Title | Northern Realms of Psam: Part I, Guiding Principles |
Author | John W. Carlton |
Submitted / Updated | 07-04-2004 / 07-04-2004 |
Category | Dungeon Adventure |
Expansions | NWN-1.62 |
Setting | Medieval setting |
Gameplay Length | 25-40 |
Number Players | Has been modified from MP to SP |
Language | English |
Level Range | Will guide to level 20 |
Races | PHB & HCR Subraces |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Medium |
Classes | All supportable |
Scope | Epic |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 03 |
Max # Players | Any |
Min # Players | Any |
Min Character Level | 01 |
Content Rating | Mature |
Alignments | Good/Neutral makes sense - alignment can change through PC actions |
Hakpak | |
Description | |
In the East, the evil sorcerer-tyrant, Emperor Neinor of Amazh, is gathering his armies for war. At this point in history, the Empire of Amazh has expanded its borders through conquest in the past twenty years, reducing the neighboring lands to vassal states. The Realm of Fahlia, populated largely by dwarves, humans and gnomes, and the Realm of Dalen, still ruled by a council of the twelve Dwarven Clans, stand in alliance against the Amazh. Even now, as the Regent of Fahlia prepares for an insurrection against the Amazh, and the clan leaders of Dalen are urging war, Neinor is preparing to unleash his hordes across the landscape. Into these events steps the foretold Prophet of Light, the One called Bereca. His coming prophesied of old, He is the One sent to prevent the anti-creation of Neinor. Yet when Bereca does appear, his light is obscured by a sinister new cult. With Bereca apparently lost, hopes wither. Only an unlooked for hero can save the Northern Realms now. |
Attachment | Size |
---|---|
northern_realms_of_psam.7z (179) | 2.49 MB |
This mod was frustrating and it's understandable why some won't like it.
But it does have more than other mods.
Some area transitions don't work; use the console.
This module is big, although it seriously lacks in the terms of quality.
Couldn't get to the Galleons Hak without being redirected to something that I did not want to get involved with...I don't like getting hijacked, especially these days! Anybody know what is happening?
This site changed from being neverwintervault.net to neverwintervault.org. Unfortunately those 2 links weren't updated for some reason. They have now been corrected and work as intended.
TR
Galleons Hak download worked cleanly this time! My thanks, Tarot!
Tried this and really can't recommend it! Very wide open, the henchperson interface just plain sucks. when you say you want to manage their inventory, something that is extremely hit or miss anyway, they say they gave you a box to put things in, but they never do! Then you tell them you are done managing their inventory, and nothing happens. That is what you are stuck with, never having another option to give them items and such. Even when my henchie died and then rejoined, the same stupid "I am done managing your inventory" conversation option was all that was there. Sheesh! The merchants were subpar for the most part, the areas were not interesting or fun. Way too many places had map pins in the cities. Amazing that I am complaining about too much use of map pins, for once! Many of the specialty stores were only for crafters, which I am decidedly not!
Skip this unless you really need a boring overly large module to tramp around, with weak henchpersons. And the one quest that you are given, to deliver a package to a guy, in the beginning cannot be done. It is broken! On top of everything else that is annoying...
I'm the creator of this mod, thanks for going to the lengths of trying it out in 2020!
I know the henchmen kind of suck, but that's by design. I scaled the mod so you can mostly venture alone and get to LVL 20. Hire henchmen only at low levels to get through early campaign quests.
There are a lot of craft places, but this was a multiplayer mod before I made it single player, and my players wanted crafting. It adds to the atmosphere and economy of the realms I think.
If you play through all the temple quests and get to the end it really is satisfying. Thanks again for trying my mod!
Thanks for responding, Archtype! I respect all that put the effort and imagination into crafting these modules, something I know I can never do! I just play them, vurtually all of them, and I have found that I really like having a henchperson along for moral support and the buddy system, so I like to outfit them, talk to them and control them to some extent. I also like loot to buy, find or that gets dropped. I also hate crafting, so that alone is enough to get me to bail on some mods.
Keep up the good work. I am sorry to be so negative in my review, I did not know the history of this effort.