A seasoned adventurer, you have arrived in the sword coast during a troubling time. The merchant Sasani has set up a company based in Crossroad Keep and amid curious attacks on her caravans by yuanti assassins and others, you sense an opportunity to make some coin. Eluding you though is the source of an inexplicable tune that has plagued your dreams, (and they've been unusual dreams too for that matter), for months. A song whose lyrics are calling you to Neverwinter, and you have so far failed to resist.
Starting as a 10th level adventurer, you will encounter others drawn by the song, and a mysterious kobald sorceress who will come against you at ever turn and whose ever increasing power is as inexplicable as her motives.
Based on your class, alignment and even your deity (to a limited extent), you will find many different ways to make money and sustain your lifestyle whatever that may be. Raid Sasani's caravans, protect them for a reward, run a con, rob a bank, work for your church, and many, many others.
Travel through time to the future, where the goddess of magic has been slain plunging the world into chaos, and to the past, specifically the time of troubles when the gods themselves were mortals, and magic, particularly divine magic functioned unexpectedly and often not at all.
Seize the day: save the weave, become a god, screw things up entirely...the choice is yours. Six different endings are possible, one as early as chapter one. The rest are divided up between the future and the past.
If anyone is interested in helping make this dream which is nothing more than an idea at this stage, a reality please let me know at [url]http://[email protected].[/url] As an idea man, I fear this will remain only in my dreams without talented modellers, scripters and writers (particularly where side-quests are concerned), and someone better than I with the nwn2 toolset which is probably everyone.
Cast of characters: (at least as far as chapter 1).
Deekin � The 'great' bard has become separated into a mindless body, capable of performing only necessary functions with the help of a gnomish device, and his spirit. Deekin has seen the future and it is grim. Knowing that his fate is linked with the future of the weave, (if it fails he remains forever a non-corporeal entity), he has sent out a call to certain susceptible individuals upon whose shoulders he has placed the future.
Shade Grey � A former shadow thief of amn who lost his life when he stepped through a mirror into the plane of shadow. Unlike other shadows who detest life, Shade who had a carefree attitude in life has remained so in death. He is available as a companion for members of the thieves guild.
Dorna � A dwarven rouge/cleric originally from Hilltop, Dorna is available to characters following the good or neutral path. She clashes with Kelgar, and is a staunch proponent of finders-keepers, and while quick to offer her divine powers for good is far from charitable.
Ezra � Formerly a member of a shadow dancer troupe which vanished several years ago under suspicious circumstances. Ezra is a human rouge/assassin specialising in ranged combat and is available to characters following the evil path.
Aron �Sure-foot� Toeproud � Sure-foot was a pirate, at least according to ale house gossip, who got his arse handed to him in a duel with a 'descendant of Mazzy Fentan.' Swearing off his life of crime to one of upholding the law and doing well by his fellows, Aron Toeproud has become the scourge of the Neverwinter Docks District, and is a significant thorn in the side of would be pirates and the local thieves guild.
Deedee Tinkerwell � A gnome maker of potions and various other goodies, Deedee is a secretive shopkeeper and inventor whose latest invention has kept the body of the kobold bard Deekin breathing for months without his spirit to sustain it. For Deedee time is the only frontier left to crack, and with everything to lose and nothing to gain Deedee has made Deekin's mad quest to save the weave her driving ambition.
Tiny � A half-orc rouge who attempted to lift one of Deedee's inventions, and became mesmerised by it, and thus by her. Tiny now lingers ever at her side when he isn't off on an errand for her, or procuring special items for sale at their shop.
Simon � Simon the Fantabulous is a washed up has been of a wizard who while still bristling with power is a bumbling, befuddled and forgetful waif on death's doorstep. He has been Deedee's friend for several years for two reasons, her cough mixture, mundane though it is, is the only one to have ever worked on his affliction, and her insatiable curiosity for that which cannot yet be explained scientifically � magic. Simon sells magical goods at the trio's store.
Ziff the Artificer � A gnome. Usually those two words are enough of a description to stop right there, but in this case perhaps not. Ziff, like many gnomes, is an inventor. A crafter of weapons, potions, armors and traps, and an illusionist to boot. And while not one to boast, he has been known from time to time to have claimed a scholarship with the acclaimed scholars of Candle Keep. What sets Ziff apart from some most other wizards however is his masterful knack for finding, disarming and placing traps.
