The Factions

Online reference and documentation for the Neversummer 4 module.
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Joran
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The Factions

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Factions and Reputations

Faction Overview

The Neversummer faction system is one of the most unique features of the module. While superficially based on the internal faction system of NWN, NS4 takes the concept of individual and group reputations to a new level. With seven distinct player factions to choose from and over 30 creature factions to add flavor and dynamics, NS4 dispenses with the simplistic idea of "good vs. evil" and "player vs. creature", and offers the chance to fight along side some of the most fearsome and powerful forces in D&D.

It is important to distinguish the factional system of reputation tracking with the individual factions themselves - while they are closely related, there are certain distinctions between the two, and it is easier to think of them as follows: The factional system consists of the various reputations, or hostility ratings, that every player and faction possess. Factions can be thought of as groups of creatures that share the same factional reputations, at least initially. As the game evolves, certain NPCs and PCs that were once hostile may become friendly, or vice-versa. You may have the same hostility ratings as members of a certain faction - but that does not automatically make you a member of that faction.

Unlike the traditional NWN faction system, individual members of factions (NPCs and PCs alike) can have divergent beliefs about other creatures and players. This can make for an interesting dynamic in certain situations, and can lead to conflicts of loyalty and "lesser of two evil" situations. Generally, however, factions tend to stick together when it comes to hostility and reputations: When a player commits certain acts (such as attacking or killing an NPC), word will spread quickly and the player will soon become an outcast in his own faction - forced to flee and fend for himself in the world.

Hostility Ratings

There are five basic hostility ratings in NS4. In general, the middle three are the most common, and it is much easier to go down on the hostility ladder than it is to climb back up. It should be noted that attacking, casting a hostile spell, taunting, pickpocketing, or any other hostile act will immediately trigger the target to view you as "Hostile", however this is only an initial reaction which will fade in time. If you persist and continue acting in a hostile manner, this temporary rating may become permanent, and the target will most likely spread the word to the other faction members that a traitor is in their midst.
  • Honored - Reserved for those that achieve the highest level of respect and admiration from a given individual. Those NPCs that view you as "honored" will not only defend you from enemies, but they will join you in attacking any creature that you threaten - friend or foe.
  • Protected - The default level of treatment for new members of a faction. As the term implies, any protected members that are threatened by a neutral creature or an enemy will receive the aid of nearby NPCs. The factions are very protective of their members, and retreating or "leading" hostiles back to your powerful friends can be an effective tactic.
  • Neutral - Those creatures that perceive you neutrally are simply indifferent toward you. They will neither help you nor hinder you in your progress, and will offer the same support to both you and your enemies. Avendell and other unaligned factional areas strive to maintain neutrality as a while, although many individuals within those groups may stray one way or another.
  • Hostile - The default level of treatment for faction enemies. Hostile creatures will engage you as soon as you are within a certain range of them. In certain cases, they may retreat or fall back to friendly creatures for support if the battle becomes too tough.
  • Despised - The worst possible rating you can have with an individual. Creatures that despise you will target you over all other potential targets available, and will not stop until one of you is dead. Some factions automatically have this kind of disposition towards others: Members of Shadow Legion and Ragnar's Kin despise and loathe each other, as do Circle and Mystral Ascendancy members.
Remember, since nobody ever really dies in Aetheria (see "Binding and Respawning"), taking a secret "to the grave" is impossible, and "burying the hatchet" is virtually unheard of. Anything you do to anyone is most likely going to be passed around and remembered for years to come, so make sure your actions are well-thought-out! Currently, only divine intervention or soon-to-be-implemented geas/quests may save you if you are driven out of your faction.

Be nice to your faction or end up an outcast.

Choosing a Faction

Faction selection takes place after initial character creation. While players will have the opportunity to talk with factional "Ambassadors" before making their decision, their perspectives are undoubtedly biased and a wise player would take the chance to read the more objective descriptions given in the faction forums. Faction selection is quite possibly the most important choice your character will face, and it will determine the course of their adventures from that point on.

