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Title  The Tale of Tellur
Author  Boozehound Blue
Submitted / Updated  01-30-2006 / 03-30-2006
Category  Old BioWare Contest
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Rural countryside
Gameplay Length  na
Number Players  1
Language  English
Level Range  any
Races  all
Tricks & Traps  Non-existent
Roleplay  Heavy
Hack & Slash  Non-existent
Classes  all
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  Any
Min # Players  Any
Min Character Level  Any
Content Rating  Everyone
Alignments  any
Gameplay Hours  <1
Upon but one of many roads, this tale begins. It is a tale of solemn duties and of somber regrets, a tale that speaks to why we remember... and why we forget, whose characters herein toil under or pine away the weariness of their lives, seperately, intertwined and altogther imbued with the hard, giving ground they rise and fall upon.


Submitted: 01-30-2006 / Last Updated: 02-09-2006
Submitted: 01-30-2006 / Last Updated: 02-09-2006
23 votes
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Comments (40):

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Posted by Shargast at 2012-04-30 14:05:59    Voted 7.75 on 04/30/12
I liked the build and this mod has definate potential for a great mod. Some hard work though went into it and the toolset view shows this well. When are you going to do a remake?
Keep on keeping on!
Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth

Posted by werelynx2 at 2011-03-04 02:48:36    Voted 7.00 on 03/04/11
7 from me
Thanks Rolo:)

Posted by Cynter at 2007-11-25 16:05:50    Voted 10.00 on 11/25/07
Excellent work!

The story was very nice, albeit a bit confusing. It seems odd to me that the old woman was just sitting around the battlefield... in any case, a 10/10 from me.

Posted by Boozehound Blue at 2006-04-01 13:43:46    Voted 9.00 on 04/01/06
I acknowledge that there is room for correction and improvement in this module, as others have pointed out, but I believe the writing is as strong and the underlying story compelling as any entry.

One example of possible improvement I can give is an option for the PC to discover the ranger’s identity for themselves then choose one of several courses of action to take with that knowledge. Characters and story do remain quite malleable for this or any number of possibilities to occur without considerable change to the defining elements they possess.

I envision this tale unfolding in perhaps a larger area, the Tellurian homeland, if you will. It may help justify the proximity of characters and the fortuitous, though grim, events that have brought them to the cusp of reunion. I believe this side quest can be integrated into any main quest with some simple tailoring of the general battle. I think the ranger’s character could develop, offering useful information concerning any main quest, upon successful completion of this side quest.

Side quests are presented in many forms. In some, characters rush up to the PC, begging for help, spilling the entirety of their story. Others are mere compliments to epic stories, while others still are epic in and of themselves.. Etcetera, etc. I wanted my tale to unfold subtly. I wanted my characters to be guarded and resilient. And honest. All things considered, I believe my characters have spoken and acted truly in these manners. They are distinct. They are unique. They are natural.

It is strange to me that people would complain so much about walking, seeing as they are adventuring. As I have said in my comment section, I believe a better knowledge of scripting would help to alleviate this minor inconvenience. For example, waypoints or following the PC could have led to further NPC-NPC interactions.

Thanks to all who played.

Posted by Brentai at 2006-03-31 22:50:37    Voted 6.75 on 03/31/06
The dialogue is certainly unique and refreshing, but I found myself just kind of wandering around wondering what I was doing there and what everybody wanted from me. Which I'm sure was somewhat the idea, but not to such an extent. If it were an actual sidequest I'd have just skipped it.

Posted by The_Krit at 2006-03-31 15:51:04    Voted 5.50 on 03/31/06
The story starts slow, and remains unfocused. This would make for a nice break in the middle of a larger module, but it doesn't really have what it takes to stand by itself.

It seems highly coincidental that the woman happens to arrive at the end of a battle whose only surviver was her son. Maybe some more text (or writing time) could have fleshed out the situation.

