EXPANDED CHARACTER RULES
As stated in the general SIM rules, this is an adult-rated roleplay SIM set in the Forgotten Realms universe for Dungeons and Dragons. This section of rules expands upon general character requirements that must be met in order to play within the Chronicles of Waterdeep campaign.
Characters must look and behave as if they are 18 years or older:
This means you must have physically defining features that mark your maturity and this can be questioned by an admin at their discretion if they feel it is not apparent enough.
You cannot be a 12 year old trapped in an 80 year old body. Behavior that is deemed to be of a child’s nature will not be permitted.
Some races have defining traits and those are listed on the races page. Obey these while creating your character.
ie: A dwarven woman can have a beard, however, a wood elf; man or woman, cannot.
Men may use female shapes and bodies to give the appearance of a feminine man (ie: most elven men had some feminine features), provided this does not get abused.
No player or character is permitted to start as immensely wealthy, famous, have specialized items or magical abilities. Everyone begins at level one and earns these types of things as they participate in adventures - no exceptions.
Characters may only created from established list of races and classes provided on the website.
Planeswalking or realm-hopping avatars are not permitted at this time. You may be from other regions in Faerun from Forgotten Realms.
No player is permitted to be a pure animal avatar. Characters must have shape-shifting (ie: druids), and use that ability to achieve animal form. This is the only way you will be permitted to walk around as an animal for any length of time within COWS.
There are specific factions that are not permitted to be created or played as within Chronicles of Waterdeep.
Cult of the Dragon
In-lore named characters of Forgotten Realms
This is not an erotic roleplay (ERP) focused SIM. While it is adult-themed, we ask that you dress appropriately for the genre and setting.
Do not flaunt weird physical traits for kinky sexualized preferences.
The goal of most D&D campaigns is to take a group of adventurers on an exciting quest to reach a common goal. It does not often take into account player vs. player (PvP) encounters being a regular occurrence, especially with player killing (PK) as an option. Due to the nature of the environment we are creating, PvP and PKs are inevitable. It is our goal to try and encourage PKing as a final resort method, but sometimes it is necessary to prevent players from being stuck in an unending conflict. As such, these are the following rules and requirements for PK.
Death requires build up in roleplay and it must be justified. Build-up requires time, this means no one can walk up to you and murder you for no reason. (You can hire an assassin, but you still must meet the criteria and the assassin must accept the potential in-character consequences as well.) You must meet one of the following specific criteria:
Was it in response to a heinous crime (rape, murder or maiming) committed against your character? Or against your character’s family or a loved one?
Was it in self-defense after being attacked with lethal intention first? (A serial killer who swears to murder you next, and not a thug who tries to mug you in the alleyway.)
Are you mortal enemies? (A series of near-lethal encounters, a character who plots your death, characters who cannot escape the inevitable mortal cost of their continued rivalry.)
In addition to the above, you must ask yourself:
Did you offer them a way out, and yet they still refused?
Were they warned? Was it clear that you would kill them if they persisted?
No matter if the above is true, you must also meet the following requirements:
Are you willing to accept the in-character consequences for killing this character?
High-level characters (level 3 and above) must place a request to Administrators if they wish to adjust their existing character. This includes actions such as altering stats, proficiencies, and class change. The application will be reviewed by Administrators and a recommended amount of training/questing roleplay based upon the character’s level will be requested before the recreation is approved. The roleplay aimed towards this goal must be saved and presented to the Administrators. After this, approval will be given by the Administrators and then the usage of the ‘Change Class’ button will occur no penalty. If this is not done, then there will be a 1 level penalty used for recreating a character.
Resurrection can reverse death, permanently killing off the character is at the player’s discretion in most circumstances.
A resurrection requires several steps in order to be permitted and will not be a simple process. Players who have been killed can be resurrected by any character who has the appropriate resurrection spell after the following steps have been taken:
The body has been recovered.
If the body was dismembered, burned or destroyed, they will have to find remains to reconstruct the body with a spell (Repose). Ash from burned bodies is acceptable for this process.
A resurrection crystal has been obtained via a DM-led event. (This crystal has a decay rate and will disintegrate after 1 week.)
No quantity of diamond can replace the crystal.
Once the player has been resurrected, they will suffer memory loss forgetting all events 24 hours prior to their death. Newly-revived players are also weakened and cannot participate in combat or other strenuous moves within the game. The only Standard Action that revived players can perform in combat is Flee during their recovery period (which lasts for 48 hours after being resurrected.)
There are several intense scenarios that have the possibility of being played out in Chronicles of Waterdeep. As such, the following guidelines have been created to assist in players understanding what we; the administration, will require to have in place for these specific scenarios: click here.
A character may hold association with at most 2 primary factions. Membership of a sub-faction creates an association with that sub-faction’s primary faction. For example, If I join Guild A (a sub-faction of Blackstaff Tower), then I am effectively associated with Blackstaff Tower.
All factions, including sub-factions, must respect their group’s alignment. For example, known lawful good acting factions/groups should not knowingly sustain a long-term alliance with known evil acting factions/groups. This is a direct conflict of interest with their moral codes. There is potential for short-term truces or agreements, but relations would be tense, and peace would never last.
All factions, including sub-factions, must respect their group’s alignment. For example, a faction/group whose foundation is to carry out acts of good (good aligned) should not knowing sustain a long-term alliance with factions/groups known for actively carrying out acts of evil (evil aligned). This is a direct conflict of interest with their moral codes. There is potential for short-term truces or agreements. However, relations would gradually tense and pace would never last.