Players of opposing factions will initially appear hostile to one another. While you will not know which faction another creature or player belongs to unless specifically told, they will glow red to show that your faction consideres them to be an enemy. Other creatures and players will glow blue, showing you that they are non-hostile. Players are free to override this setting and "diverge" from the standard faction's view of another creature or player - keep in mind, however, it makes little difference how you view someone else - far more crucial to your safety is how they view you!

Cancelling the hostility you have toward another player is accomplished via the "Player List". Simply click the current Like/Dislike setting to change it, and the other player will be notified of your act. Forming a party will automatically cancel your hostility and enable you to work together in the realm - however your respective factions will still view you as seperate entities. They may begin to attack your companion, thinking they are "protecting" you, and you risk losing status within your faction if you fight back. Also, players who override hostility in this way should take care when logging in and out - returning to the realm will reset your PvP hostility back to the default!

Faction Descriptions
Capital: Name of the faction's capital city
Factional Alliances: Any factions listed here are neutral to this faction
Races: List of allowed races
Alignments: List of allowed alignments
Classes: List of allowed classes
Unique Prestige Class: If listed, this prestige class is only available within this faction
Bind Point Color: Bind points for each faction are a unique color, to help identify them easily
Deities: Deities that watch over this faction

Description: A short description of the faction.

Prestige classes available to all factions: Arcane Archer (except RK), BlackGuard (except NC), ShadowDancer, WeaponMaster and the legendary HarperScout.

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Ancient Ones

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Ancient Ones
Capital: Sleeth
Factional Alliances: Ragnar's Kin
Races: All but Dwarves and Gnomes
Alignments: All
Classes: All except for Paladin, Wizard, and Shadow Dancer
Unique Prestige Class: Red Dragon Disciple
Clerical Domains: All but Earth, Plant, Water, and Trickery
Bind Point Color: Green
Deities: Tempus, Bahamut, Tiamat

A loosely-bound faction consisting of Dragonkin, Yuan-Ti, and other Lizardfolk. While their hatred of non-serpentine creatures is without bounds, they are more than happy to recruit slaves and followers from the planar rifts, with promises of great power and wealth. One of the more fractured factions, the Ancient Ones have locations spread throught the realm, but are somehow able to coordinate attacks with remarkable efficiency and skill. Followers of this faction can expect serious power with serious consequences, but prove yourself to the dragons and they may let you move up the ranks.

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Mystral Ascendancy

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Mystral Ascendency
Capital: Garagoth
Factional Alliances: Shadow Legion
Races: All
Alignments: Any Non Good
Classes: Wizard, Sorcerer, Rogue, Bard, Fighter, Cleric
Unique Prestige Class: Pale Master (see summons guide for more details)
Clerical Domains: Death, Evil, Knowledge, Magic, Travel, Trickery and War
Bind Point Color: Cyan
Deities: Bane, Cyric, Talos, Beshaba, Umberlee, Mask

A mysterious group of mages, rogues, and other arcane practitioners that have gathered together in the shadows of the isolated city of Garagoth. Their power lies in all facets of arcane magic and thievery, and are perhaps the closest faction to solving the mystery of the planar rifts. Ruled by two sorcerer brothers, Khalan and Ashan, and a haven for criminals of all kinds, they have purposefully set themselves off from the rest of the realm, using hidden tunnels and magic to travel rather than cumbersome (and dangerous) roads. A tentative alliance with the Drow of the Shadow Legion has helped against the intrusions of the Dwarves and the Yuan-Ti sect of the Ancient Ones into the Ash Mountain areas.
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Northern Coalition

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The Northern Coalition
Capital: Daeron
Factional Alliances: The Circle
Races: All
Alignments: Lawful Good, Lawful Neutral, or Neutral Good
Classes: Cleric, Paladin, Monk, Fighter, Bard, Ranger
Unique Prestige Classes: Champion of Torm and Purple Dragon Knight
Clerical Domains : All but Evil
Bind Point Color: Gold
Deities: Tyr, Helm, Ilmatar, St. Cuthbert, Torm