Saris � A Drow female warrior, Saris is a Blackguard, operating on behalf of Lloth in much the same way as a paladin of Tyr for his god. Saris is a cruel, cunning and a stalwart champion of evil, almost never defeated. However, she has remained on the surface world after her small war-band was routed in a pitched battle with a wandering Paladin. She will join anyone willing to help put the 'dog' down.
Gargamal � This devil was bound in the wizards tower in Neverwinter � and by a twist of fate he may become bound to the PC. Only available to non-good PC's who have been trained at the Academy of Magic, Gargamal is one of the most powerful fighters around.
Brock Fentan � The paladin who slew Saris' evil band. Brock will join anyone willing help put a stop to her campaign of terror, which has been her primary method for drawing him out. Supposedly a descendant of Mazzy, the paladin of Avereen isn't even a halfling, or even a quarter halfling, but he has a special affinity for the small folk nonetheless and will fiercely protect them.
Gnawbone � An orc from distant lands, Gnawbone should have been the shaman of his tribe but following his heart he became a patron of nature. Even among the other races of the sword coast he is considered a druid of no small renown and more bizarrely still, calm of temperament.
Nada Deathless � Where most halflings are happy go lucky wanderers and tend towards acts of light hearted mischief, Nada is neither happy nor lucky. Her misfortune began at childhood with the deaths of both parents. Depression set in some time after that. Determined to make her own luck and to live long enough to enjoy it, Nada embraced the dark arts and is a skilled and fearsome necromancer.
Zarin � A former Zhentarim agent, and the proverbial wild goose that began the chase (more on the chase later). Zarin has been haunted by the nightmares longer than most of the current Scalesingers and he has followed those dreams westward to the sword coast. On his arrival he found he was not alone when a wealthy 'business' man who offered him a place to stay confided in him that he too dreamed he was a Kobold bard in a hostile world. After that the rest was history.
Zakere (Zack) � A harper agent who was reportedly murdered in Cornybury three months before the fiasco began. Why he was there, was a complete mystery, but since many harper agents operate almost completely independently few questions were asked. When Zack and Zarin eventually met up in Blacklake it was Zack who revealed he knew exactly where Deekins body could be found � at his sisters house, in Cornybury, suported by one of Deedee Tinkerwell's machines.
Martin Keller � A wealthy 'business' man who sheltered Zarin and later his 'crew' before the Harper's arrived and things got too hot. He has remained in contact with them however. He too is haunted by visions of a twisted future of pain and misery and he continues plunge large amounts of gold and steel into Scalesingers coffers.
The Warlock � Never revealing his name for fear it will give others power over him, this paranoid and seemingly delusional elf warlock is, at best clinically insane and at worst utterly psychotic. Names he responds to in conversation are; 'hey you', 'elf', 'warlock' and 'nobody' (although he quivers with rage when called that one). Although he is an active member of the Scalesingers, few can fathom his motives as he radiates a palpable aura of pure evil.
Miles � A Tiefling, combat oriented cleric: Miles is a follower of Gargaras and follows the clerical domains of war and destruction.
Cedrick � An Ex-Paladin who discovered his innate magical abilities after his fall from grace. He now seeks to redeem himself by becoming an eldritch knight and eventually a divine champion of the goddess of magic.
Sami -- Coming from a wealthy background originally, Samantha found her release from the boring ho hum of noble life by way of the rogue. Able to bluff, talk, intimidate, lock-pick, steal and back-stab her way out of anything she is a real up-and-comer in the underworld.
Mr Saxon � A wealthy merchant who took up residence in Blacklake, he has been providing a substantial financial boost to the organization after the Warlock called his debts.
Sasani � A very successful business woman who has made the sword coast her home. In a few months her company has outgrown all its competition. As part of a deal made with Kelgar and ratified later by Lord Nasher, Sasani's company has spent hundreds and thousands of coins on improving Neverwinter's economy and upgrading the arms and armour of local malitias. Unfortunately, her company has been plagued by savage attacks by monstrous humanoids and more recently by yuanti assassins who have killed several members of her company so far.
Mistress � A curious kobold whom you accidentally (or purposefully) 'saved' during an incident in a tavern. Angered by your interference in her affair's Mistress soon makes your life a misery. Mistress grows in power significantly after each encounter.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone