son,
Iyachtu Xvim. With his divinity restored, Bane quickly gains the portfolio of
fear, restoring him to a Greater Power.
Eleasis 28. Lolth falls silent.
Eleint 23. An army of goblins ogres, giants and demons led by Kurgoth Hellspawn, a
half-fiend fire giant, attacks Maerimydra. Although most of Maerimydra’s
drow are slaughtered or enslaved, small bands of refugees escape into the
surronding Underdark know as the Deep Wastes. House Dhuurniv, which fell
into disgrace after forging the spider’s Thruce during the Weeping War, is the
only Maerimydrab noble house to survive with significant holdings, as most lie
outside the city.
1373 DR: The Year of Rogue Dragons (2006)
Hammer 1. Sammaster completes his transformation of the Dracorage mythal,
precipitating a Rage of Dragons independent of the appearance of the King-
Killer Star in the heavens.
Hammer 17. First Fall of the City of Eros, consumed in Darkness. Telron rescues as
many as he can, in a fleet of hired merchant ships and ships sent by Ilsa.
Alturiak 6. Queen Ilsa comes to Haven to take over after the fall of King Lucius of
Haven, a distant relative. It is later learned that Lucius was killed by drow.
Alturiak 12. Telron arrives with Eros refugees.
Ches 8. Lolth’s Silence ends.
Ches 13. Drow of House Rivaulen attack Sharessia. Haven’s Drow War begins.
Tarsakh 17. Zarlandris emerges from Glaun Bog and attacks the town of Highmoon.
After a desperate battle, the great black wyrm dies amidst the rabble of the
Tower of the Rising Moon. Lord Theremen Ulath vows to rebuild.
Tarsakh 21. Hero of Haven Lan al’Ashan learns his missing wife, Fionna, was
murdered by drow. Her body is never found. He begins his five day drow
massacre.
Tarsakh 26. Haven’s Drow War ends. Rivaulen collapses on itself after the drow
badly fail a ceremony to summon aide. A Shadowrift later grows from the
damage to the planar boundaries caused by this failed attempt.
Mirtul 1. Queen Ilsa weds Davion Reynolds on what is later known as Sunbright
Isle.
Mirtul 22. Sirvinhandra, thought dead for centuries, emerges from a hidden lair in the
Dun Hills and lays siege to the Abbey of the Just Hammer. After inflicting
terrible devastation, the great green wyrm is laid low by Lord High Justicar
High Avenger Deren Eriach.
Passionfest. Sharessan Fest Hall opening at the Elvenforge.
Kythorn 4. The Rivaulen golem- and clockworks beneath Chauntea’s Hold suffers a
clockroach containment breach, forcing evacuation of the last (hidden) drow
survivors. The Underground is not rediscovered for almost four years,
although golems and clockworks roam the Hold for many years.
Eleasis 7. Thraxata the Flamefiend, a red dragon, sets fires across Battledale that
consume large swaths of woodland.
Tarsakh 5. Narlgathra, a red wyrm, emerges from the ruins of Myth Drannor and flies
south to attack Tangled Trees. The summertime inhabitants are slaughtered,
leaving only a handful of survivors later discovered by farwandering residents
upon their return.
Tarsakh 12. A band of dragon hunters destroys the Zhentarim garrison of Elmwood
and three war galleys.
Uktar 13. Verthandantalynx, a green wyrm lairing in the depths of Cormanthor west
of Myth Drannor, succumbs to the Rage and attacks the village of Trenahess,
leaving it in ruins.
Nightal 6. Sammaster is destroyed and the Rage ends.
1374 DR: The Year of Lightning Storms (2007)
Ches 19. Queen Ilsa falls ill during preparations for the Greengrass festival. Later it
is discovered that she has been cursed by a follower of Shar, the vampire
Merihel.
Tarsakh 3. Queen Ilsa, convalescing in Waterdeep, appoints Telron to the position
of Lord Viceroy and charges him to rule the Kingdom in her stead. She later
slips into a coma and has never again awakened. Davion the Royal Consort
also succumbs.
Tarsakh 12. In the wake of a failed assault on Evereska, the half-fiend gold elves of
House Dlardrageth return to Myth Drannor, accompanied by a legion of fey’ri
liberated from the Nameless Dungeon.
Mirtul 6. House Dlardrageth’s legions destroy the Morninglord’s temple in Myth
Drannor, killing most of the clerics, although a few escape through a portal.
Mirtul 11. A devil named Neiska is exiled from the Hells and deposited in Haven.
Mirtul 13. Lady Sarya Dlardrageth, matron of House Dlardrageth, summons Malkizid,
an exiled archdevil, to Myth Drannor.
Mirtul 19. Araevin Teshurr and his adventuring companions uncover the portal