Posted by flaminjoel at 2006-03-31 13:39:15    Voted 8.75 on 03/31/06
I be confused with the english in this mod, like some professorial english at doctor level. One sentence the old lady talking about something, I not understanding. Please make english easy-. Or please explaining to me what the lady dielog about Srouds and coffin is at\

Posted by Boozehound Blue at 2006-03-30 07:24:40    Voted 9.00 on 04/01/06
This module was one of two conceptualized and created on a shared computer within two days of initial deadline.

I tried to formulate the dialogues in such a way to define the characters and present elements of their common story while allowing the PC to choose which character to speak to first.

The old man character is to a large extent useless in completing the quest, but that is the nature of his absent mindedness. He does, however, play an important role unawares; and the conversations with him were meant to encourage area exploration.

I tried to let compassion and respect guide dialogue options that furthered the quest. This may be the root cause for some complaints about ‘non-descriptness’. More looping and perhaps some scripting may have helped to remedy them.

All in all, I believe is a solid and compelling story that illustrates my ability to quickly imagine, learn and create within guidelines and under considerable time constraints.

I see room for both correction and development in this module, at an individual character level and the binding, underlying story of Tellur (Latin for earth).

Posted by NullthraBloodeye at 2006-03-27 21:53:38    Voted 9.50 on 03/27/06
An enjoyable sidequest. Very well written. I suggest a little revision with journals, meaning you need to read them once you get them before they are overwritten by an updated conversation node. A few good choices. Excellect NPC's and expressions. Creative idea and interesting. This one is wonderful.

Posted by Shiara Grey at 2006-03-27 19:49:01    Voted 8.75 on 03/27/06
I found this little story very moving and generally well written despite the scripting errors.

Posted by Agrigak the Uncaring at 2006-03-24 03:34:56    Voted 9.75 on 03/24/06
Hey Boozehound.

Here’s for having the balls to be different..

‘I am the anti-pop,
I run against the grain till the day I drop..’

Posted by Boozehound Blue at 2006-03-18 01:50:55    Voted 9.00 on 04/01/06
If you have come out of curiousity, then hello. Read on. I implore you again to vote, and not necessarily for me. Take some time for a closer look at the votes of all the mods. There are people more deserving of your time than myself. The average score of many mods can be decieving. Try to find them, if you can.

And know that all of my votes have been unsolicited and to my knowledge, fair and relatively impartial. Please do not hold another accountable for my inability to log in and out of my own account. I am only myself, and any backlash that may come should be delivered solely unto me. Thanks.

Posted by Boozehound Blue at 2006-03-17 19:00:21    Voted 9.00 on 04/01/06
Due to circumstances beyond my control, I am presently unable to play any mods. When I am capable again, I shall review them as fairly as I can, based on the writing. It is the least I can do now, given my actions. This may take a long time, and I reserve the right to change my vote accordingly.

Until then, I must finish what I started, and I will post a link to the larger debates my actions have helped bring about. It is my hope that this will renew interest in the contest and encourage many more to vote. I do not advocate following my pattern, as I would not advocate taking a direct stance against it.

As a writer, I know how sensitively and stubbornly we hold our work; and I know the longing we feel to both connect with a larger audience and receive quality feedback. I also believe that the art of writing, like the many other artful endeavors, is, in no small way, and must be, a solitary journey. To have one's own, most critical eye, is a cursed blessing, but a blessing nonetheless; and a writer must find this eye if they are ever to do their work justice. Else, they will forever bow and bend to whimsy, popular thought, and trite, formulaic expression. To this extent, writing becomes an action that is learned, yet cannot be taught; and no criticisms, amateur or otherwise, no matter how collective, can replace the writer’s own discerning eye. It is atmospheric talk of elements, surrounding the nebulous concept of art. Writing is art. View it thusly, and let introspection and intuition act to guide, for the elemental things of this art permeate all its forms. The best hope a writer has lay ingrained in their very nature. This, I can fairly say to anyone.

Hooray! My play disc has miraculously been found. I shall begin my reviews again, with renewed vigor. As I said, I maintain my right to change my vote, or not, based on my criteria; but I will first finish what I have started. Regardless, I promise to make every effort to provide all entries with some constructive, albeit amateurish criticism. Fair enough?

