The module emphasises quantity as well as quality. I try to keep a mood with a minimum of path and view obstruction when designing areas. The mood I aim for can be horror, or humorous, or sometimes idyllic but it is usally dark, grim, and with shades of grey morality. Players can be bounty hunters or explorers or crooks. Warning: contains racism towards half orcs. Elves will poach you if you wander in their woods too long. You can be a loyal cleric of Thor then travel to Thrace and convert to the worship of Ares. That's normal in a polytheistic society where gods are proven to be real,
Race and alignment make more of a difference in the game world than usual on Terth. As mentioned before, Half-Orcs run a risk of being assaulted if they walk into taverns in most lands, and are usually treated like second class citizens in shops. Elves gain special bonus quests by choosing a sub-race at level one but most humanoids learn elves as a favored enemy. Quests of an evil nature can be found in different regions of the world than quests of a good or neutral nature. As far as law and chaos are concerned, some NPCs can be pickpocketed successfully and some homes exist to be burgled in every city and in most villages, towns, and outposts.
The server will run at hardcore rules difficulty with full PvP. There are five start areas in order to enhance altitis replayability. Two are your general standard fare that most characters might want a group for at level one. Another is a city of crime and pirates which has special quests that can level a pure rogue or an evil wizard, sorcerer, or monk as high as level five. Yet another is a city with a mage's college which has special quests that can level non-multiclass characters of wizard, sorcerer or (non evil) monk. The final zone is in the frozen north and designed to be the only place that is safe for a half orc to get a drink in. It is also a zone only tough warriors would thrive in.
Characters can enter inns throughout the world to save their location through server resets. But if they die, this remembered "last inn" is erased and the character must start over at one of the five start areas. There are also temples throughout the land where you can bind your soul if you have converted to that religion. In these cases, when you are in the afterlife, you can choose to respawn at the temple instead of the player lobby containing the portals to the five start points. Raise dead scrolls are always sold at these temples.
Prestige classes are gained with a quest. If you level up and take a prestige class that you have not completed the quest for on that character - the game will de-level you after you complete leveling. Players are exempt from losing xp from death up to level three. All monsters are custom but most conform to original standards to keep that NWN feeling. There is a plethora of custom loot and I use Silcon Scouts treasure system to pepper it into my loot tables from monster drops and treasure containers. There are sometimes additional parameters in addition to normal prestige class requirements in order to take a quest that unlocks a prestige class, but these are according to the location and nature of the quest giver. For instance, the Shadowdancer quest in Malachi is for evil characters but to learn Shadowdancer in Brigid Village in the Shadowwoods - one must be elven or half elven.
In most PWs and most games, there are only a few areas one can level in each level. I wanted something different and my boredom with games and my love of sandbox games led me to make Terth. Terth XP uses a custom system called PWFXP by Knat, which allows me to make leveling faster for groups that consist of players close to each other in level fighting monsters just above their level. I really would love to host and DM this world for players of the NWN community because I made this module for fun and it would be great to see it make even more fun.
Of course, there are countless other little touches, like sahaguin guarding shipwrecks; naga and minotaurs hanging out in Thracian lands, or magical Tin Clockwork Golems patrolling the streets or sweeping the floors of mansions. Plenty of haunted pirate skeletons, monstrous beetles, halfling-menacing badgers, and lycanthropic and demonologist conpiracies. And dont forget about the fact that there are various crafting benches for which to hoard fire beetle glands and collections of fairy dust, Yes, players can craft things outside of the normal results with the NWN crafting system. In addition to treasure containers, one can find herbal bushes, rock formations, and timber deadfalls which contain other components such as herbs, poisons, ores, gemstones, and planks of wood. By combining dropped ingredients with foraged ingredients, players can craft mundane and magic gear and supplies.
I am working out a preliminary structure where the player character's first class decided their secondary profession options. Barbarians might only get one profession while wizards and bards get three, Race should also offer one bonus profession according to race
Secondary Professions (preliminary spec)
Winds of Change |
78% |
The Darkening Sky - Prologue |
87.5% |
Ravenloft: Dreamscape |
78.6% |
SoZ Overland Map Demo and Documentation |
95% |
Night Howls in Nestlehaven V1.17 |
88.8% |
The Caravan Club |
85% |
The Cursed Land |
83.3% |
JEGs Training module |
100% |
Dark Avenger Chapter 1 |
90% |
The Gathering Storm |
84.4% |
Thanks! Slowly plodding along on it.