network Sarya used to move her army from the ruins of Myth Glaurach, her
bastion near the High Forest, to Myth Drannor.
Mirtul 22. Scyllua Darkhope begins preparations to march a Zhentarim army south to
Yulash.
Mirtul 24. Lord Seiveril Miritar of Elion, leader of the Crusade from Evermeet that
rescued Evereska, convenes a Council of War in the ruins of Myth Glaurach.
The commanders of the Crusade agree to travel via the portal network
discovered by Araevin to Semberholme in hopes of defeating House
Dlardrageth once and for all.
Mirtul 28. By the shore of Lake Sember, Seiveril revives the Dales Compact with
Battledale, Deepingdale, Mistledale, and Shadowdale.
Kythorn 1. The Crusade marches north toward Mistledale and Shadowdale.
Kythorn 4. House Dlardrageth forms an alliance with Hillsfar and Sembia. Hillsfar
begins mustering an army to send south down the Moonsea Ride to
Mistledale and Battledale. Sembia recruits a mercenary army to send north
along Rauthauvyr’s Road through Featherdale and Tasseldale.
Kythorn 12. Hillsfar allies with Zhentil Keep. The Black Network agrees to invade
Daggerdale and Shadowdale.
Kythorn 6. Sembia’s mercenaries cross Blackfeather Bridge and occupy Battledale.
Kythorn 14. The ancient red dragon Char the Red stops by Goblin Island and chats
with Taregan, Azmodan and Ragrina, while munching on a few kobolds.
Kythorn 21. Hillsfar reneges on its alliance with House Dlardrageth.
Kythorn 24. The Crusade routs Scyllua Darkhope’s army, forcing them to retreat to
Yulash.
Kythorn 26. House Dlardrageth attacks the city of Hillsfar and Hillsfar’s army based
at the Standing Stone. The First Lord’s tower is destroyed, but Maalthiir, ruler
of Hillsfar, escapes.
Flamerule 3. House Dlardrageth breaks Hillsfar’s army at the Standing Stone, forcing
it to flee back to Hillsfar. Sembia’s army begins to dissolve under repeated
assault by the legions of House Dlardrageth.
Flamerule 21. House Dlardrageth destroys the Standing Stone and allies with the
House Jaelre drow.
Eleasis 5. Emissaries of the Crusade reach a truce with the Sembians. House
Dlardra geth launches a raid a gainst the Cr usade encampment at
Semberholme, but is repulsed.
Eleasis 6. Zhentil Keep’s army crushes the Hillsfar garrison at Yulash (Final Gate).
Eleasis 9. House Jaelre attacks the Sembian and elven delegations in Tasseldale; all
three groups suffer casualties. Maalthiir decamps from Hillsfar; destination
unknown.
Eleasis 10. The Zhentilar invades Hillsfar’s western territories.
Eleasis 17. The Crusade allies with Sembia against House Dlardrageth.
Eleasis 17. Fzoul issues his terms to Hardil Gearas, High Warden of Hillsfar (Final
Gate). The Crusade battles the legions of House Dlardrageth in the Vale of
Lost Voices. The Zhentilar besiege Hillsfar.
Eleasis 18. Malkizid is banished. House Dlardrageth retreats from the Vale of Lost
Voices. Hillsfar capitulates to the army of Zhentil Keep.
Eleasis 20. The Crusade surrounds Myth Drannor.
Eleasis 22. The Crusade overruns Myth Drannor and House Dlardrageth falls. A
handful of fey’ri escape, some eventually reaching Haven. Seiveril Miritar is
slain.
Eleasis 29. Fzoul Chembryl orders Scyllua Darkhope to seize control of the Moonsea
Ride by establishing a series of fortifications along the road south from
Hillsfar.
Eleint 3. Skirmishes between the Zhentarim and Myth Drannor erupt along the
Moonsea Ride. Masked drow support the Black Network with targeted
assassinations. This marks the beginning of the Cormanthor War, pitting the
Army of Myth Drannor against the Army of Darkhope and the Masked
Brigades (Vhaeraun-worshiping drow of House Jaelre and the Auzkovyn Clan).
In the months that follow, a series of increasingly deadly raids and
counterraids are mounted by each side.
Eleint 12. Storm Silverhand, Dove Falconhand, and the rest of the Knights of Myth
Drannor arrive in the City of Song to aid in its defense. Within hours they are
engaged in a series of hit-and-run battles with drow skirmishers in the forests
to the east.
Uktar 1. Heroes of Haven
invade the Plane of
Shadow via the rift
present in Chauntea’s
Hold. After facing Shar,
are able to complete the
ritual to close the rift,
with her “blessing” as she
was annoyed by the
disturbance to her realm
that was not of her
design.
Uktar 10. Telron establishes a
one way gate from the planes in customs.

