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Argentum Regio

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Argentum Regio (AR) is a Neverwinter Nights setting that includes several modules hosted on dedicated servers. It is a server vault system and is online twenty-four hours per day, seven days per week, offering more than 440 areas of adventure.

Designed and built as a multi-module project, currently only one module is online, linked below. More modules are built and waiting for server space to become available. Donations to help make this a reality are appreciated; money is the only remaining hurdle.

The entire multi-module work allows for server-spanning story-arcs to be played out. There is no one saga being told here, but rather there are many stories and some of them are rather more impactful in nature than are others. Each individual module offers some amount of internal questing and adventure, but the true scope of the work is only apparent when one can freely travel the various modules in pursuit of one or more of the impactful story-arcs. Each module will offer its own method for inserting the PC into the game world (in the Core Module the PCs enter aboard a ship in a storm-tossed sea, the ship soon takes refuge in the port city of Dohral).

Argentum Regio Module List <pre> City of Dohral - Core Module Western Dohral Dwarven Borders </pre>

Five years of careful building has produced modules where flying creatures can fly; climbing, swimming and drowning are possible; exploring is its own reward; full crafting/resource gathering exists; and much more. Many class-specific and skill-specific tools and menu options, an enhanced resting system, and persistent reputations are implemented. A DM orientation program and enhanced DMFI tools are used here. (The DMs can make dynamic creatures, items, or any object, on-the-fly.)

Argentum Regio describes many lands, many kingdoms and much history. Still, it is only a small part of the Acerian Tradeway, the greatest traderoute the world has ever known. The Tradeway is not one traderoute, but rather a combination of many others which in total stretch nearly round the world. Along these busy waterways and roadways pass much wealth and intrigue.

Contents

[edit] Available modules

[edit] The City of Dohral

Argentum Regio
PCs enter via a series of scenes in which they discover themselves waking with a nasty lump on the head and aboard a storm-tossed ship at sea. The captain of the vessel, observing the good ship's storm-damage, wisely puts ashore at the nearest port, this being the city of Dohral. What could the gods want by diverting your ship here? Players are encouraged to explore this question and the city. (This is motivated in-game since, in this weather, there are not likely to be found outbound ships!)

The core module is Argentum Regio - the City of Dohral, which includes two provinces, that of the city itself and her northern neighbor, the Tivook Province. The former is largely urban, the latter rather rural, and the rest of the module (parts in other dimensions and parts in subterranean locations) is rather different indeed. Adjacent to the core module on the west and east respectively are Western Dohral and the Dwarven Borders modules. There is a module bordering the core module to the north, but it is not part of this discussion at the present time.

[edit] Off-line modules

The finished modules awaiting servers are Western Dohral and Dwarven Borders.

The Western Dohral module includes the (northern) Humfoo Province and the (southern) undeveloped Kragfel Cliffs Province. The Lord of Humfoo, from his mannor in Humfoodale has designs upon the southern lands but has been to date refused access. Farming funds his meager trade with the more urban provinces to the east only to leave him with paltry coffers, all the while he watches the prosperity of the Toltaw province to the north of his own lands.

The Dwarven Borders module includes the Esrogoth Heights Province and the rough spur of the Howling Mountains which lay to the south of that Province. Across the Esrogoth stretches the East Road leading from the Tivook Province at her western edge to the Eastern Citadel itself which overlooks the great Dwarven Lake. It is along this road that all the logs shipped from the Toltaw forest are finally transported via ox-cart to the city of Dohral. The Esrogoth's have not developed this land much, prefering it largely wilderness for use as their own hunting preserve, although they do maintain a mannor within the Province. The spur of the Howling Mountains (the southern seaward face of this module) is a rugged and wild land long said to be impassable.

[edit] Introduction

Argentum Regio is but a part of the Acerian Tradeway a vast network of interconnected trade routes spanning both land and sea. At times it seems an economy gone wild; boom here, bust there, with ever the new find and enterprise feeding the vast whole of the tradeway.

An original campaign © 2003-2007 by ALArner.

[edit] Connecting Information

Argentum Regio can be found in the RP room of Gamespy.