Posted by BFlowers at 2006-03-16 22:54:38    
While the sentiment is appreciated, I'm not sure exactly what you are trying to accomplish with your "give-everyone-a-10apalooza". You could give everyone a 10 or you could give everyone a 1 and it would have the same effect.

The reality is that most of us are going to "lose" this competition. With 313 entries and 5 winners, it's just simple math. I don't think it really matters to what degree we lose :)

If you want to mark on the high end of the scale, that's cool, but I think most mod creators would really appreciate some genuine feedback, or at least they'd like to feel like you looked at their work. I guess what I'm saying is that at this stage in the game, the mark is kinda irrelevant, it's the comments that matter and that will help us improve our writing for future creations.

Posted by emperorzog at 2006-03-16 22:52:17    Voted 8.50 on 03/16/06
I understand how you feel about certain votes casting you down. All of us have suffered from these anomalous voters with seemingly mysterious reasons. From early on in this competition one of my own works has remained in the top five rated modules. It has however come perilously close to falling from that lofty height by some outlier votes.
I think what really happened is that some people started judging this competition so harshly and so technically that they miss the beauty of creative inspiration. They judge art as though it were math. They look for what they consider technical correctness and all the while miss the beauty of creativity. Still, each voter is entitled to vote based on what they feel is best. It is simply my opinion that what matters most is how much you love the story you play.
I liked your story. I thought it was fairly creative and enjoyable. It was not perfect, and it did have a few errors in it. While I cannot grant you a perfect score for the errors I did notice myself, I will give you a very solid rating based on my enjoyment of your idea. Best of luck to you in the competition.

Posted by Boozehound Blue at 2006-03-16 17:30:42    Voted 9.00 on 04/01/06

Yes, I have been frustrated by low votes, like many others I am sure. Based on comments like Kirian’s “I really want to prevent modules from finishing in the top 10 when not enough people have judged it,” I feel not only obliged to act, but righteous in doing so. Call it sour grapes, or call it the chaotic and good act of a maniacal ranger. Call it whatever you will. It does nothing to help my standing in the polls and is not meant as a solicitation of votes.

We could argue at length over criteria, disseminating our scoring to fractions of points, yet no one will compromise their position. The fact is there remain voting factions: the ultra critical, like Mike, Kirian and Lance; the moderately generous, like nereng and herjeff; and the ultra generous, like friends, colleagues, kind strangers and the anomalous cheater. I have experienced the boon and the dearth of both extremes, so perhaps I sit perfectly where I belong. Others, though, without a large fan base, without substantial votes, without support of the ultra generous, find their efforts pulverized by the ultra critical who MOST CERTAINLY WILL come to judge. Is this fair? The lattermost faction will maintain it is because they are consistent. Fine then. I too, will be consistent, thereby fair, and do the only thing I can to bring back a balance. If my voting does indeed swing the outcome of this contest, then the system is flawed. Still, I am at a disadvantage in this lone cause. The damage wrought on the less popular by this ultra critical faction is so substantial, it is effectively irreversible now that voting has for the most part stopped.

And so I will do what I will do, while making scarce mention of my driving philosophy. I suppose few will complain, and those who seek will know my answer. Those ‘commoners’ are perhaps better off not getting involved. Ultimately, the way I see it, this all becomes a positioning for swag. Bioware will find those diamonds, be them shimmering in the limelight, or buried in the rough.

THIS METHOD SHALL EXTEND TO ALL THAT REMAIN. By this, I mean every entry. I apologize to those before whom I judged objectively based on their writing alone. If I can correct it, I will.

This is most fair course I can follow. I shall help everyone equally, so no one will attain an advantage solely on my account. All in time.


Posted by herrjeff at 2006-03-15 12:50:23    Voted 7.75 on 03/08/06
Hi BB,
You're being very generous in helping other builders to get their 10th vote, but I'm sure some feedback would be appreciated as well!