" It was a titanic stru.le...


" ... nearly overwhelmed by the power that attempted to thrust its
way $om the nexus point between the elemental planes.
" Horrifying... fighting a combined elemental... air, earth, fire and
water together as one... lashed by the elements...floating in ether.
" A!er fighting it to a standsti(, the refugees appeared. They had
harnessed this creature... and sought to Breach the planar membrane
where it was weakest... stressed by the tremendous power of the Rock of Ao
that is housed here in Haven, only to find my wards blocking the way.
" Several times they breached, a(owing angry disturbed elementals
to fa( through the breach and slip past into haven.
" These refugees... semi-human Genasi $om the elemental demi-
planes and Sigil, that strange city between the planes I hear about $om
time to time. Once they realized that an inte(igent being was opposing
them, they where only too happy to talk. In exchange for their help in
guarding the portal against hostile creatures ... I have a(owed them to
enter the prime through a portal I constructed to a(ow only one way
travel.
" Fascinating and colorful creatures... interesting times ahead for
Haven.

" " " " " " " - Telron

Nightal 1. Scyllua Darkhope returns to Zhentil Keep to lead an additional division


into the field. To her surprise, Fzoul orders her to invade Shadowdale again,
but this time with support from the Church of Shar and the drow of House
Dhuurniv.
Nightal 1. Ordulin, the capital of Sembia was destroyed by the Shadows. Sembia, split
by a civil war, had accepted a treaty with the Shadovars against any army
raised against them by insurrectionists from Saerloon. Reports are that a day
after the rebel forces where destroyed a huge rift formed over the city,
dumping a darkness and creatures of shadow into the capital city, even as
celebrations of victory ensued. A floating city of the Shadovars is reported to
have been present at the time (one of the two now known to exist).
Nightal 4. Shadovars and Sharrens are declared enemies of Haven by the Viceroy.
Nightal 15. Sharran assassins infiltrate the village of Shadowdale and attack
Elminster’s Tower. After a fierce battle, Elminster vanishes and his tower is
blasted into ruin and hurled into another plane.
Nightal 16. In the early morning hours, the Zhentarim army led by Scyllua Darkhope
overruns Shadowdale with the aid of the Church of Shar and House Dhuurniv.
The Army of Myth Drannnor is unable to respond as Zhentarim brigades to
the east launch simultaneous attacks on several key elven fortifications.
Nightal 18. Lord Mourngrym Amcathra publicly embraces the Army of Darkhope as
allies and defenders of Shadowdale.
Nightal 27. Scyllua Darkhope begins preparations to march south with two brigades
to attack Mistledale leaving behind the Brigade of Shadows to occupy
Shadowdale.
Nightal 30. Storm Silverhand and Dove Falconhand lead an elite contingent of elves
into Shadowdale. The Chosen of Mystra are grievously wounded upon their
arrival due to the interaction of their silver fire with the local Weave and
forced to teleport away. Their comrades-in-arms are left behind to an
uncertain fate.
1375 DR: The Year of the Risen Elfkin (2008)
Hammer. Syluné Silverhand sacrifices herself to heal a massive dead-magic zone that
covers most of Shadowdale.
Hammer. Adventurers lead a rebellion against Shadowdale’s new allies after halting the
degeneration of the local Weave and severely weakening the Zhent garrison.
Hammer 13. Scyllua Darkhope dies at the hands of adventurers in the liberation of
Shadowdale from the Zhentarim.
Hammer 25. The great vampire Merihel, who had cast a curse on Queen Ilsa, is
slain. The mainland town of Velen is abandoned to the Tethyrans and the
Duskwood Vale is left in flames. The Codex of Doom is recovered and
brought to Lord Telron, who delves into it to learn how to fight shadows—and
hopefully one day lift the curse on his beloved Queen.
Ches 19. The ancient fey capital of Karador rises from the waters of the Myrloch on
the southern-most of the Moonshae Isles, Gwynneth.
Ches 29. Telron ascends to Brightwater to become Sharess’s Chosen.
Ches 30. Telron returns to Haven much changed. His stay in Brightwater is
accelerated in time by Sune as part of a ritual to heal Sharess. He spends
somewhere on the order of fifty years in that one day, communing with the
goddesses.
Greengrass. Elsibeth Drake appears in Haven
for the first time, announcing her
dominion of Gloom Keep.
Tarsakh 15. Dauntless is commissioned as a
privateering vessel in the Haven Navy.
Mirtul 5. Druxus Rhym, Zulkir of transmutation
in Thay, is assassinated.
Kythorn. Szass Tam attempts to take over Thay
as high zulkir.
Eleint 24. Drake’s lost love, the shadowy
figure of Elderiath Knightsworn was
spotted on the grounds surrounding the
Keep. He is seen several times after.
Eleint 30. Halaster Blackcloak dies amidst
earthquakes in Waterdeep. His soul is
shattered into hundreds of fragments.
Uktar 30. Telron returns from a long absence
fighting the war against the Shadovar in
Sembia.
Nightal 19. Morgan takes control of the
Shadows of Gloom Keep, forcing
Elsibeth Drake to flee and seek asylum
in Haven.
Nightal 20. Selvaterm is slain by a mortal follower of Eilistraee wielding the Crescent
Blade.
Nightal 20. Vhaeraun is killed by his sister, Eilistraee, when he attempts to enter her
realm and assassinate her. In the process his portfolio falls to her.
1376 DR: The Year of the Bent Blade (2009)
Hammer 7. The “Fate of Haven.”
Tarsakh 7. The Isle of Woodland
Harts is acquired by Conn
Cain, who proceeds to build
a house there.
Kythorn 3. Harts Isle becomes a
protectorate of the
Kingdom of Haven, open to
the public.
Marpenoth 21. Kortugan Militia
officially established; Greyik Terog
assigned as drill Sergeant, later
promoted to Captain.
1377 DR: Year of the Haunting (2010)
Appendix 1: Changes from NWN2
! In addition to the custom experience award system, there are a few changes to the
way classes, spells and abilities work in Haven, as compared to the standard NWN2
versions.

Classes
! The Neverwinter Nine prestige class is prohibited on Haven, and has been removed.
The Shadow Thief of Amn prestige class has been altered to receive Skill Focus: Appraise
instead of the original 10% Buy/Sell modifier. The Kortugan Slave Hound prestige class has
been added.

Spells
! The spell fixes package by RPGPlayer1 has been implemented. For details on the
contents of this package, see the Spell Fixes 3.42 entry on the Neverwinter Vault. Also,
Shadow Simulacrum has been reduced in strength and Word of Faith has been adjusted to
work around an AI bug.

Appendix 2: Server Etiquette


Griefing
! The term “griefing” refers to a collection of anti-social behaviors that are not
tolerated on the server. There are three basic categories of griefing:
1) Killing another character who has not agreed to character-vs.-character
combat.
2) Repeatedly killing another character without a legitimate RP reason.
3) Behaving in a way intended to deliberately interrupt or ruin the enjoyment
and RP of other players.
4) Placing another character in a position where the only RP recourse that
character has would constitute griefing.
! This fourth category requires explanation by way of example. Suppose your Chaotic
Evil character comes across a party hunting in the Valley and your character begins stealing
the party’s kills, in keeping with his or her alignment. The other party members may decide
to leave the area, but they may decide instead to confront your character. If this results in
such a heated exchange that it would be reasonable for the party’s members to attack your
character, you may not refuse. Refusal in this case is considered griefing, because refusal would
require that the other players react in such a way as to grief your character according to
definition #1.
! This fourth definition leads to the next etiquette concept: accepting consequences.

