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Title  City of Ky'dre: Enlightenment
Author  Jack Fantasia
Submitted / Updated  09-10-2006 / 01-22-2011
Category  Roleplay
Patch Version  HOTU-1.68
Website  ttp://s10.invisionfree.com/Enlightenment/index.php
Number Players  40
Setting  Forgotten Realms. (Some Planescape is incorporated)
Length  Dependent of players efforts.
Number DMs  3
IPs  71.98.72.60:5121
Staff Requirements  Good knowledge over Forgotten Realms (Races, deities, regions, etc.)
Scope  Epic
Hack & Slash  Medium
Classes  All
Tricks & Traps  Light
Level Range  1-40
Magic Level  Moderate
Schedule  24 hours a day, 7 days a week
Treasure  Dependant on Player's efforts
Number Servers  1
DM Needed  Occasional DM Needed
Alignments  All
Experience Rewards  Moderate
Races  Check the forum link for race information. Generally, races are FR based.
PVP  Full PvP
ApplicationReqs  None
Vault Type  Server
Death  Default penalty system NwN provides (This may change in the future)
Connection  DSL
House rules  Become a regular, and earn enough gold to pay the city to get a home. Gold price varies depending on players job and status
Content guide  Mature
Player Requirements  It is good to know the history of Enlightenment by checking the forums out. Also, DM's require that players have a least a small understanding of Forgotten Realms. Help can be provided at the forums or directly from a DM
RolePlay  Heavy
Forums  Link
Description
Enlightenment

Capital: Ky�dre
Population: Difficult to calculate
Government: Enlightened Oligarchy
Religions: All, especially Oghma, Lathander, and Helm
Imports: Silk, Gold, Silver, Cotton, Wooden Goods, Livestock
Exports: Diamonds, Magical Items, Grain, Ale, Fruits
Alignment: All

Enlightenment (en-lahyt-n-muhnt), a kingdom located within an elf-to-dragon crafted demi-plane that lingers west of the Sword Coast and east of the Moonshae Isles. Enlightenment�s location is greatly beneficial to itself, in the fact that it can import and export goods from and to Amn, and from and to the Moonshae Isles. An �Enlightened Oligarchy� rules over the main city and the city-limits, providing a fair rule and reasonable laws.

The three temples that rule as the cities Enlightened Oligarchy is the Church of Lathander, Church of Oghma, and Church of Helm. They work independently as much as they do dependently. The head leaders of each church normally gather together to ratify new political ideas and/or revoke ideas presented to them by their proper 5-member council. While those three temples rule over the city however, the outer regions have no proper proprietor, and are considered to be �wild lands�.

The denizens within the demi-plane recognize that a large amount of their heritage comes from Netherese wizards, and/or elves. Outsiders to Enlightenment can normally stumble upon Enlightenment by accidental means. Rumors say that there are special conduits in the air and sea. There is only a selective few ways a visitor can go to and from Enlightenment. Though for the importing and exporting commerce that partakes there, special portals and teleports are used to get the goods to the proper person.

For outsiders to actually come across Enlightenment they must meet the following; Somehow through books and/or rumors, the individual heard of a kingdom so mysterious and magical, that by formulating a clear picture of the place within their minds, they were capable of �willing� themselves over to Enlightenment. A person could very well fly towards the general direction and/or sail, and when that happens, and if the person has the desire to see Enlightenment, they can find themselves surrounded in a calming mist, and eventually be taken to Enlightenment. Finally, through mere dreams, a person fined themselves stumbling into Enlightenment after waking up. Of course the alternative to it all is if the outsider is directly being taken to Enlightenment by a possible friend, family member, or acquaintance that lives there.


Life and Society

The denizens within the city are dependent upon those who live outside of the cities limits for their agricultural needs. Farmers, those who are typically legitimate ones, can get direct help from the government when it comes down to needing protection. Extra money to help with the years crops can come from the government as well when necessary. Farmers work hard to provide food for the city, for themselves, and for the government to have a successful exporting carrier when it comes to exporting fruits and grain.

