New Map Background

Richi123 posted Oct 8, 17

- Enter Ivaltyr -

liz took this

The current year is 1500 DR - roughly two centuries have gone by since the island chain of Ivaltyr was settled by an affluent Amnian Lord, Laurence Shoar IV, in hopes of creating a successful trade route between Chult and his home nation within the Shining Sea.

Though the process was a several decade endeavor, he eventually laid claim to the land and established the island Valenti as the site of his capital city, acting as an important facilitator in the neighboring nations imports and exports - this was not without complications, however.

Competition quickly rose to emulate what the young Lord had created, and aristocrats from far and wide have fragmented and forced Ivaltyr into a state of instability and disarray as they waged private wars over land and capital, splitting it among themselves as the Shoar's struggle to protect their waning legacy.

In the present day, a single, foreign, enigmatic Baron conquers island after island, city after city, gradually making his way towards the citadel of prosperity and peace that is Valenti.

Fearing this inevitable clash, the current heir to the Valentian Territory issues a call to all adventurers - a desperate bargain for protection against a force which he believes unstoppable.

- Notable Locations -

Shoar’s Reach

liz took this part two elicric picturloo

Built over a century ago by Lord Laurence Shoar IV, Shoar's Reach acts as a trading hub and a privately owned settlement of the Shoar family. A living city, it has undergone many projects and expansions over the course of its lifetime, causing a clear disparity to have formed between the several districts that were thereafter established. Whilst initially intended to only facilitate trade between neighboring nations, it has since grown to export its own abundant natural resources ( of which are highly varied ) and relay them between Chult and Calimport, some of which inevitably reaching Amn. It is currently ruled by Laurence Shoar VI, grandson of the city's original founder.

Vashalan Cove

liz took this part three save the tree

The first of Shoar's settlement on Valenti, Vashalan Cove has since fallen from its former state of prosperity and glory. Built atop the ruins of a stronghold, the shanty city has come to house a remarkably colorful crowd. Though it is often denounced by outsiders for its alleged lawlessness, Vashalan Cove is in truth run by a minimalist council of various, occasionally less 'welcomed' races who collectively vote and decide on pressing issues. The presiding Head of Council is a Half-Orc by the name of Niles Vendittis, whose laissez-faire approach to governing has seen to the gradual restoration of Vashalan Cove by merit of its own citizens. Though the encroaching threat of the Baron has proven troublesome to both sides of Valenti, longstanding grudges have prevented the Vashalan Council from accepting or reciprocating any form of alliance with Shoar's Reach.

Faerie's Rest

liz took this parti fouri in the hous toniht

A violent remnant of history, Faerie's Rest remains a purposefully unsettled island north-west of Shoar's Reach, rumored to be riddled with hostile denizens that devour any and all who brave its forests. None in recent times have dared set foot on its rocky shores, and those who did have yet to make it home. Though the danger of the bizarre island is very much real, it has nonetheless taken up a somewhat token role in Valenti's culture, its unknown inhabitants often regarded as boogeymen or troubled specters.

- More Coming Soon! -


Richi123 posted Aug 10, 17

   Recently, a good chunk of our new map plans have been released to a large group of players, and as such the Vivere staff team would like to clear up any misconceptions and concerns relating to the future of the server.

   Firstly, and perhaps most pressing, Vivere will soon be undergoing a small period of downtime to accomplish the upload of a new map and to finalize plans of creating a new server, which will act as Vivere’s spiritual successor. During this brief downtime, the staff team will be continuing work on several things, listed below.

   One of the key concerns of releasing a new map is the map itself. Currently we’re a good ways along with what we intend to accomplish, however lore, event sites, and minor settlements are our current projects. Along with these core concepts, the staff team is discussing a solution of how to appropriately reward players for the time they’ve spent playing their characters, in regards to making the transition to the new map as seamless as possible. We’re open to any suggestions sent through forums or teamspeak, and would love to hear your opinions.

   Another point of improvement that the staff team has identified is our currently existing systems. With all due respect to the former creators, the current systems we have instantiated are not sustainable and require a significant portion of staff intervention and oversight to use adequately. Furthermore, player characters become quite unbalanced with the abundance of custom skills after a certain point, and the system can only scale to ‘mid range’ level 10 before becoming broken. With the new systems currently being written (soon to be previewed to the player base), we fully intend to fix these issues, make Vivere a more friendly environment for all playstyles, and become more balanced across all levels.