Accepting Consquences
! Whether or not your character is happy about the results of a given RP storyline, as a
player you are obligated by server etiquette to accept the consequences of your character’s
actions. If you do not feel that you can accept such consequences, do not put your character
in that position.
! This issue is of greatest importance to players of Chaotic Evil and Lawful Good
characters. Such characters stand at the extremes of the behavioral spectrum, but both
behave in ways that ultimately show little regard for the interests of other individuals. If you
are not prepared to follow the RP that you generate to its logical conclusions, you should
not play such a character.
! The threat of jail is the most common situation where accepting consequences is an
important virtue. If your character has broken the law or breached the peace, for any reason,
the Haven Guard is obligated to perform its duties by arresting and detaining that character.
If you as a player refuse to accept the consequences, then you are griefing under definition
#3 above, because you are deliberately preventing the Guard player(s) from pursuing the
appropriate RP.
Appendix 3: Client Extension Readme
! This appendix reproduces excerpts from Skywing’s NWN2 Client Extension readme
that are useful for Haven’s players. The most useful sections are identified in bold.

Quick Start & Overview


----------------------

The Client Extension can either plug-in to the player or DM client, or it can
operate as an independent DM client. To get started with using the Client
Extension as a player or a DM, use one of the following methods:

(a) Start the game with the included NWLauncher program (recommended).

1) Run NWLauncher.exe and the game will start with the client extension
already active. You need to keep NWLauncher.exe and ClientExtension.hdl
in the same place for the launcher to work correctly.

It is recommended that you use the game in windowed mode to get the most
out of the client extension.

You may pass command line arguments to the game by providing them to
NWLauncher.exe, e.g. by creating a shortcut. This is useful for launching
the game in DM mode with the -dmc option.

2) Log on to your server as normal and play the game.

- or -

(b) Apply the client extension after starting the game.

1) (First time only.) Double-click hdlinstall.reg to install support for .hdl


files. You only need to perform this step once per computer.

2) (First time only.) Install the updated Visual C++ 2005 SP1 libraries. You
can download them from this link (choose the vcredist_x86.exe option):
http://www.microsoft.com/downloads/details.aspx?familyid=766a6af7-ec73-40ff-
b072-9112bab119c2&displaylang=en

Pick the x86 binary even if you use 64-bit Windows as the game is a 32-bit
program.

3) Start Neverwinter Nights 2 in normal or DM client mode, and go to the main


menu. It is recommended that you use Neverwinter Nights 2 in windowed mode
but this is not strictly required.

4) Navigate to where you have placed ClientExtension.hdl in Explorer,


right-click the ClientExtension.hdl file, and choose the 'Apply' option
from the menu that appears.

5) Log on to your server as normal. You must follow steps 3-5 again each time
you exit Neverwinter Nights 2. Be sure to apply the extension -before- you
log on to your server.

Features
--------

The Client Extension includes a number of new features and bug fixes that are
designed to improve your multiplayer experience:

- Command history is now available for the client! The client extension has a
separate text-entry user interface which allows a history of all chat text
that you send to be accessed. Even text you enter in to the normal game chat
interface is added to the command history, but you may only access the
command history from the new text-entry user interface. The new text-input
user interface is described in the "Text-input User Interface" section.

- Larger chat messages can now be sent (up to approximately 4,096 characters).
Please use this feature appropriately. Long text messages do not cause any
problems for normal clients or servers, but sending an overly long message
may produce results that are difficult to read. Large text messages are only
available through the new text-input user interface.

Tip: You can also paste directly into the separate text-entry user interface
as an option to paste chat into the game.

- A properly functioning reply command (/re) is now available. This command


supersedes the built-in reply function. It has the following improved
properties:

- Only senders of tells (not other chat messages) are set to the reply
target.

- Sending a tell no longer sets the reply target to yourself.

The /re command can be used in both the normal game interface and the
separate text-entry user interface.

When using the separate text-entry user interface, you may use /r as a
shorthand for /re. However, using /r in the normal game interface will
access the old reply function that ships with the game.

- A re-tell function (/rt) is now available. This command sends a tell to the
last player you have sent a tell to. Like all other new slash-commands, this
command is available both through the normal game interface and through the
separate text-entry user interface.

- An /invertrun function is now available. This command switches the behavior


for point-and-click movement, so that by default, you will walk unless you
hold down SHIFT. WASD movement in the game still runs unless you use SHIFT.

Tip: You can use /invertrun instead of activating Tracking Mode if you would
like to walk by default. You still have easy access to run mode
without having to toggle a mode button when using /invertrun, as you
just need to use WASD or hold down SHIFT.