Like most places within Faerun, religion is held in high-regard about the kingdom. A good 97% of the denizens within the demi-plane give their proper tribute to a deity. Visiting priests and clergy to Enlightenment often want to establish a church within the city, or even outside. Though building outside of the city would avoid taxes, most churches wish to build where the population is, for obvious reasons. Though there are three ruling churches within the city, they do not repress religion; the philosophy of �religious tolerance� is held within the cities limits, so long as each religion follows the law.

For the rest of the people within the city, they�re divided up into three classes; The Working Class, the Clergy Men, and Nobles. The Clergy Men operate within temples, providing healing services and medical goods, or shelter, to those that need it. The working class helps the city move forward with their economy of course, and the Nobles affiliate themselves with the political debates the city undergoes. There is taxation for each class, regardless of their specific religion or not.

The people are ruled by three main churches; Church of Lathander, Church of Oghma, and Church of Helm. Each church has their proper worshippers, their proper clergy members, a council of five decision-lawmaking members, and then the head leader. Typically each council member of the church would gather up in their proper church to discuss a possible new law needing to be incorporated, or even changed. Upon coming to a conclusion, the members report to their leaders (whom have nearly direct influence from the corresponding deity) for the final word. Once the leaders have the information that they need, the three leaders will come together to further discuss the topic; if it is a wise thing to do, if it is needed, if it�s balance, and overall, if it�s stable.

Major Organizations

The organizations stated here can either be found within the city, or outside of the city.

Most Noble Order of the Triad: This Order of paladins help police and bring law to city members and protect the rights of visitors. Veteran paladins within the Order act as judges or lawyers, and squires follow their proper sponsor on patrols throughout the city. Though they are not told to do so, the paladins within the Most Noble Order of the Triad often establish crusades to travel outside of the city, in order to establish peace, if there is a possible evil threat.

Masking Knives Alliance: The guild of thieves in the city. The Masking Knives Alliance members give the local paladin Order the most trouble. The thieves for the most part are passive, but it is known that they have caused unneeded deaths and even changed political points-of-views. The leader is unknown, as is the location of the guild.

Guild of the Weave: Though it is not required, many wizards and sorcerers find the Guild of the Weave to be highly beneficial for them. Within the guild members have access to many rare and magical goods, as well as tutoring if need be. Rogue casters can come here to learn the Art more effectively as well. The Guild of the Weave is a rather powerful organization of Casters, and even the leader in the guild is known to give influence on certain city policies.

Harper�s Mansion: Though they keep to themselves and remain secretive, the Harper�s within the city do their best to prevent an overflow of �unneeded� outsiders behind the scenes. The local paladin order doesn�t complain, and turns their head away at the Harpers works at times. More often than not though, there have been disputes on how the Harpers operate within the city. Some contend that all �outsiders� should be allowed, while others think the Harper�s �filtering� of some specific races is a needed thing. Whatever the case may be, they have been fair in their dealings, and normally assign a member within the community to spy upon newly arrived visitors, making sure they�re not there to cause an unbalance.

Singing Tongues Theatre: The Singing Tongues Playhouse Theatre is located outside of the city, and is the local entertainment for residents outside of the city. However, city dwellers do frequent the place to witness the many performances that partake within the Playhouse. Many traveling skalds and bards enjoy traveling to the Playhouse to perform for people, or seek to actually join the Theatre. The current bards within the theatre work diligently on making their business known.

Church of Lathander: The richest church, and one of the three rulers that encompasses the cities �Oligarchy�, Lathander�s church provides much for the cities wealth and architecture. Bureaucracy is handled by the church as well, and much of the cities money is found within Lathander�s church. Wisely and fairly, the council members under the watchful gaze of the temple leader (Sunrise Lord Alen�ken�kir), distribute the money where it needs to be.

Church of Oghma: The scholars and inventors, the thinkers and writers, the council members within the church of Oghma are responsible for maintaining laws that never repress intellectual growth. Oghma�s church is also responsible for schools to be kept in order, and for their massive library to always be stocked with new and useful books. Some say that within a few years the library located within Oghma�s Temple may even rival that of Candlekeep. The temple leader, Alofin of Oghma, watches over his council members.