   The last and perhaps most important point that we intend to accomplish with the essential ‘restart’ of the server, is staff attitude and mindset. Currently to many, relations often feel like an ‘us vs them’ situation, with staff tending to players and displaying blatant favoritism, which arguably may be due to misconceptions on both sides of the table. With a fresh start, we’re re-evaluating the player-staff relationship in hopes of creating something better, and more fun to both sides. With less hassle on both ends and revamped ways of handling problems, players should notice an immediate change in the demeanor of many, and be provided a superior experience to what currently is occurring server-side.

   Last but not least, we as a staff team would like to make an apology to our current players. Your loyalty is what keeps us going, and after all - this server is for your benefit, not ours. We intend to provide current players with some form of reward upon the start of the new server, as a ‘thanks’ for sticking with us through this trying time. Stay tuned for more updates.


With regards,

The Vivere Staff Team

Hey there buddy-o pals! I’m here to announce to you the very first COMMUNITY CONTEST! The Staff team know there are grand writers among our playerbase and wish to see your talents shine. Therefore we propose to you as our very first contest… *drumroll*


We’d like for you all to try your best and write a myth, tale, poem, legend, fable. We will be judging the stories on quality, lore-friendliness (and whether it would even fit within the lore) and writing ability. Remember the length of your content does not equal the quality of your content! They can be inspired by - but not copies of existing legend/tales. The winner will be awarded with two things: Your myth/legend will be taken into the lore of the server AND you will get a 12$ worth donation package for winning too!  

Send your entries in to either Cynara, Nymless or Sinaas and they will look over the stories with other staff members. We will announce a winner at the end of the month. Entries are due by the 30th of June.

- SinaasAppelke, the happy foreigner.

FormingCream did i win yet?
Delta Should the lore in question be related to the island, or just to somewhere on Faerun as a whole?


There has been a massive overhaul to the entirety of Vivere's systems. Almost every single class page has gone under some sort of overhaul (except Druid, staff is still deciding how they can rebalance it without favouring Path of the Land like it was before). Not only that, but several rules and systems have been tweaked as well and updated to more informative and recent information. This list is not all inclusive, as there have been many minor changes, but please go to every thread that is applicable to your character and give it a read!

The following classes have been removed:

  • Artisan (Merged into a path for Commoner)
  • Arcane Archer (Bindings merged into Runeblade)
  • Gallant (Useful abilities distributed between Fighter, Paladin, and Arbalest)
  • Hunter (Merged into Ranger)

These classes have had some of their abilities taken out and merged into other classes, to make others more unique. Many classes suffered from what we could call 'dead skills', skills that nobody would ever have any reason to use. For the most part, this has been fixed all around. Many situational skills have been replaced with more useful ones, or given an increase in power, while some 'bread and butter' skills that have been marginally too strong, have been brought down. Previously, Holy Paladin was one of the strongest classes on the server due to having an extremely solid skillset. Most other classes should be around there as well now.

The following classes have been altered:

  • Ranger (stat adjustments, Hunter additions)
  • Commoner (Deprived, Artisan, and Worker paths)
  • Psionicist (improvements and clarifications)
  • Swashbuckler (improvements and clarifications)
  • Wizard (general rebalancing, clarifications, and lots of redescribing)
  • Warlock (Ritual of Rejuvenation changed, new Elective Costs, all paths rebalanced)
  • Sorcerer (stat adjustments, Draconic (courtesy of Varsity) buffed, Stormborn rebalanced)
  • Arbalest (stat adjustments, made crossbow-focused rather than Heavy armor focused)
  • Paladin (improvement/replacement to redundant abilities, evil paladin damage to alignment)
  • Cleric (improvement/replacement to redundant abilities, evil cleric damage to alignment)
  • Fighter (replaced dead skills, added more support, Gallant additions)
  • Spellsword (made less passive intensive, new skills, more versatility)
  • Arcanist (largely increased in power and duration)
  • Bard (buffs were buffed, all skills have ranges now)
  • Barbarian (many clarifications, new skills, and a new level 10 skill)
  • Monk (courtesy of Varsity; stat adjustments, skills changes, pretty much is literally goku)
  • Rogue (improvements to combat ability, lockpicking clarified, utility made better for utility)

What's in brackets is merely a summary, as there was a large variety of changes to all of them. Though with the changes to these classes, there were other threads that had to be updated to match current information, as many of them were well over 2 years old!

