Dec 11

Welcome to The Known Lands!

The Known Lands (or TKL) is a persistent world for Neverwinter Nights 2. If there's one thing that we feel sets TKL apart from most other PWs, it is that we've really tried to achieve a pencil-and-paper sort of feel here. What that means is most PCs are part of an adventuring party and meet weekly for a session run by a DM assigned to their group. We feel this has a lot of benefits. First, continuity: it gets players and characters involved in complex plots, some of which run over the course of months, and can have an impact upon the game world. It also allows for the use of skills and abilities in ways that aren't really considered by the engine. Thirdly, the reward system can be tailored to each individual PC, and with the input of our awesome builders and coders can go beyond simple magic item rewards. Custom animal companions or familiars, items, and special abilities are all possible, as long as they fit your character's development and how they have been played. 

Another thing that sets TKL apart is the emphasis we place on role-playing. The character you create has a personality, motivations, foibles, hang-ups...everything that a "real" person has. In your DMed sessions your character will grow, just as a real person will. We expect your character to act in a way that takes all that into account. You should also expect NPCs to act in a way that takes their personality and motivations into account. What we hope this translates into is a realistic experience in which neither PCs or NPCs are cardboard cutouts, and that your character is involved in a real story or perhaps even a movie. 

All-in-all, think of your time on TKL very much like you would a PnP campaign: you get together with your friends once a week and toss around some dice and have some thrills, chills, and a few chuckles along the way. If you're not up on the PnP rules, don't worry about it -- like the pirate code the rulebooks are more like guidelines really, and the game engine limits direct adaptation for some things in any case. The bottom line is, if there's something your character would want to do that doesn't fit with your options in-game, just let your DM know! Though your experience with TKL is going to be best if your PC is part of an established group, that doesn't mean you have to join one right off the bat, or even at all. There's lots of scripted quests and plenty of world to explore outside of group sessions (though all of it may not be suitable for a newly minted PC -- we highly recommend the buddy system!). There's also plenty of other PCs to hang around with as well, to just sit and chat with in-character.

Most of our team and player base are 20+ guys and gals that have been playing DnD for years, or have rediscovered it through Neverwinter Nights. We're pretty laid back, and none of us take this too seriously. As much as we love it if everyone can show up every week most of us have jobs and/or kids and/or other obligations that sometimes get in the way. RL > TKL, so if something comes up at the last minute don't sweat it.

So sit back, relax, have a look through the lore. We hope you'll like what you see, and decide to go through our application process. There's a lot of stuff to look through, as we've been around for a while. Don't worry, nobody expects you to be a TKL scholar before you apply. We do ask you to be at least passingly familiar with whatever lore that particular PC might know -- for example, about that PC's race, deity, and country of origin. There's a few places where TKL departs from "standard" Forgotten Realms-style lore, so don't hesitate to pop into IRC if you've got questions on anything. Once you submit the application, the team will discuss it and someone (usually the DM in charge of your prospective group, but not always) will get back to you about it. 

We also do have some rules, which for reference are posted here. While you're encouraged to read through them all, most are pretty self-explanatory and fall into the "don't be a a jerk" category. Avoid that, and everyone gets to keep having fun -- which, in a game, is the most important thing.

 

Don't know any of the terms or abbreviations here? Take a look at our Glossary.