Church of Helm: The Vigilant One, Helm, isn�t shunned away or treated indifferently within the city, as in some places of Faerun, despite the past troubles. His followers and clergy men are gladly accepted in their political ways and protective demeanor. The Church of Helm is responsible for laws concerning their own militia, and the temple leader (Sir Darvin Arniman of Helm) makes sure that his council of five members keeps inline. Military men are positioned about the city as a type of �watcher�. Though the paladin Order police and bring justice, the military try to prevent invasion and large riots.


Major Geographical Features

Wintry Slopes: These massive slopes extend high up into the air, with the peaks kissing a snow-filled sky. Travelers should be wary when traveling alone in the Slopes. Bugbears have been known to cause unneeded ambushes. For the most part, the place holds spectacular and breath-taking scenery for all to marvel.

Nyrad'afel: Or, �Diamond Leaf Lake�, is a gorgeous lake, surrounded by even more lovely trees to compliment the beauty of the lake that lies within the heart of Enlightenment almost. Rarely people complain about what the scenery has to offer, and even more rarely would anyone encounter any trouble within the region.


Important Sites

Wintry Cavern: The Wintry Cavern is where the cities diamond facility is located. Though outside of the city and located at Wintry Slopes, the city does provide a charter and guards for the miners. Possible the most dangerous place too, in all of Enlightenment. It is said that below the mines lies a completely new world. One filled with the Drow.

Ky�dre�s Temple District: Here are where the laws are made and the people go to for most of their guidance (unless a church of theirs is established elsewhere). Beautiful temples have been constructed for the three main governing churches at the Temple District.

The Tomb of Genesis: A powerful history surrounds the Tomb of Genesis. Many of the denizens in Enlightenment do not know of its origins, and do not wish to press for information. Those who go into the tomb, rarely ever last longer than five minutes before having to have been reported missing, or running out in sheer madness. Whatever is within the tomb, possible only the Church of Helm may know, for they guard all of the documents ever made within the kingdom.


Regional History

�And after Chauntea was finished crafting Abeir-Toril, and when life was placed upon the soil of Faerun, and once Mystryl, the daughter of Selune, breathed the Art over the lands, the elves and metallic dragons did gather together to perform a conjuration ceremony to escape the orcs and chromatics.�
~Quote from an ancient parchment within the archives of Helm�s Temple.

No one could possible believe, and even fully understand, the creation of Enlightenment. Its very nature screeches out magic. Some contend that Enlightenment can be consumed by the weave completely, if the place even grows unstable. But for now, the demi-plane that lies near Faerun has timelessly never disappointed their original creators; the elves and metallic dragons.

In the year -10,000 of Faerun�s creation, when not even the Dale Reckoning calendar was fashioned, Sun elves had gathered around with a group of metallic dragons, ranging from Gold, Silver, Brass, Bronze, and Copper, to discuss the newly forming and evolving lands around them. It is said that amongst the Silver Dragons, a dragon named Ornvivex, had prophesied the future quarrels and wars between the elves and the drow, and the King-Killer star driving many of the dragons to madness, causing them to openly attack and destroy most of what they see. This wise silver dragon, reportedly now dead after living since the dawn of creation, up to 1372 DR, discussed the means of a primitive, yet a powerful form, of a �Genesis� spell. The spell worked successfully.

The High Magi gathered around in a circle to begin their circle magic. Ornvivex was preparing his �spellfire�, a rare form of casting, especially for that time. Through instinct though, the dragon knew how to manipulate the power. As the casters began the ceremony, the other dragons gathered around the wise silver, and both parties began to chant and cast. The wanted outcome; a new kingdom, located within a demi-plane as a type of safe haven for both elves and metallic dragons, form the future tussles that Faerun will provide, and for peace.

As planned, the ritual worked, to some extent. As planned, the High Magi within the circle directed the concentrated flow of magic to the Silver Dragon, and the Silver concentrated his enhanced spellfire to the High Magi. Upon a mid-air collision, the ground shook and split, all the birds within the world took flight into the air, all the Gods gazed upon the formation of the first demi-plane to ever be fashioned in such a way, and in the end, the demi-plane slowly began to chaotically manipulate itself before the eyes of onlookers. A new universe was being fashioned, before the eyes of the worn-casters, and a new universe that would provide a home for them was being formed successfully, for the most part.

