It is a vast world of adventure. The largest known city is Etum. The world is separated by a mountain range known as The Wyvern Spine. Etum has trade agreements with some other settlements in Rhun. One such settlement is the Village of Elidor, which lies to the southeast of Etum. Another settlement just started trading ore with Etum. This settlement is located high up in the Wyvern Mountains and is known as the Village of Glacial Hills.
Adventurers are eager to explore the world of Rhun and see what dangers lie within. You may get Recall Stones at your guilds; which is where the recall portal is as well. You may find a half-Orc, with a cart, that is ready to take you throughout Etum... for a price. Bards enjoy playing instruments in Rhun and they provide special gifts for themselves and their comrades... There have been numerous crimes reported so the King has called on the help of the Magistrates... so be careful when committing crimes in Etum. The penalties are severe.
You can buy maps of Rhun at the Etum Capitol building for a hefty fee. As the world of Rhun grows, many citizens are in need of champions to aid them in their quests�those willing to risk the dangers are encouraged to take up the call.
In Rhun we honor our dead. Some try to loot their graves but it only drives them to the side of evil. For the most powerful of champions, there are the Mountain Orcs and the Ice Blade Dwarven Tribe high up in the Wyvern Mountains that have been giving Glacial Hills its share of troubles.
There are many islands around Rhun; one of them is the Island of Taer. A strange desert island with an isolated village called Desert Springs. Not many dwell there fearful of the terrors the island is home to...
To the north lies uncharted forests and wilderness, and mysterious civilizations that it is home to. To the west of the mountain range, lies more jungle and even greater terrors in the form of winged lizards.
And of course not all the monsters dwell in the surface... there are even more dangerous creatures lying await in the darkness of Rhun's Underdark. (More detailed account is written in The Guide Rhun�s Underdark)
In any case there is much for you to do in the World of Rhun.
Enjoy your travels. Watch your back. And keep a hand on your weapon at all times.
Simply host the module, allow players to join, and enjoy this realm of Rhun.
Language
English
Level Range
1-40
Races
All + Sub races
Tricks & Traps
Light
Roleplay
Light
Hack & Slash
Medium
Classes
All
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
40
Max # Players
Any
Min # Players
Any
Min Character Level
01
Content Rating
Everyone
Alignments
All
Gameplay Hours
60+
Description
Original description: This is a large DOWNLOADABLE persistent world developed by the Rhunning Team (http://ganwn.ausgamers.com/) from the World of Rhun created by Djervy Tar. What you are about to experience is the result of about 2 years of development by an assortment of experienced Dungeon Masters, and skilled scripters. We have all tried our very best to make this world more exciting and playable. At last count Rhun totals over 440 areas, 2000 items (ranging from unique to junk), and 1000 creatures. There are more than 70 quests to do, with difficulty that can be handled by a solo adventurer to quests that require the skills of several skilled adventures. It supports a large list of subraces, with lots of unique abilities.
Revision 1.00
Area Fixes
-Fixed the Void area to be artificial light so undead to not suffer damage when respawning
-Fixed transition issues in Underdark (transitions were floating in the air making them difficult to click)
-Fixed transition issues in Velkynche'el - Trez'nt area (same as above)
-Fixed door transition facing in Drunken Drow (up/down door)
-Fixed door transition facing in Brass Dragon (up/down door)
-Fixed door transition facing in Brotherhood of Adeida (up/down door)
-Fixed door transition facing in Defenders of Etum (up/down door)
-Fixed door transition facing in Organization of Mages (up/down door)
-Removed numerous "Torch" sounds from large Etum city areas to reduce lag (50-100 in each area)
-Fixed spelling error on "Secret Tunnel" area (was Secert Tunnel)
-Fixed traps in Flayer Jungle areas (no longer projectile)
-Added DMFI PC Dice Bag to information chest in the Gateway area
-Added DMFI PC Emote Wand to the information chest in the Gateway area
-Added DMFI PC Auto Follow Widget to the information chest in the Gateway area
Missing resources and compile errors
-Fixed missing resource error(s) for Etummus Temple areas 20+ traps on chests had missing script
-Removed "untitled000" missing conversation from door in Blargnax's chamber
-Removed "untitled000" missing conversation from the Drow/Elf Unique chest in _TREASURE ROOM
-Removed "conv" missing script from "alora.dlg"
-Removed missing resource "al_na_lavalake1.wav" x4 from The plains of Rage
-Removed missing resource "al_wt_gustdraft1.wav" x2 from Secret Tunnel area
-Removed missing resource "al_na_lavalake1.wav" x4 from Hell's Door area
-Removed missing resource "al_wt_gustdraft1.wav" x2 from Velkynche'el - Domin'gar Hequetes area
-Removed missing resource "storetaerwttba" from storetaerw.dlg
-Removed missing resource "etum_judge_item.nss" from magistratez placeable
-Removed missing resource "prison_guard_spl.nss" from prisonguard1 creature (returned default script "nw_c2_defaultb")
-Removed missing resource "password.dlg" from passwordchecker creature
Merchant Fixes
-Added "clearmerchant" script to remove items sold to NPCs, this helps reduce lag
-Fixed Shield of the Sun +10 to infinite in Taer Desert Armor merchant
-Fixed Shield of the Sun +4 to infinite in Taer Desert Armor merchant
-Fixed Chainmail of the Sun +9 to infinite in Taer Desert Armor merchant
-Fixed Banded Mail of the Sun +10 to infinite in Taer Desert Armor merchant
-Fixed Banded Mail of the Sun +8 to infinite in Taer Desert Armor merchant
-Fixed Banded Mail of the Sun +2 to infinite in Taer Desert Armor merchant
-Added 10 stacks of heal potions to all applicable stores
Script fixes, additions, updates
-Fixed level 40 skin for "Vampire" sub race was flagged with a skin that doesn't exist
-Fixed sub race misspelling for Dwarf "artic" changed to "arctic"
-Added "JUDGE_OFF" int to module variables
-Cleaned up the �rhun_on_modload� script to be a bit more user friendly as well as shorter in length
-Added revision information message to the �rhun_on_cl_enter� script
-Added loot notification script
-Added horse support for OnModload, OnClientEnter, ModHB scripts
NOTE: Both versions have been updated as of 9/13/09 to fix a major quest that was non-functional. This should be the last of the updates unless something major is found.
