Any character concept that is not a base race of commoner background from Faerun/Toril requires an application. There are a variety of character concepts that fall into this classification.
A planeswalker is a character whose origin is not on Toril/Faerun. These characters may originate from the Planescape setting, or other similar fantasy settings. Not all planeswalker characters have an exotic race, as many fantasy settings use similar races (elves, dwarves, etc.). These characters require approval from the SDM team before being played. When reviewing applications for planeswalkers, we specifically review the character's background for the following:
Characters with lineage tied to a noble family, regardless of country of origin, require an application. If the character is of Cormyrian nobility, then they must use one of the setting's listed noble houses. Nobility characters require approval from the Admin team for nobility from Cormyr, Dalelands, or for elven nobility; or approval from the SDM team for foreign nobility before being played. When reviewing applications for nobility, the Administration team reviews the following:
Characters whose background places them in the Underdark, but that are not a standard Underdark dwelling ECL race (eg Drow, Duergar, etc) require an application, which is reviewed/approved by the SDM team. This includes (but is not limited to) slave characters, as well as anyone that for whatever reason dwells/plays primarily in the Underdark areas. This does not include PCs based in Yulash or other areas that visit or RP in Sschindylryn's Trade District.
This rule is primarily intended to reflect characters who can cause conflict by their nature while existing. For example, slave characters are not allowed to be freed, because surface characters or those of good alignment may be forced to respond and cause PvP conflict with those whom live in the Underdark, or else break character. When reviewing applications for non-native Underdark characters, we specifically look for the following:
An exotic race is any race not freely selectable from the subrace setter. This can include hybrid races (such as a half-orc/half-elf), non-standard subrace (such as Star Elf or Ghostwise Halfling), exotic template (such as half-dragon), or unique race (such as Changeling or Spellscale). Exotic races make up the majority of unusual character concepts, and may be combined with other unique concepts (such as planeswalker).
Exotic racial applications of +0, +1, or +2 ECL that are listed on the Exotic Racial Templates thread are reviewed by the Senior Dungeon Master team. Exotic racial applications of +3 or higher, or templates that have not yet been standardized/used on our server, are reviewed by the Admin team. When reviewing racial applications, the staff considers the following:
New Players & Unique Concepts
Although you may request an exotic race as your first character, the staff prefers to observe both you and your playstyle on a standard race. Applications from new players will be marked as pending until after the player has been active on our server for one month.
Available Exotic Race Templates
Cormyr & The Dalelands currently supports almost any race found in 3.5 source material--including Races of Faerun, Player's Guide to Faerun, Forgotten Realms Campaign Setting. A list of exotic races currently available on our server is available in this forum, in the Exotic Racial Templates thread (click for link). Races currently not listed in that thread will be reviewed by the Admin team.
Vampire, Necropolitan, and other undead racial types are not appropriate races for our setting. This is mainly due to the numerous mechanical issues that come from the Undead type and the core mechanics of the NWN system.
Animalistic Features
After discussions among the senior and admin teams, we have come to the decision that we will not be allowing player characters with animal ears. Animal ears as a physical feature stray too close to our existing policy of not allowing anthropomorphic characters, and both fox, wolf, dog or other such animals ears in particular parallel too closely to our other closely related policy of not allowing "catgirl" characters.
It is in our experience and retrospective wisdom with the few limited characters who had already been approved with fox ears that the general community reaction to these characters both in-character and out of character has been to treat them as foxgirls—with all the associated tropes—despite the best efforts of the players behind these characters in trying to avoid these connotations, and so we've decided to retcon animal ears from existing characters and disallow further applications for characters with animal ears to maintain the integrity of the setting.
Combining (Stacking) Templates
While per the written guidelines for Dungeons and Dragons, a great number of racial combinations are possible, the fact that CD is a persistent world server means that, in the interest of maintaining suspension of disbelief for the setting, we cannot allow some things that would theoretically be possible due to the rarity of such a possibility actually happening.
As a result, you may not stack templates and application-required base races that include more than one type change. You also may not stack templates, with the exception of those that are listed as playable races in the FRCS (e.g., Aasimar/Tiefling/Genasi).
For example:
In general, try to limit the number of unusual aspects (including nobility) of a character to 2. The more unusual aspects that are added to a character, the more it's likely to strain belief beyond a tolerable level.
Post-Creation Applictions
Cormyr & The Dalelands does not support post-creation applications for most exotic racial concepts. The only exceptions to this rule are dragonborn and afflicted (cursed) lycanthropes, as both these concepts require in-game actions to qualify for the template.