- A new area minimap is available. You can click on a point in the new area
minimap (not the in-game automap) in order to move to that point. This is
often useful if you need to cross a very large area without having to click
many different times. Note that if your pathing orders are too complicated,
the game engine will discard them. The map is further described in the
"Area Map" section.
- A new form of macro-enabled hotbar buttons are available. Macro-enabled
hotbar buttons are created with the /setmacro command (see the documentation
in this file for details). Macro-enabled hotbar buttons can perfrom many
actions per hotbar press, such as enqueuing up many buff spells all at one
time.

More details on hotbar macros are available in the "Custom Hotbar Macros"
section.

- An appending log file with your chat history is available. The log file is
named "nwn2reportlog.log" and is written to your Neverwinter Nights 2
installation directory. (Windows Vista and Windows 7 users may need to click
the "Show compatibility fixes" option in Explorer to see it.)

- A console interface for displaying in-game chat is now available. This is


often useful if you would like to minimize the game, but still keep tabs on
what's going on (such as if you are waiting for someone to log on or send you
a tell) without wasting a large amount of screen real-estate. This function
is further described in the "Console Interface" section.

Tip: You can also copy text from the console window if you enable "Quick
Edit" in the console properties. (Right-click the console icon and
go to the "Properties" menu item.) This is often useful if you want to
copy and paste chat from the game.

- A crash in a third party library used for autodownloader support is avoided.


This crash may have occured when attempting to download news information at
the logon screen. (The crash only occurs sporadically.)

- Wizards with metamagic spells on their hotbars should no longer periodically


crash during area transitions.

- The client should no longer crash when the loading initial area after the
character selection screen, when the initial area has creatures with certain
VFX or animation parameters updating.

- Hotbar buttons should no longer occasionally flicker and fail to persist


changes when editing them.
- The client now properly displays Darkvision when transitioning to a new area.

- Animations (particularly terrain scrolling while walking) no longer begin to


stutter or "chunk up" in NWN2 after the computer has been running for several
days since its last reboot.

- The networking code responsible for sequencing and reliability over UDP in
the game client is replaced with more reliable code (if you apply the
extension before logging on to a game server). This works around several
data corruption and data loss problems that result in some transition crashes
during a zone transfer.

Note that not all transition crashes are caused by these issues. Also,
because the same bugs exist in the server-end of connection, some transition
problems will not be completely fixed unless the server is also using a
rewritten networking subsystem.

The networking subsystem rewrite does not impact compatibility with clients
or servers that do not use the more reliable networking code, however, these
clients and servers will not be protected from their own bugs.

- Point and click movement in the game world no longer waits for a response
from the server before beginning to animate movement. In some cases where
there are dynamic path obstructions, this might result in minor path
"glitching". You may disable this feature by using the /mpredict command.

Movement prediction only applies for point and click in the rendered game
window and not point and click in the area map. This feature improves
perceived responsiveness with respect to movement on laggy servers.

- Right-clicking a name in the game's chat history and choosing the send tell
option will now work for characters with no last name.

Text-input User Interface


-------------------------

The program will create a free-floating text input box (called "Send message")
at startup time. You can use this text input box to enter in commands or chat
like you would through the normal game interface.
You can enter in long messages (up to approximately 4,096 characters) through
the text input box, past the normal limit in-game.

The text input box adds a command history function that keeps track of all chat
text and commands that you send in-game or through the text input box itself.

To access this command history, hold down the CONTROL key, and press the UP or
DOWN arrow keys while the text input box is the active window. This feature is
particularly useful if you have typed a long message, but the person you had
sent it to disconnected before they could read it.

Once you move the cursor to the start or end of the current message, UP/DOWN
arrow keys will also switch to the previous or next command, respectively.

Console Interface
-----------------

The program creates a console (text-mode) window for displaying output text to
you outside of the normal rendered game scene. This window can be observed
even if you minimize the normal game window; it may also be resized or moved
at will.

You cannot enter text directly into the console window; instead, you must use
the normal game interface or the separate text-entry interface.

Player chat and player join/leave events are displayed to the console window,
along with various status miscellaneous pieces of information.

Casting Spells from Macros


--------------------------

The /cast command (usable both outside and inside of macros) allows you to cast
a spell by name.

When naming a spell, you should use the spell's full display name. For spells
with sub-spells (for example, Protection from Alignment), it is usually best to
cast the specific sub-spell you want. (Many such spells will either do nothing
or take a default behavior that you might not like when casting the main spell
directly.)