NOTE: Both versions have been updated to fix a faction issue with "Taer Citizen" being friendly to "Hostile".
For those who would like some nice sub race portraits to go with thier chosen sub race check out the portrait pack I just posted on the vault: Link
The original Map of Rhun, handbook, and Etum quest guide. The quest guide has been revised to list the "Suspected" npc locations for easier quest turn ins. There is also a PDF format of the Etum quest guide.
Rhun_2009.rar
This is the "World of Rhun" original module with the above listed fixes. My intention was to fix the issues that the downloader would have to otherwise deal with. The original Rhun listing can be found here:http://nwvault.ign.com/View.php?view=Modules.Detail&id=4150
Note: Updated file with the Tanzantor quest fixes and Faction fix.
Rhun_2009_J.rar
This version has journal entries for all Etum NPC and guild quests in addition to the listed fixes and updates. If you do not wish to have the journal entries, download "Rhun_2009.rar".
NOTE: Updated to include the Tanzantor quest fixes and the Faction fix.
Thanks for responding back to my mess... I finally got to Glacial Hills through doing the Island of Taer quest through a portal lol... I'm kinda stuck on another quest but I'll try n work on it some more but I maybe back to ask for more help lol... Thank you _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
Posted by birdman076 at 2009-10-0315:59:14
I don't think Journals were added in for the king and the Captain. Most if not all of the journals I added were for the Etum quest NPCs and the guilds quests. I believe Glacial Hills can be found going through the Wyvern Spine if memory serves.
Posted by Rand at 2009-10-0314:21:46
Ok I have a couple of questions on this mod. The Kings quests n the captains quests are they suppose to show up in your quest log because they aren't for me and where exactly is Alora, I've been trying to find the Glacial Hills n I'm stuck somewhere... How exactly am I suppose to get to Alora lol. Thank you _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
Posted by birdman076 at 2009-10-0214:32:17
Styxx, hit me up with an email. I tried to find yours but your profile is not public so I could not find an email. birdman076@hotmail.com
Posted by birdman076 at 2009-10-0214:05:25
I don't think anything feasible can be done about the werecat because of the appearance control item. Once the player has that they would be able to change the appearance regardless of time of day or night and the restriction can only be applied to day, night, or both. I cannot find any special code mentioned that specifically deals with werecat appearance changes.
Posted by mjanicki at 2009-10-0212:52:25
This is a most welcome update. I finally got around to running Rhun again and was glad to see continued improvements. One apparent bug to report: Werecat subrace is never allowed to use a ranged weapon, regardless of human/cat form. I've had a look at the scripts, and the module load script does specify TIME_BOTH for the restriction. However, a comment indicates that some code in the subrace scripts is responsible for checking which form the character is in. I've had a look and can't see where that is handled in the subrace code so I'm afraid I can't offer a fix, just a report.
Posted by Styxx42 at 12:11:22 Voted10.00
BM076 if I can help, send me an email. I am not super skilled but can build, clean troubleshoot.
Posted by birdman076 at 2009-10-0210:56:59
Hi, sorry for the delay in response i've been a bit under the weather. As far as this version of SSE, it runs 2.5 I believe, or maybe older. Back then the subraces were all put in the Module Onload. I don't think there is a limit to how many you can put in there although I never expanded on that base as I updated mine to Starry Nights. I don't have a copy of the starry nights version as it was a lot of work and I had done many other things prior to upgrading the SSE. The version I am currently working on has a custom NPC spawn/despawn system in place that allowed me to remove 200+ NPCs from the module load sequence and only have them spawn in an area the player is in rather then running around behind the scenes with no one there. This decreased load times from 1:30 to 58 seconds and improved module performance to the point of no stutter in Etum at all. I still have quite a few areas to go through and remove NPCs, but it has been a vast improvement to performance thus far. In addition to that I am making starting areas for the majority of sub races and that is proving to be a time consuming process as I decided to toss CEP into the mix as well lol. I have 61 subraces total with SSE Starry Nights and still have about 15 or so to build areas for then I will open the module up to the masses. I could perhaps do a version of stock Rhun with the latest SSE conversion but it wouldn't be anytime soon as I have quite a few things going on in RL at the moment. For the most part I followed the SSE 3.0 guide and then tweaked what was not working, not included, or overwritten. I'll look into the vampire tunnels, there are still a few transitions around that are extremely difficult to click on or face you the wrong way.
Posted by Styxx42 at 22:04:28 Voted10.00
bug report. From Vampire tunnels to Wyverns Spire you come out backwards. If you go back in you end up facing left in the Vampire Tunnels. VERY bad when a hungry Polar Bear is chasing your first level rogue Vampire. Also the spine entrance to the Vamp tunnels is very small trigger and hard to hit.
Posted by Styxx42 at 21:49:51 Voted10.00
Birdman076 Have you got a version with SSE Starry Night Edition? During my research I see you all over that edition, doing some really great with with the others. I would love a copy of it if you do. It is beyond me at this point, but it would save me hours of slogging. I wish we could edit these posts. I did some searching and found the answer to my question above about the Rhun_ON_modload. thanks