  • Level limit: 40
  • Player limit: 30
  • Vault type: Server vault
  • PvP mode: FULL

[edit] Gameplay

This is information a player should know before logging on to ARCD. Listed below are specific changes that the staff has made to scripts as well as standard items and spells. Also, importantly, listed below are the rules! Read these before playing!

[edit] Script changes

  • Time stop: Only people in the current area are caught in the time stop effect. (so no more module stopping annoying effect)

[edit] Rules (v 1.0)

In order to keep ARCD running as smoothly as possible, the following rules have been implemented. They are not open for debate. They are non-inclusive and subject to change. Class restrictions are minimal, see below.

  • Champion of Torm: the deity is not part of this campaign, so the class is not either.
  • Harper Scout: This organization is not represented on this world.
  • Character names: The name chosen by a player character (PC) is of great importance with regard to how others view the PC. No offensive names are allowed. If there are complaints, the PC will be asked to leave. Names may be silly as long as they are not offensive. Names must not include special characters (other than accents), symbols, numbers, unnecessary spaces, or inappropriate use of capital letters. Furthermore, well-known names — such as Gandalf and Chewbacca — are not allowed. Honorific titles are reserved for DMs to give out. A name should be a name, not an item or animal or political group, etc. Original names are best. DMs will ask you to log out or change it without warning.
  • Powergaming: If you want to level a character... go right ahead. Do not loop the same area endlessly, simply put do not push any exploits. Game, have fun, but don't abuse the server, the module, the game or the other players.
  • PvP: PvP is acceptable, but it should ever only be for correct _roleplay_ reasons. There should be no _OOC_ reason behind it whatsoever. Furthermore, reasons such as alignment differences or because your PC is evil are unacceptable. Murder for no reason is unacceptable. Consult with a DM if you have doubts. Hunting down low level PCs for no particular reason is totally unacceptable. Consenting non roleplay PvP is to be kept to remote areas so as not upset innocent factions. Arena style PVP will be supported at some point in the future.
  • Pickpocket: No more than 6 items from one character in the space of one encounter. Extreme PP is like extreme PVP and frowned upon. If you get yourself caught the other PC is entitled to take whatever action he/she deems appropriate.
  • Metagaming is not allowed. We have taken measures to prevent most forms of this, but you are wise to avoid even the whiff of it here.
  • Assassin: All assassination contracts must be first cleared by a DM to ensure it's done for the correct RP reasons. Contact the DM via the forums or in game via the DM channel.
  • Player Harassment: Player Harassment is a difficult thing to define, as it covers a wide range of possibilities. Some examples of player harassment are as follows: annoying, badgering, demanding, nagging, persecuting, pestering, plaguing, rudeness, threatening, or troubling. Also, offences such as foul language directed in a personally attacking fashion, initiating PvP against another player for malicious reasons. It is up to the player to come forward if he/she feels she is being harassed (evidence is appreciated too). Harassment may lead to being banned from the server for days, weeks, months ... even indenfinitely.
  • Loss of XP, Gold and items: We will not return lost items... server crashes and the like are a fact and it happens. We would love to help you in these cases, but the best way to deal with it is to say no to everyone.
  • Public Swearing: Argentum Regio is a family server, and we have many younger players, and many who may be offended by vulgarity. Swearing is frowned upon. While you _may_ choose to use salty language as befits your PC, we ask you keep it to a RP-proper level. Remember, some may not want to adventure with you if your language is offensive. Action will be taken against people who persist in RL racist comments, obscene or indecent sexual language, or Out-of-Character personally attacking comments.
  • Exploiting Known Bugs: While there are known and unknown bugs in Bioware's NWN, if we find you exploiting these there WILL be repurcussions. If a player accidentally uses one it is up to the player to report it to a DM and have it dealt with.
Argentum Regio: The World Grid (1.0)
Argentum Regio: The World Grid (1.0)
Argentum Regio: The World Grid (1.0)
Argentum Regio: The World Grid (1.0)
Argentum Regio: The World Grid (1.0)
Argentum Regio: The World Grid (1.0)

[edit] Consequences

What happens if the rules are broken?