4,000 years later, Enlightenment was born. By now, all the elves who were apart of the ritual had died, as did the metallic dragons. Two silvers remained alive, Ornvivex and his brother, and a few gold dragons. Once they discovered that the demi-plane was stable, and land had formed, the dragons traveled about the continent of Faerun, in search of elves to come and populate the kingdom. Successfully this happened still, and as time went by, many elven structures were erected and fashioned about the new, fresh lands.
What was neglected and not predicted though, was Godly intervention. The heavenly war in Arvandor between Araushnee and the Seldarine had left the woman into an exiled state, and Araushnee is now known as Lolth. Lolth immediately had setout to try and fashion an Underdark during the formation of Enlightenment, but she wasn�t the only God or Goddess to pitch in a hand. Other deities did their best to have a say in how the lands should look like, though unknown to the casters who originally fashioned the demi-plane at the time.

As time passed, the elves and metallic dragons lived peacefully within Enlightenment. When news of the Crown War reached the denizens within Enlightenment though, many of them left to bring support to their brethren in Faerun. Little did they expect a drow invasion from below, within their comfortable demi-plane. Once the invasion began though, many were slaughtered. Even metallic dragons.

The battle was fierce. Demons had been conjured up by many of the Drow casters to battle against the Dragons. There is a far� fetched rumor even that the Prince of Demons, Demogorgon, beckoned by Lolth to go to Enlightenment, was there during the first battle over Enlightenment; The Battle of Genesis. The Battle of Genesis ended a little bit before the end of the Crown Wars. Many of the elves were killed that resided within Enlightenment, and their beautifully structured cities were razed and demolished by many of the demons. All dragons died but one, and if Demogorgon was present during the battle, he was banished by that one dragon; Ornvivex.

The Silver Dragon left the demi-plane with pain and defeat heavy within his mind. Weary and tired, he traveled off and away from Enlightenment, and from Abeir-Toril in general. His disappearance is a mystery to this day, but scholars contend to say that the dragon possible went to Air Elemental Plane to spend time healing, and traveling the planes on a quest for tranquility, or love. However during his vacationing, the remaining elves managed to push back the rest of the drow, and seal up a portal that leads into the Underdark.

Time passed and the few elves there pressed to survive. The demi-plane still remained beautiful, and naturally the place provided a magical regeneration of sorts. When the call of Evermeet came to the elves however, the remainder felt it best to leave Enlightenment, and answer the call. Unlike most elves though, the call came later for these elves, and once they commenced their own migration, the Netherese Empire was at its maximum efficiency.

As many may know, Karsus the Mad managed to cause the weave to split. He caused Mystryl to sacrifice herself in hopes of saving the Weave (which she did), but later reincarnate herself as Mystra (who is different than the current Mystra). What many people do not know is there were very few magi that predicted the fall of Netheril. There were magi here and there that began to plot a means of survival for the future. Upon research and strong scrying, the magi discovered a demi-plane that lies within Abeir-Toril, but lies outside of most of the planets events. These magi had even predicted that, should the weave ever split, the plane would be unaffected.

The Netherese casters traveled out to Enlightenment, the demi-plane that they discovered. There many of them found elven documents of how the lands were created, and what had happened in the years. The Netherese kept the documents preserved as best as possible still, as the elves had previously been doing. The men brought women and children to Enlightenment, and quickly other Netherese magi were hearing of Enlightenment. Before too long though, this little migration of Netherese Magi caught the attention of the Phaerimm, whom soon followed the Netherese to begin the second war that Enlightenment was put through.

They came in small numbers but with a powerful force, the Phaerimm. Immediately upon finding a way to get into Enlightenment, they began to destroy the crops the Netherese were growing. Since Enlightenment operates outside of normal time, little did they know what had been happening to the other Netherese Empires. They were falling, for as they predicted, the Weave was splitting, causing the floating enclaves to greatly weaken and crash to the feature land known as the Anauroch Desert.