Some types of nobility concepts may be applied for after the character is created. These types of nobility are those that are earned through in-game actions, such as knighthood. Applications for these concepts will be reviewed by the Admin team as needed.
ECL and XP Progression
All characters with a template ECL +1 or higher will begin at 2nd level.
Characters with an ECL receive a reduced amount of experience each level. Since your character is actually a higher level than the class level listed by NWN, your experience is adjusted to reflect how much XP you would need to level as your actual effective level. All experience gained by your character will be multiplied by: (Class Level) / (Effective Level)
In addition to modified XP gains, characters with an ECL reach the level caps before non-ECL characters. Again, this is to reflect your character's actual level. For example, a tiefling (ECL +1) will reach the ascension cap at level 19 and maximum level cap at 29.
Revoked Characters
The Admin team reserves the right to revoke the approval of a character; we do not do such lightly. Reversing the approval of a character may result from ignoring the setting (ignoring the presence of NPC guards, being an undisguised KOS race, etc.) or by demonstrating an inability to roleplay the concept responsibly.
Amending a Posted Application
As a reminder, if you update your application after posting it you need to post a reply to your application to notify us of all changes made to the application.
The way the application process works is when you submit an application, we quote it into our staff forums. This serves as a static historical copy of the application that staff read to submit private feedback to the review teams, and is the ultimate version of your application that will be reviewed. If you make any changes to your posted application, we need to be notified so we can reflect the changes made to our review copy.
Significant changes made to an application after submission might mean the application's review needs to be pushed back to the next round of reviews, and we'd prefer to avoid that if we can, so please notify us whenever you need make any changes to an application.
ECL Modifications:
Shades
Shades must be Shadovar. The character's background should explain their tie to the Shade Enclave, as well as why they were awarded the honor of becoming a Shade. There is a lot of setting-specific history involving the Shadovar and Cormyr; please read the setting outline and approved source material before applying for this racial template.
Fey'ri
There is a fair bit of lore regarding Fey'ri, as they fill a special spot in elven history. On Cormyr & The Dalelands, the main branch of Fey'Ri remain imprisoned in the Nameless Dungeon. Any fey'ri in our setting avoided imprisonment (either by avoiding the war or by being part of a different group of fey'ri not tied to Siluvanede). In addition, we do not support fey'ri that are direct lineage of House Dlardrageth; such characters would risk permanent death if their lineage were revealed.
Innate Alter Self
Races with innate forms of Alter Self (per their templates) cannot have their appearances revealed through the use of True Sight. These races also do not "revert" to their true appearances on death, but remain in their altered appearance.
This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. This does not allow creatures with scent to detect "outsider" bloodline, "draconic" bloodlines, or other exotic racial bloodlines.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect creatures. Water, particularly running water, ruins a trail.
Creatures with the following classes may use Scent to track other creatures' trails (If you do NOT have one of these classes, you can identify creatures within the 30/60 feet, but NOT track them outside of that range), and use a Wisdom check to do so:
Some races have the extraordinary ability to resist spells. This is given level by level, 10+(HD) before HD 10.
At mechanical level 10, this increases by 4 to:
10+(HD)+4
After HD 20, this increases to +8, to:
10+HD+8
This should update every single level.
Certain subraces have telepathy, or a form thereof, that may be used in-game.
Telepathy is generally done by sending tells prefaced with Telepathic or t, and the characters (which will alter the color of the text after it). The altered color allows for the player (or DM) to differentiate between telepathic communication and audible communication. For example:
/t "John Smith"
*Telepathic* </c>
I think we're being followed.
Alternately, telepathy can be stated in Party chat or in open speech, if it's necessary for a DM observing (during a quest) to see what's being said. In this case, include the recipient's name, as such:
/p
*Telepathic to John* </c>
I think we're being followed.
Class 1 Telepaths
Class 1 Telepaths can only talk with other telepaths. This ability is a form of projecting thoughts; these characters cannot receive messages back from a non-telepathic character.
Example: Ghostwise Halflings
Class 2 Telepaths
Class 2 Telepaths can talk with non-telepaths, as well as other telepaths. These characters are able project thoughts, as well as read surface thought of individuals. Reading surface thoughts requires allowance from the target, or a will save from the target (DC 12+Charisma Modifier).
Examples: Half-Fiends, Half-Celestials, Alu-Fiends
Class 3 Telepaths: (NPC Only)
Class 3 Telepaths are psionic telepaths with full psychic abilities. This category is available only to NPCs, and is provided here as a reference.