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.
Interesting. I'll make a note of the bugs and make sure I fix it should I have the toolset up again. The Wetten quest used to work, so I'm not sure what happened. I have removed the gang by intimidation in the past and had no issues. There are some time triggers, so it is possible if things were done too quickly (like maybe a fast travel before the gang has disappeared) it might halt the script before the variable got set to update the quest. As for Feron. Sigh. I should have just deleted hime. He used to be part of the main quest. I decided it was too cheesy and competely redesigned that part of the main plot. I decided to leave him in as a side quest and rewrote a portion of the dialog. Unfortunately, as I very rarely play evil (even in beta tests) that portion was likely not as exhaustively beta tested as it should have. Anyway, glad you liked it. I enjoyed building it up until the heavy beta testing/bug fixing part. Then it became quite a it like a chore.
Posted by Delf at on11/14/10
This is an excellent module with a well-thought out and immersive setting and engaging storyline. The story's premise, where the PC is an agent in a revolutionary movement, is not often used and so makes for something a bit different from the typical module, while still working quite well as a basis for role-playing. Another nice feature of the game is that it is set up to make solving quests by methods other than killing everyone (e.g. by stealth) truly rewarding, something else that is rarer than it should be. I encountered no serious problems on my first play-through, but I liked it well enough to play again, this time as an evil character, and unfortunately this time I ran into a rather serious bug. I took the quest from Feron to clean out his "experiments" in the sewers. Upon completing it, Feron did not give me any reward or even acknowledge that the quest had been completed, and, much worse, doing this the evil way caused a faction problem, making all the common people of the city hostile to me. So much for being evil. I found another minor bug involving Commander Wetten (if I remember his name correctly) in the poor quarter. He gives you a quest to get rid of a gang, but if you do it by intimidation rather than killing them all, he does not acknowledge the quest as completed and gives no reward. Like others, I would be glad to see the sequel eventually come out, but of course it is understandable if the author has more important things to do than making games.
Posted by Wolfwriter at on10/18/10
I really enjoyed this and would have given a 10 but for a minor hiccup in accessing some of the items. In particular there was some bones set in the walls of the temple that I could not get to. All in all very well done and I am waiting for the sequel.
Posted by Aristan at 2010-08-1313:27:15
Hey. Thanks folks. I do still check here pretty much daily to see if anyone is having serious issues, though I almost never post. Mostly it has to do with getting logged off and not remembering what my password is. I have to dig through email to find it so if it is not important I don't. Glad y'all enjoyed the module. Maybe someday I'll come back to it, though for now I have too many projects going in other area. Restoring vintage motorcycles, basement remodel and two kids (2 and 6) take up a huge amount of time.
Posted by jml at on08/03/10
Great module, with a strong attitude, about that for a change! Fun trip for a rogue/fighter. Great use of the latest add-ons, mostly CEP I suppose. Thanks for that most appreciated update. _________________________ @ + jml, level 52 "Overgod? Is that like Supergod or something?", from "Citadel" "M?not shr this ishych u g?dea.", from "Prophet" series
Posted by Reduan at on06/25/10
Well made adventure, would like to play sequel... I enjoyed playing this module, thanks a lot. I know you did it long time ago. Perhaps you come to stop by here sometimes. Good luck in whatever you are doing.
Posted by vashknive11 at on12/27/09
Easily my favorite module of NWN. I remember downloading it in early 2008 with mild expectations and being absolutely enthralled when I first loaded it up. I'm a fan of story more than action, so I found Avertine to be perfectly suited to my personal preferences. I'm sorry to hear that there won't be a sequel, but I thought that I needed to post this long overdue compliment. Thank you for the excellent story, and I wish you well.
Posted by Aristan at 2009-09-1518:52:26
Glad you enjoyed the game. If you have specific memories of gramactical error, please send them on. This may not be this issue, but the dialog trees can be a little 'interwoven' and Loren is gender specific. They (male and female Loren) largely share the same dialog tree, with a heap of geneder specific toggles. This has caused for a bunch of pronoun tense issues. As for the final scene, yes, this is a spot for potential issues. Depending on what you do, there are a number different counters that trigger events, dialog and a couple cut scenes. The other scene like this is the one in the prison. The line between plot controlled dialog, required combat and return to cutscene/controlled dialog can leave the game in a variety of states that are hard to repeat or forcast (opponent state (dead, fighting, scared, asleep, ...), PC distance and the random garbage/noise all can interact). Anyway, as for sequel, unlikely without me becoming independently wealthy. If I do end up building again, right now, I'd probably build on the Fallout3/Geck engine. That said, time is the real issue. CH1 was done at a unique time in my life. We'd just had my first kid and I knew I needed a hobby I could do a weird hours. I guess I should have tied flies, but I've always loved CRPGs (started with Ultima 3), so I built this game. Good fun. Though at some point it became a job (about the same time serious beta testing started). Anyway, thanks for playing. If you have plot specific questions let me know and I can let you know how things 'might' pan out. There are two primary 'good guy' factions, as well as a few neutral ones. Depending on who is with whom, different end results would have happened.
Posted by Eva at on09/14/09
Nice storyline/plot, with interesting characters. There were quite a few spelling and grammar errors (sorry, I always notice these); the scene with the priestess went wonky - you can't finish a conversation with her when she attacks; and a few cut scenes fired at wierd angles so that I couldn't see who was talking. Plus, although I see in the comments here a romance option with Loren, I never got there (of course, maybe it's just a setting up for the next chapter?). Overall, a nicely thought out and interesting mod; one that I hope to see the sequel to in the NWN1 setting (I just can't stomach NWN2). ??? _________________________ Well...who would have thought THAT would happen? NWN Reviewers Forum: Link
Posted by Rand at on08/01/09
Great Mod very fun, and challenging... I loved it.. thank you n hope to see a sequel to this PLEASE lol _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."