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.
I have downloaded this I will post comment when I finish. _________________________ Neverwinter Balance Patch Balance Patch Votes according to Strict guideline. See the guideline page Link (\__/) (='.'=) This is Bunny. Copy and paste bunny into (")_(") your signature to help him gain world domination.
Posted by MidnightSyndicate at 2009-03-0210:11:58
thought I had CEP2.0, but I'll redownload it again.
Posted by MidnightSyndicate at 2009-03-0114:45:13
I'd love to play this, but apparently I'm missing the custom tlk table.
Posted by Aristan at 2009-02-2318:41:21
Thanks for the kind words. I'm not sure how the story will be completed. In hind sight, I built CH1 when I had a window of free time. Given the effort to make CH2 in any system (NWN1 or NWN2) I'm not sure when I'll have that kind of time again. That said, I really love the story. I've toyed with trying to turn it into a book or something (perhaps an on-line story). I mostly stuggle with the protagonist. It's funny really, but when you wrote for a CRPG you intentionally leave the protagonist out and steer the player towards various options. Turning this into a 'book' gets tricky as you have the plot line and characters for everyone except the most important player. And in my world, a good story is half about the plot line, and half about character development. That said, at this point, if you want to know anything specific about how the story plays out I'd be happy to answer. PM would be prefered.
Posted by Aderyn at on02/23/09
Great module! The story is engaging and the atmosphere realistic! Hopefully there will be a sequel to this. I really look forward to adventuring with Loren again!
Posted by shuurai at on10/20/08
Really enjoyed this one, albeit quite some time ago. Really liked the story. Would be cool to see the next couple of chapters. I for one hope you keep it in NWN1 - I'm not a big fan of NWN2.
Posted by Cromagnon at on10/19/08
A very well-designed module. I especially like the real feel that the city of Avertine has. The map is a great way to get around without wasting time. I felt as though the end of the module came a bit abruptly, but I did not realize there would (might?) be a chapter 2. A lot of unfinished business has the potential to get finished, I hope (Lancert, and the electric 'poison,' for example). One small bug - some of the spirit monks in the temple do not have the undead immunites.
Posted by Aristan at 2008-10-0319:09:50
I was thinking you may not have meant 'romance' options. If you mean platonic relations, Haller in particular features heavily in CH2 (and will be a potential henchman). There are a number of other NPCs that factor / be henchemen including Celad (Thieves Guild) and a few suprises. Who you take as henchmen will depend a great deal upon your strategy in the game. Some are more stealth focused as others are more the straight up fighter. The ones I prefer story wise fit a middle ground and can be used by either.
Posted by Aristan at 2008-10-0306:22:40
The intent is to have a romance option between the PC and Loren. Loren is gender specific (meaning, if you play a female character Loren is male and visa versa). This led to a great deal of dialog headaches, but what can you do. I also found it interesting to test out, as I see no reason why the base dialog for a compasionate, strong individual has to be laced with gender stereotypes. They are literally the same character (down to stats) with exception of the dialog tags and appearance. Ah, CH2. We shall see. My intention after getting a good deal of building done, was to move to NWN2. After working on a group project over there (FRW) and doing some of the base building I got burnt out. I stopped for a bit and recently tried to pick the toolset back up and get back to work on Avertine. After several toolset crashes with lost work, I may punt that idea and move back to NWN1. I had a good deal of the areas already built in NWN1, so completion would be a good deal faster if I go back. Right now I'm working on a 'non-NWN' project (I bought a '73 motorcycle I'm restoring), though I'm thinking of working on Avertine in NWN1 on the side. The build overhead is a great deal less and I might actually get it done that way (something I would like, as I'm personally very fond of the story and hate to leave it unfinished).
Posted by Khadia at on10/02/08
Just finished playing the mod. Really enjoyed it. Played through with a Rogue/Bard. Very good story line. Liked the characters. I also liked the unusual items found throughout. At the end of the module a few times when the high priestess was talking, yellow error messages about the script and dividing by zero or something like that showed up a couple of times. I have never seen that happen before playing a mod. Anyway I look forward to playing the sequel. Any thought to further development between PC-NPC relationships in the sequel?