For example, if you wanted to cast Protection from Alignment's Protectiom from
Evil sub-spell, you could use the following command:

/cast Protection from Evil

Spells can also be given metamagic modifiers as a comma-separated list. The


following are the metamagic modifier names that are accepted:

empower
extend
maximize
quicken
silent
still
persistent
permanent

You must have the appropriate feats and spell levels or readied spell
memorizations available to successfully cast a spell. Otherwise, the spell
casting attempt fails.

The /cast command always uses your current target, unless the spell in question
can only be cast on yourself, in which cast your character is automatically
used as the target.

It is currently not possible to cast spells on the ground with /cast.

Custom Hotbar Macros


--------------------

Custom macro hotbar buttons are a new feature that the Client Extension adds to
the game. Macros allow you to assign a set of text commands that run when you
press a hotbar button.

This feature is particularly useful when you have a large number of repetitive
actions that you would like to consolidate into just one keypress. For a
familiar example, you could create a single hotbar button that, when pressed,
would activate all of a Cleric's, or Wizard's buff spells.

To create a hotbar macro button, use the /setmacro command as follows:

/setmacro <hotbar button number> <command1>[;command2;commandN]

"Hotbar button number" indicates the hotbar button which will be turned into a
macro-enabled hotbar button. Button 1 is the first hotbar button, on row 1.
Button 13 is the first hotbar button on row 2, and buttom 15 is the third
hotbar button on row 2, and so on.

After the hotbar button number, you may provide a list of text commands that
are processed when the hotbar button is pressed. If you would like to run more
than one text command, separate the commands with a semicolon.

Any Client Extension text command, and any text command supported by the game
client itself may be used in a macro. You may also macro up simple chat text,
if desired.

The most common use of macro hotbar buttons is to cast several spells in
succession. There are two ways to do this: by spell name, and by referencing a
different hotbar button.

Tutorial: Creating a hotbar button to cast several buffs at once via casting
spells by name.
----------------------------------------------------------------------------

Let's say that you want to have a single hotbar button which casts several
offensive spells, all in one go. (The spells would be enqueued up to be cast
one after another, just as if you hit two hotbar buttons separately.)

For this example, we will create a hotbar button which casts a quickened
version of Isaac's Lesser Missle Storm, followed by Flame Arrow.

This task can be easily automated by creating a hotbar button that casts both
of these spells. We will use the /cast macro command, which looks up a spell
by name, and casts it on your current target.

We can construct a sequence of /cast commands that will cast the spells that we
want as follows:

/cast "Isaac's Lesser Missile Storm" quicken


/cast Flame Arrow

The first spell casts the lesser missle storm spell, with the "quicken"
metamagic property. If you wanted to add other metamagic properties to a
spell, you could specify them in a comma-separated list.

For instance, to cast a silent Magic Missle spell, you would use the
following command:

/cast "Magic Missile" silent

Now, back to our example. We can create a hotbar button that will run both of
the above macro commands with the /setmacro command. Here, we will assign the
macro to hotbar button 1, which is the first button on the first hotbar row.

/setmacro 1 /cast "Isaac's Lesser Missile Storm" quicken ; /cast Flame Arrow

That's all there is to it. Now, the next time you press that hotbar button,
all of the spells you have listed in the macro will be cast.

Tutorial: Creating a hotbar button to cast several buffs at once via hotbar
buttons.
---------------------------------------------------------------------------

Let's consider that you want to cast several buff spells with one hotbar
button. This task can be easily accomplished with the /setmacro command.

First, you must place the spells that you would like to cast on their own
hotbar slots. We'll use hotbar buttons 2, 3, and 4 for this example, so drag
the spells that you would like to cast onto those buttons (first hotbar row).
Now, for this example, we will turn the first hotbar button into a macro-
enabled button which will use buttons 2, 3, and 4. After you have set up those
three hotbar buttons, type the following command:

/setmacro 1 /hotbar 2 ; /hotbar 3 ; /hotbar 4

If everything worked out, you should see a couple of messages written to your
combat log, along the lines of "Configuring macro command: /hotbar 2". You
should also have a new hotbar button which has a "2D Missing Texture" icon in
the button 1 slot. (Don't worry about the missing texture; the button will
still work fine.)

That's it; you're done! Now, the next time you press the first hotbar button
on row 1, the actions that you have assigned to buttons 2-4 will be carried
out.

Tip: If you have buff spells that can buff an ally, select that ally before
you push the macro-enabled hotbar button. Macros will use your currently
selected target for their spell targets, for spells that may target a
creature other than yourself.

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