The series take place in the continent of Arryth, a completly new world made from scratch. This introduction act introduces the player to this new world and the story.
In the beginning, there were only 3 kingdoms: Ryn'skel, home of the humans supported by their mighty heroes; Teran, home of the goblinoids and Nyreld, home of savage demons. As expected, a war broke out between the 3 lands. One that did not resulted in victory but in death. In the tower of Rynal, the capital of Ryn'skel where the final battle between the demons, goblinoids and humans was fought, the humans were in the losing camp and saw only one option left. They went up all the way up to the tower, where they casted a spell from the Forbidden Book. The explosion following destroyed everyone and everything in its radius and caused a negative energy portal to be created. Only one tribe of goblins survived and retreated themselves into the inhospitable mountains of Avadur. The demons suffered from the heaviest losses. Their whole land was destroyed and completely swallowed, creating the Inner Sea. Life in Arryth was as good as gone. This period of war and destruction is now addressed by many as the 'Chaos'.
Now, 812 years later. Waking up in a tavern somewhere in Alauria with memories of a terrible night where you almost got murdered, you find yourself lost and broke. Soon though, you will realize there is something more going on and you will have to fight for not only your survival. A past Arryth would rather forget returns after so many years. The storyline will tell about the dark times coming to Arryth and how all is linked to the mysterious portal of Rynal. What lies on the other side?
The module is best started with a completly new character (level 1).
Contains roughly 1 hour of gameplay, depending on how many sidequests you take.
I hope it won't be needed, but any bugs can be reported to [email protected] or via this form. I've put quite some time in this, so I really hope you'll like it.
v 1.2 changes include:
- Easy install/uninstall
- Custom Deities
- Readme, with hints/tips/explanations included
- Fixed shadow issues
- The �strange� conversation in Angald is now a cutscene
- Fixed syntax errors (Thank you, Paul Blay)
- Fixed certain item properties
- Fixed certain store prices
- Fixed all journal entries
- Seth�s halberd is now his default weapon
- Que�eti has been completely fixed
- Southern woods & Angald are edited
- Various minor edits
V 1.1
Changes include:
- Fixed some lightning issues
- Revamped version of the Southern woods
- Fixed a bug that could cause players to miss the first conversation
(The dialog will now also be triggered if the original trigger fails)
- Fixed some syntax errors
- Added random encounters to the Grassfields area
- Made some slight changes to the Northern Woods area
Spelling/grammar corrections *** SPOILER WARNING *** angald_cutsc "A discription, a name, a password?" -> description "He was there not to long ago." -> too conv_0sunknowndevildeal "Your friend will not know he will have to get you back to your part of the realm unless you have his staff." -> ?(confused) conv_adventurer "Ancient powerfull things." -> powerful "was crafted by the Pass it's very first inhabitants." -> Pass' "enough to pose a serious threath to it's enemies." -> "threat to its enemies" "Well, didn't get it's name for nothing. Nop." -> Nope conv_ladyofpleasure "To much for you to afford, sweety." -> Too much "Or their valueables." -> "of their valuables" "as I won't get you stop staring at me without" -> get you to cutsc_0scave "If that is thou choice." -> thy choice comp_senyr_gp "But then why did they lit the beacon?" -> light "when we we're attacked" -> were "do have any other explaination?" -> explanation *** SPOILER WARNING ***
Posted by Sicar at 2007-05-2100:58:46
Yea, I apparently seem to have a problem uploading the new version. It seems that it has not updated it correctly. I will see to it as soon as possible. Andy- Thank you for the kind words, I'm glad you enjoyed it!
Posted by Andy at on05/20/07
The file is available if you go to his form, I thought it was a great mod. While his areas are big, they are beatifully detailed. I am just disappointed it ends when it does. I look forward to the next chapter, as I said, it is a very good mod, worthy of a higher rating than it has.
Posted by PaulBlay at on05/21/07
No files on vault. :-/ Problems uploading the update or something more serious?