Posted by MikeLM9215 at 2006-03-13 08:43:59    Voted 6.75 on 03/13/06
Both men should be named Tellur. More than one Castan can pop on screen after talking to woman after son is found. Where are father's tools? Can't get father to complete quest. It occurs only after son. Journal entries show son and mother can die but couldn't get it to happen.

The road to Ravenloft is paved with good intentions.

Posted by GOTELF at 2006-03-13 07:31:05    Voted 9.75 on 03/13/06
Very well written mod. Took some points off because you wore my elven boots to dust. Couldn't the ranger just walk up and talk to the lady, she was a few yards away! Lazy ranger.

Posted by Lance Botelle at 2006-03-13 04:21:55    Voted 5.75 on 03/10/06

QUOTE: “Though I think it's great you've dedicated so much time to reviewing the competition, I think your reviews are influenced too heavily by typical mod criteria. This is a writing contest.”

You are wrong about my reviewing being based “typical mod criteria”. I can say this with confidence, because I have played VERY FEW modules outside of this competition. (I still have not completed the original NWN!) It was because I was reviewing this module as a “written piece”, both technically and as a story, that you have had an average score.

For instance, you scored quite highly on the writing (technically: 2.5/3.0), but the story lacked in areas that Bioware asked us to judge on. In particular, I felt that both your pacing and drama (to a lesser degree) lacked.

QUOTE: ”Your score of 5.75 of my work fell nearly three points below my 8.5 average, and with your crucial 10th vote, you've effectively low-balled me out of the top twenty while taking me out of the 'needing ten votes' pack, leaving me with little opportunity for exposure to more reviews.”

My scoring was nothing personal, but an objective feedback on what I read and played. If it was the tenth review, then my low score would have been taken out of the scoring anyway. That is how the scoring system works, apparently. If anything, giving you the tenth vote INCREASES your chance of being seen, because you will now show up in a search.

QUOTE: “It's hard to see where your quarter-point incremental deductions come from, but the totality of their effect is very damning. For example, how is it you maintain my characters were 'well done' yet rate my character development as .5/1?”

This is because “characterisation” and “character development” are two different things in the scoring system. Did you read Bioware’s scoring guide?

QUOTE: “Or assume I had three multiple paths (when there are perhaps six) and give .75/1?”

How many do you have? I score 0.25 points per ending, reserving the last 0.25 for a clever ending that is over and above what I was expecting, or for modules that have five or more endings. Depending upon your reply here, I will adjust the score.

QUOTE: “And what, pray tell, is pacing and why is it a criterion?”

Because Bioware are looking for it! I am guessing that you did not read: a) My review in full or b) Bioware’s guide to scoring. I will copy and paste Bioware’s guide below this response.

QUOTE: “And how is orchestration a bad thing?”

Orchestration is NOT a bad thing unless the player feels/notices the orchestration. I did in your module.

QUOTE: “And how does "Jeeze" instead of "gee" warrant a .25 deduction?”

“Jeeze” would be considered a euphemism for “Jesus”. If you meant “gee”, you should have used “gee”. I do not consider this a minor enough error to warrant not losing any score. 0.25 was the least I could reduce your score here.

QUOTE: “And how can drama be solely judged on one scripted animation, when you don't seem to have explored the sadder endings? How can my writing be good and the story bad? (It's not a novel, after all.)”

That is not how I judge drama. I used that as an example of a dramatic moment in your module. From Bioware’s guidelines, the key phrase for Drama is "climatic moments" and in the context of a module, I took this to mean when something had occurred or had to be done (overcome) to move the plot forward. Therefore, if a module had a number of these types of "dramatic moments" or "distractions" to the main flow, I counted them as dramatic moments. In this sense, a module could score top marks for having three or more such moments. E.g. Finding an item, retrieving an item, using an item or even learning something about a situation which made the reader take note. As I said in my review, I thought that the old woman passing out was one such element that deserved a partial score. (I had not expected that to happen.)