Here's an incomplete list of the threads that were altered as well:

  • Weapon and Armor Rules (lots of changes to armor/weapon statistics, Spell Failure)
  • Mana Rules (added regeneration time, entirely reformatted as it was 2 1/2 years old)
  • General Roleplay (added perception/stealth)
  • Simple Actions (added Overwatch, essentially holding your action)
  • Crafting (added new quality: Mythical. Legendary is now a craftable quality).
  • Metalsmith (Armorsmith's masterful crafting point DC is now less absolutely insane)
  • Tailor (Leatherworker's masterful crafting point DC is also now less absolutely insane)
  • Carpenter (Fletcher given better perks for when they create bows)
  • Warlock Prestige Classes (Blade Pact given a more interesting ability, Tome Pact clarified)
  • Sorcerer Prestige Classes (Converter was busted. That is no longer the case.)
  • Wizard Prestige Classes (all prestiges improved to varying degrees)
  • Arbalest Prestige Classes (most prestiges improved to varying degrees, Commando clarified)
  • Fighter Prestige Classes (most prestiges improved to varying degrees, replaced Titan Slayer)
  • Ranger Prestige Classes (Outrider replaced with Arcane Archer)
  • Bard Prestige Classes (Skald improved, Herald stats adjusted)
  • Monk Prestige Classes (courtesy of Varsity; all Prestige Classes rebalanced)
  • Rogue Prestige Classes (Charlatan improved, Scout improved)

The next batch of this update will likely contain changes to Druid, an update to Class Specific Feats, and changes to a few other outdated systems and threads. Overall, it will be minor in comparison to this batch, but still important all the same.

Finally, as some of you will likely notice, the website has been redesigned to be more appealing to the eye. Vivere's website was created June 3rd, 2015 and opened to the public on July 4th 2015.

Happy two year anniversary, Vivere. Here's to another one!

Salutations Mortals,

JordanXlord here! I have come to give you a fantastic and glorious update worthy of Vivere and its players, brought to you by the creative mind of Richi, with help from Jordan, Marmite, Nadine, and Blueboi. We know that blood is thicker than water and runs deep. Blood is important in such a magical setting such as the Forgotten Realms. 

Racial Feats!

With as many diverse and unique races that we provide, each provides an interesting RP outlook and are filled with rich and detailed lore and history. With this update, we hope to represent this diversity and allow you to make your characters even more varied with these racial specific feats! 

Sorcerer Rework!

There is power in blood. This power, when harnessed, can cause cataclysmic destruction and make foes tremble. The Sorcerer class has received a massive rework. Draconic Sorcerers will find that their bloodline has been reworked and put under one section for convenience, remaining relatively the same while acquiring some new special effects. True Lightning Sorcerers has been washed away, being replaced by the Stormborn; a powerful tempest of emotion and power that calls upon lightning, sea, and wind to destroy their foes. Rejoice, for that is not all we have added in! Joining the fold is now the blessed Favored Soul, a Divine Spellcasting Sorcerer of both benevolent and malevolent origins and ready to become the weapon of their god. Finally, the Stoneweaver arrives at the battlefield, channeling the primordial might of Earth to crush their foes with crushing walls and flying boulders.

However my comrades, friends, and future minions, there shall be a 1 week grace period, meaning no new Sorcerer apps will be accepted until 3/5/2017. Afterward, you may feel free to do so. To those who were True Lightning Sorcerers, you will be allowed to swap to a Stormborn without the need to wait or submit an app. To those who believe their character is more fitting as a Sorcerer of one of these bloodlines instead of their current class; you will be allowed to make an app, but be prepared, for we will be extra critical for these special circumstances.
Finally, all current sorcerers are required to contact a staff member to alert us that you are still actively playing your character. If you do not contact us by March 8th, 2017, your character will be forced to follow the rules stated in the [Applications] thread.

Slayerklaas *Cough* *Cough* Richi
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