Settling throughout the northernmost regions of the realm, across the Dorian Sea, the Northern Coalition is a faction of law and order. Wary of arcane magic, this mostly human group keeps to themselves for the most part, content to maintain order in the small area they have created for themselves. The majestic capital city of Daeron is a haven for all lawful races and classes from across the realm. Relatively isolated, the Coalition's biggest adversaries are the hordes of Undead that plague the region, as well as the nearby Ancient Ones faction, whose frequent raids on their outlying villages are a continual source of bitterness and anger. Despite their disdain for practitioners of arcane magic, the Coalition welcomes and even relies on the aid and support of powerful Bards, whose arcane roots and roguish skills are considered either gifts from the Gods or loveable quirks, depending on who you ask.

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Ragnar's Kin

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Ragnar's Kin
Capital: Dwarven Stronghold
Factional Alliances: Ancient Ones (tenuous)
Races: Dwarf and Gnome only
Alignments: All
Classes: All
Unique Prestige Class: Dwarven Defender
Clerical Domains: All but Air, Sun, and Plant
Bind Point Color: Red
Deities: Gond, Moradin, Berronar Truesilver, Gorm Gultyn, Haela Brightaxe, Vergadain

The historic coming together of the Duergar with the other Dwarves resulted in a united kingdom deep underneath the northern stretch of the Redhorn Mountains. The entirety of their territory lies under the northern Redhorn mountains, with the exception of the Black Hills. In stark contrast to the winding passages and darkened tunnels of the Shadow Legion, the Dwarves have carved out enormous halls, mines, and caverns, as well as towering underground castle, brightly lit and intricately carved. Ragnar's Kin fight continuously with their most hated enemy, the Shadow Legion, and until recently, the Yuan-Ti sect of the Ancient Ones. The dwarves care little about conquest and domination, being especially unconcerned with developments above ground, and are content with ensuring the security of their faction and the mining of valuable ores found deep underground.

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Shadow Legion

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Shadow Legion
Capital: Menzoduran
Factional Alliances: Mystral Ascendancy
Races: All
Alignments: Evil
Classes: All except for Druid, Ranger or Paladin
Unique Prestige Class: Assassin
Clerical Domains : All but Good, Plant, Air, Fire and Sun
Bind Point Color: Purple
Deities: Shar, Eilistraee, Lolth, Vhaerun

Hidden beneath the southwestern mountain range lies the city of Menzoduran, the new home of the Drow in Aetheria. Having banded together and established their own domain miles below the surface – a maze of tunnels, caverns, and secret passages extending throughout the southwest of the continent – these highly xenophobic sun-haters first aimed to destroy the other factions, but quickly realized they could not take all six on alone. With the link to their revered Goddess Lolth weakened by the rifts, they forged a hasty alliance with the Mystral Ascendancy, ensuring their safety and protection from the nearby Dwarves. To swell their ranks they have had to put aside their disdain for non-Drow races, and have begun to recruit mercenaries of all kinds to hasten their conquest of Aetheria.

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The Circle

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The Circle
Capital: Melencia
Factional Alliances: Northern Coalition
Races: All
Alignments: LN, NG, N, CN, CG
Classes: Druid, Ranger, Barbarian, Bard, Monk, Rogue, Cleric
Unique Prestige Class: Shifter
Clerical Domains: Air, Animal, Destruction, Earth, Fire, Healing, Plant, Protection, Sun and Water
Bind Point Color: Orange
Deities: Silvanus, Mielikki, Eldath, Erevan Ilesere, Fenmarel Mestarine

This druidic faction has settled in the Enchanted Forest, welcoming all rangers, druids, barbarians, and the odd wandering bard of any race and of neutral (non evil) or chaotic good alignment. Members of The Circle are divided into three Orders: The Bear (Rangers), The Boar (Bards), and The Wolf (Barbarians); the heads of each Order along with the Druids forming the Circle's Council. While not the largest faction, The Circle counts among its allies many of the nearby forest-dwelling creatures. Their close connection with nature and balance puts them directly in conflict with the pure arcane power of the Mystral Ascendancy, and The Circle have taken it on themselves to rid the world of the arcane menace.

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