QUOTE: “I may be naive to modding, and I may be naive to what this NWN audience wants, and I might have failed to loop some conversation options; but I'm fairly certain, for the purposes of this contest, my work is above 'F' caliber. No, it may not merit top twenty status in the eyes NWN fans, but then, it was on the cusp before...”

I do not say that it is “F” calibre. I would, however, say that there was a lack of enough “story elements” to say that it was not up with the rest of the competition. NB: It was better than many of the competition technically! In the end, it was simply that the story came across as bland and as a simple exercise as a mediator rather than an exciting story of some sort.
QUOTE:”I hope you can appreciate my position, and I would like to review your mod, as I would the many others, but unfortunately my son has hidden the play disc.”

I honestly do appreciate your position and I always hesitate before voting when it appears to be against the grain. In such situations I double check my score and see if I have missed something. The bottom line is, Bioware have given us a good guide to work from when scoring. I have stuck rigidly to that where possible, whereas others may not have. This means many modules that I score will be lower, because very few modules fit within the criteria set by Bioware.

I am not saying that I am an expert, but I have spent many years writing and trying to improve my writing. I have even written a book of 200, 000 words that was proofread by an English teacher who helped me to learn many other aspects about writing. (This work has not been published because it contains references to D&D that are copyright.)

Your play disc: That must be very frustrating about the play disc. Why not purchase the Platinum set? That is a very good price now.

All the best,


Writing a story is more than just being able to write technically correct. It is also about being able to portray an exciting story with interesting and memorable characters. Here are the guidelines given to us by Bioware:

Things we note in the text of a module:
· The writing. There should be minimal to no technical mistakes (typos, grammar). Furthermore, the writing should be engaging, lively, and easy to read.
· Characterization. A talented writer should be able to create an interesting NPC and relay their personality to the player in as few words as possible. While this might take the form of a short descriptive piece at the beginning of a dialog, a talented writer can also give the NPC such a distinctive personality that it shows through immediately in dialog.
· Dialog flow. Do the conversations flow naturally? Even the most well written dialog can become tiresome when it takes the form of a lengthy monolog. Players should have the opportunity to express themselves often, and these dialog options should feel natural and make sense within the context of the conversation.
Things we note in the story concept and execution:
· Originality/Creativity. Does the module feature an original story and/or setting? Although there is nothing wrong with a traditional story done well, something unique and inspired stands out. With so many community modules freely available, it takes a special writer to weave a story that feels fresh and exciting.
· Logical flow. Does each step or twist in the plot make sense within the context of the story? While a plot should by no means be predictable, everything that happens in a module should be believable.
· Drama. A story can have good technical writing, and even be based upon a clever premise. If there are no climatic moments in the story though, it's bound to be a bit bland.
· Pacing. All too often, a module starts out with a bang, but then drags along for an extended period of time until the next major plot moment. A good writer will grab the player's attention within the first few minutes of gameplay and maintain the player's interest until the conclusion.
· Character development. Do characters develop or change over the course of the module? Great modules feature characters (PCs and NPCs) that are not only interesting, but undergo changes in their personality based on things they discover about themselves during the story.
· Multiple paths. One of the most challenging aspects of writing a good module is to provide multiple paths through a quest. Each path should flow consistently and link in with the rest of the story without feeling forced or contrived.
World of Althéa Blog: Link

Posted by Lance Botelle at 2006-03-10 14:08:44    Voted 5.75 on 03/10/06

This is my updated scoring system structured around the format provided by Bioware. The final score is still consistent with my old system, but I hope to give clearer feedback within the new guidelines. NB: Judging any material is always subject to personal taste. I have tried hard to be as objective as possible. Remember, this is only my opinion; Bioware’s is the one that counts! If you believe I have scored your module unfairly, or I have missed something of importance, please email me at “” and I will consider any comments made.

All nine Bioware points can score a maximum of 1 point each, leaving 1 point for my personal interest/like of the module.