Posted by Sicar at 2007-05-0511:26:51
PaulBlay - Typos, thanks for pointing those out. 'll fix them right away. English is not my motherlanguage, so those sneak in quite a lot. I'm afraid I don't understand your second statement though. There is a conversation that is triggered as soon as you walk out the room where you wake up. You're the first one who didn't trigger it, if that -is- what you say. "Starting with no money or equipment at all was frustrating." That's the definition of being broke, in my humble opinion. Which is part of the description. I did not think it was a big problem, seeing as you get free equipment 5 minutes later in the game. "Music choice for areas sometimes was rather inappropriate". Ok, so in what way was it 'inappropriate'? I'm assuming as in not fitting into the area. Possible, I guess that's just a personal taste of mine. The conversation with Odryn should have a conditional script on it, which checks if you've completed the letter delivery' quest. Aidan then tells you about this. You also get a journal note about this. I find it strange you missed this. Speaker- I did not put in with that scenario in mind, but I noticed it during testing. It didn't bother me too much, so I left it in. Making a huge load of money isn't a problem in my series concerning equipment. I will not be having traders selling epic swords just down the road. If you'll want good equipment you'll have to earn it.
Posted by PaulBlay at on05/21/07
Well I got round to trying this but I'm not going to vote because I didn't get far into it before giving up. Some spelling / grammar problems: "with pointy pikes or claws" -> "pointy spikes" ? "a sign how mercifull" -> "a sign how merciful" Starting in the Inn room and _not_ having a conversation with the innkeeper was rather bizarre. I was expecting something like "Ah! You're awake. We weren't sure if you were going to make it for a while. It's been two days since you were found and brought here." In line with earlier comments - too many NPCs were completely nonresponsive to clicks and several areas were large with little to do in them. Starting with no money or equipment at all was frustrating. Music choice for areas sometimes was rather inappropriate. In the conversation with Odryn Mordon the PC says "I was told you might have some work for me" when he hasn't been told anything of the kind.
Posted by Speaker-to-Customers at 2007-05-0413:16:36
I was able to earn a small fortune (once I'd managed to get the reward money as starting capital) by buying items at 1 gp each from the adventurers in the inn and selling them for hundreds of gp in the next village. It was so profitable that I made a special trip back to clean them out of everything. Is that an intentional decision or an accident? _________________________ "You do well to flee, townspeople. I will pillage your lands and dwellings. I will burn your crops, and make merry sport with your more attractive daughters!" (Olaf the Troll, in 'Buffy the Vampire Slayer')
Posted by Sicar at 2007-05-0307:30:35
Thanks for the comments. buckwheezer - The main quest not being apparent until the very end is a clear design decision. If you like it or not, don't worry it's just an introduction. Areas too large, I could agree with that on some points. Again, design decision. A little more conversation from nonessential npc's, noted down. I will certainly add this in the upcoming modules, together with being able to trade with anyone. danihell- Interesting, I found the conversations quite straight forward. Care to give any examples of what was unclear? I could also agree with you on the Southern Woods area, I didn't like some things in it either but it 'works'. PaulBlay- Crafting isn't worked out, just a small introduction. Social stuff here and there but nothing breathtaking.
Posted by danihell at on05/03/07
stuff i liked: * many little side quests * diplomacy,intimidate checks were involved adding some veraiaty to the game stuff i didnt liked: * some conversations didnt make sense to me at most of the game i didnt really knew whats going on basiclly/ *********POSSIBLE SPOILERS********* * the south woods area is just totally lacks any finishing touch i dont think you should leave it looking like that. basiclly i liked the world and the fact you managed to put lots of quests but to be honest i think you should work a bit more on the size of the maps and context of conversations in the whole moudle
Posted by buckwheezer at on07/30/07
Continuation: Main quest was never apparent until near the very end. 4. Could use a little more conversation from nonessential npc's. I am looking forward to the completion of this module.
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