The Second Battle of Genesis only lasted 6 months against the Phaerimm and the Netherese Wizards. The more important outcome of the battle is, denizens within Faerun, those that reside in the Moonshae Isles and along the Sword Coast region, could see up in the sky the light-shows made by the casters and the Phaerimm. No one knew exactly what they were seeing, but the result of the second battle is that rumors began to spread around Faerun concerning a mysterious �world� in the skies.

Life wasn�t easy for the Netherese after they managed to defeat the Faerun. The population was down to a total of 120 men and women. To balance out what they had lost, the few wizards began to open up conduits within the sea and sky, in hopes that travelers would stumble across the demi-plane by either sailing, or flying. Never did they want to directly make it known that there was a demi-plane within Abeir-Toril directly. Upon creating such conduits, and using magic to further enhance Enlightenment by allowing people to stumble across it through mere dreams and willpower, the remainder of the Netherese wizards had died.

To this day, much of what had happened in the past remains a strong secret. As the Netherese had hoped, travelers did manage to come across the demi-plane and began to fill in the lands with people. The city of Ky�dre, a worn-down ancient elven city was rebuilt with a humanistic touch to it, and a government was then formed by three temples. Any documents the Netherese Wizards had were mostly placed within a Tomb they referred to as �Tomb of Genesis�, which houses nearly all of the documents ever recorded in Enlightenment. It is said that documents too, are held within the Church of Helm, guarded vigilantly by Helm�s followers and Helm himself.

Nowadays the denizens within Enlightenment live a tranquil life, and a rich one. Many businesses have opened up within the city limits, and they began to export goods and services to the Moonshae Isles and to Amn. Portals directly connected to the business partners have been directly established to keep Enlightenment still a mystery and secret, and even if rumor does get out, the denizens in Enlightenment do not mind too much; more people means more business. Folklore tells tales of mighty wizards from ages past wanting to keep Enlightenment a secret, so to this day that idea holds true. No one knows of the elves and the metallic dragons, unless they happen to have a document of recorded history, and no one can understand why Enlightenment is where it is.

Plots and Rumors

Great Wyrm from the Past: Often times a massive shadow covers over the entire lands. Those who notice and look up, see nothing in the sky. Those who try to use divination magic to discover what this shadow is, gain nothing in return. The heavy smell of fresh rain lingers about the region, and more often than not, rain does form after the shadow passes. Magi of the Guild of the Weave suggest it�s an ancient silver dragon, but no one is certain. Could it be that Ornvivex is back? And if so, why?

The Darkness Below: Diamond workers have been complaining about disturbances from below the mines. The more they dig, the more monsters come to the miners to attack. This is mostly because of a secret passage that the miners found, but they assume the other poundings they make cause unrest. Is it truly the miners that are causing the monsters below the mining facility in the Wintry Slopes to be restless? Or could it be that the legendary drow wish to resurface?

Water and Fish Tales: Fishing boats have reported deck mates missing within the past couple of weeks. Captains have reportedly seen odd fish within the water, and the smell of a sea-battle may be near. It could be Enlightenment�s first naval combat in recorded history, but, who knows? The local military watch near the docks have been reported missing as well, only to be found 3 days later with a trident pierced through their chest. The local guild has identified the tridents as Sahuagin tridents. Why can�t the Sahuagin�s just stay in the water?

Files

NameTypeSizeDownloads
NO FILES

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v1.52 Patch (exe)CEP Team2005-09-12--** Please note : this patch is outdated and does not work with NWN v1.68. As such, please do not dow
CEP v1.53 patch (.RAR)CEP Team2006-05-08--** Please note : this patch is outdated and does not work with NWN v1.68. As such, please do not dow
Enlightenment V 4Arthur2006-08-28--Enlightenment Version 4 This is an Updated version of Enlightenment. I have taken White knight's Av
Enlightenment V4.1Arthur2006-09-01--Enlightenment V 4.1 Patch job. This is a patch for the Enlightenment 4 so that the new update 1.68
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Comments (2):

Posted by Faramac at 2007-01-24 21:29:32    
The server does not appear to be working. Is it still going?

Posted by barbarian8xz8 at 2006-09-11 16:46:40    
where server in gamespy??????

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