Text of Module: (2.75 out of 3)

The Writing: (I do not scan the writing looking for errors, but if I notice something while reading it, I will note it here.) I saw a modern term “Jeeze” that would have been better as “gee”. Otherwise, it read fine. (0.75)

Characterization: I thought the old man was the best. (1.0)

Dialog Flow: Everything seemed to work. (1.0)

Concept & Execution: (2.5 out of 6)

Originality/Creativity: Messenger between NPC’s, which was not very original. The “Tellur” idea added though. (0.5)

Logical Flow: I felt the story was too orchestrated to score highly here. (0.5)

Drama: The old woman passing out was a dramatic moment. (0.25)

Pacing: Not a module that had pace. (0.0)

Character Development: There was some development at the end: the stranger being the son. (0.5)

Multiple Paths: I will assume three endings. (0.75)

Conclusion: Technically, this module scored above average in the writing in my opinion. (2.75/3) The story scored below average in my opinion. (2.5/6). My personal score is 0.5 out of 1.0. This was a messenger quest, of which I have seen many, but the characters were well done.


< 5 Not up with the competition.
5 - 6 Average.
7 - 8 Above average.
> 8 An exceptional piece


GRAB FACTOR: How quickly am I involved in the action? Do I have direction?
PLOT: Is the story engaging? Is subject interesting? Varied conversation choices?
CHARACTERS: Are they easily identifiable? Are they rounded/memorable?
SPELLING & GRAMMAR: Is the text easy to read? Are there quite a few errors?
OTHER FACTORS (MINOR INFLUENCE): Design for atmosphere & scenery, including sounds & props. Quality of module stability; does it break easily?
World of Althéa Blog: Link

Posted by Dnl_Jms_Frwrd at 2006-03-09 12:30:02    Voted 8.50 on 03/09/06
I found this module fairly quirky (in a good way), with good quality writing, interesting characters and setting, and an imaginative plot -- though, because of the way the dialogue is laid out, it was sometimes difficult to advance it.

Posted by herrjeff at 2006-03-08 03:41:31    Voted 7.75 on 03/08/06
Good idea, with developed NPCs. However, as Roane indicated, the dialogues were confusing and the information gathered from conversations, journal entries and item descriptions was not always consistent, which broke the pace of the module.

Posted by saraphinn at 2006-03-07 20:30:36    Voted 8.75 on 03/07/06
It was an enjoyable mod - depressing, but glad to pull out a happy ending.

Posted by nereng at 2006-03-05 09:03:13    Voted 8.50 on 03/05/06
An interesting tale. The conversation with the old man had it's funny moments. At first I thought the story would be about high-flying fundamental stuff like Birth, War, Death, and so on, but it ended with a family reunion instead. Maybe I was a little let down by that. Some clumsiness in the execution, which I put down to inexperience with the toolset/scripting and don't detract from the score

Posted by Boozehound Blue at 2006-03-02 19:47:11    Voted 9.00 on 04/01/06
The larger file is an updated version. Not much difference in the main, some cleaning up and further exploration of alternate endings for those evil types.

Posted by nereng at 2006-02-28 09:53:06    Voted 8.50 on 03/05/06
What's with the two downloads?

Posted by Kirian at 2006-02-27 14:52:25    Voted 6.00 on 02/27/06
I have no qualms with the writing, but the story was a bit unfocused. I felt like I was wandering the battlefield aimlessly, going hither and dither for a chat, but without a purpose, untill late in the game. Also, near the end of the module I was getting annoyed by the running back and forth between two of the NPC's, having to function as their errand-girl. In the end, I never had the feeling I sympathized with any of the NPC's, and the unfolding of the situation never managed to move me.

Posted by Boozehound Blue at 2006-02-16 12:06:08    Voted 9.00 on 04/01/06
I accidently uploaded Tale of Tellur through imported_beer's account. We are most definitely different people.

Posted by herrjeff at 2006-02-16 07:11:32    Voted 7.75 on 03/08/06
I really liked the STAR Quest mod and will probably try the Tale of Tellur... but what's the deal with these multiple identities (Sweta Kannan, Boozehound Blue and imported_beer)?

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TOP NWN Characters