Title | Avertine - A Nation Dreamed |
Author | Aristan |
Submitted / Updated | 07-29-2006 / 11-21-2007 |
Category | City Adventure |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | Avertine is a large city along the banks of the Nassau River. It is the furthest inland harbor on the Gallint Sea, and is a trade hub for the region. Most of the game takes place in the city, though there are some outdoor areas. |
Gameplay Length | The game should take 5 - 10 hours to complete. |
Number Players | Singleplayer only |
Language | English |
Races | All |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Medium |
Classes | Most class combinations are supported. Notes on different class combinations: - Pure Fighter type: Easiest (as with most lower level modules). - Ranger and Fighter/Rogue: Possibly the best 'feel' for the story (and many opportunities exist to avoid combat through stealth). - Combat based Rogue: Fights will be more challenging and may require a variety of tactics (traps, grenades, UMD and general avoidance). Also a good fit for the 'feel' of the story. - Skill based Rogue or Bard: Fights will be very hard and should be generally avoided. Combat WILL require a variety of tactics (traps, grenades, UMD and general avoidance). The plot can be advanced through use of dialog based skill use. While not the easiest path, it can be fulfilling for those that believe a story should be completable without 'drawing blood'. - Casters: Will have a harder time towards the start of the module. As levels and equipment advance, this difficulty is diminished. |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 01 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Mature |
Alignments | Most alignments supported, though the story may not be well suited for the extremes (LG or CE). Regardless of alignment choice, do not assume that any given NPC's alignment will be dependent on political affiliation. Note to 'Good' players: While I feel the ambiance of the game is best with a Good aligned character there are a couple of encounters in the early game that may make a Good player feel uneasy. This is done intentionally and will lend to the overall plot development. If you feel something is entirely inappropriate for your character, it probably is something you should not do (and you will likely suffer a severe alignment change should you choose to do it). Go back to the NPC who gave you the quest and look for a different answer. You may not always like the response, but it will not break the game. 'Good' and 'easy/obvious' in Avertine are at times mutually exclusive. There are no issues with playing neutral or evil in the game though you will be faced with fewer 'moral dilemmas' (obviously). |
Gameplay Hours | 10 |
Description | |
The Grey Kingdom has occupied the lands of Avertine for thousands of years. Many times over the centuries the people have risen up to throw off their oppressors. Every time they have been crushed by the armies of the Kingdom. The last time was four years ago in the villages of Ventilt and Dornmar. The Kingdom crushed the rebellion and all that stood with them. Men, women, children; none were spared. You had family in Dornmar, a brother. Fighting for the ideals of a free, independent Avertine he died in the slaughter. Now is your time. In a pub you met Garek Reyne, a veteran of the previous war. He was the sole survivor of the Dornmar massacre and a legend among the people. Through the course of the discussion the talk turned to family and the discovery that Reyne knew of your brother. With a few exchanged words you were drawn in to the rebel movement. Perhaps the day of Avertine's freedom is finally at hand. 'Avertine – A Nation Dreamed' is the first part of a three part series. Version 1.22 updated Feb 12th Note on conversation options: The dialog is constructed so that the player should play through with a selected 'attitude/approach'. Once you pass a given dialog option you will very likely NOT be able to return to that same node. This does not mean that you will miss important information. The critical difference between options is what skill options are available and the difficulty of said skill option. In extreme examples, if a skill option is approached from a given path it will either be automatic or impossible (in other words, non-skill highlighted dialog impacts the game). Any plot critical 'question trees' are linked in a fashion to enable the player to ask all questions (though the wording may vary significantly). Note on combat: There are only three required scenes that involve combat. I have played a 'high skill/low combat' thief build and managed to avoid all but these three without problems. The three required scenes do (or can) involve other NPC allies. Playing this route will result in finishing the game ~1 level lower. |
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A really good cloack and dagger sort of module. Played it as a pure rogue, and as stated some fights where difficult, but most could be avoided and didnt offer any XP. This meant that being a rogue, sneaking around actually made sense.
Te quest "inteimidations in the projects" would not let me finish. I had the gang scared off, but the officer ignored it.
Highly recomended.
Finish the sequel and i'll give it a 10.
A very fine piece of work, with an interesting story and engaging NPCs. Some of the quests are long and convoluted and in some cases do not work out, as planned. You do not get a henchperson until late in the game, but she is capable and you can equip her, which I always like. Not completed, as stated above. Too bad.