  • Bad things.

The DM has the final say in any case. If you feel you were treated unfairly then please post a complaint in the forums. There will be no excuse for breaking any of these rules. They are posted here, on the server, and repeated many times. We reserve the right to modify or change these rules at any time, dynamically, on a case by case basis.

[edit] Respawning and Death

When you die you can wait for a resurrection or a raise dead, or you can respawn.

Respawn will cost you: one SOULRUNE, if you have none you go _elsewhere_, but if you do have the required SOULRUNE you are transported to your alignment's world where you may negotiate your return to the world of the living.

[edit] Cartography and Geography

Each grid level is a 7x7 group of cells. The bottom map shows cells which are anologous to the Areas your PC moves through in the game. At each level above, each cell represents the whole of the grid below. Stacked six deep (numbered from the bottom up Grid1, Grid2, Grid3, etc.), this represents an entire hemisphere of the world of Argentum Regio (to account for curvature of the planet, simply imagine all those straight lines that mark the edges of areas as being thicker in the middle and thinner near the corners).


[edit] Items, items, items!

There are many custom items in ARCD, most of a 'low magic' variety but there is variety.

[edit] Mundane items

Starter gear notes: The following will lightly touch upon the workings of some items commonly used in the game (and likely in your PC inventory) additional information can usually be found on any individual item by examining the item or by using the item.

  • Camping Gear: allows resting for most classes. Camping Gear includes BEDROLL and/or TENT (usable near campfires), TORCH and DRY WOOD to make campfire. Campfires can be used to cook food and brew potions too.
  • Rope: good for climbing, but still dangerous to do. If one has a tool suitable for splitting it, DRY WOOD can be converted to SPLINTS to assuage the injuries of those who might fall while climbing. BURN SALVE can be created in the same way one brews potions.
  • Food & drink: the system allows for good endurance but also encourages role play around the campfire and at mealtimes. Since the creatures we are playing the part of require food and drink so too do the rules here require it. I won't bother with other more base needs since they are not generally suitable incentives to adventure (e.g. while being in a desert without a toilet is NOT a suitable incentive to adventure, being in a desert without water most certainly IS incentive to adventure). These will be used by the DMs to control pacing with adventuring parties.
  • Autofollow tool: allows the PC to follow any creature automatically (until given an alternate movement command).
  • PC emote wand: allows better control the PC.
  • Map journal: allows the PC to recall (for PLAYER benefit) whatever the PC recollects about the current Area, and also reveal if they possess a map of the area (if they do the automap is engaged). Automap is automatic even if the PC does not have a map after the PC has been in the area enough times (lots and lots). Gathering information in conversations about certain areas will hasten this PC knowledge of the given area too.
  • Personal fund: use this to get a total on how much coin the PC has on hand.
  • Coins: There are six kingdoms minting coins that move in the local economy, the local (and accepted currency of Dohral is the coinage of the Acerian Tradeway (a massive merchant kingdom). Coins of other types should be deposited with the banker (w/ exchange rate auto handled). PCs can withdraw coin of the realm from the banker - to the total of the PC's account balance at least.
  • Herbal Bandages: can be purchased or made by PCs by collecting herbs, see the College of Dohral for details on how.
  • Language: items allow a PC to speak a named language.
  • Log book: allows the PC to create his/her own in-game journal. These are also tradeable, copy-able and can be found as treasure!
  • Holy symbols: are used to invoke the divine and turn undead. Priest especially and ALL PCs should visit the TEMPLEs often.
  • RuneStone: Now functions in place of several other items now removed from the game, these include the following.Light fingers - for appraising a mark and gives the option of a a subsequent pick pocket. Works vs NPC and PC. Climbing skill tool - substitutes for or augments rope in climbable areas. Grifter's tool - allows a con artist to create that masterpiece, the sucker might even lay some coin on the grifter. Works vs NPC and PC.

[edit] Roleplaying

ARCD is a roleplaying-encouraged server. Nobody gets kicked off for not Role Playing. Everyone has their own style of RP and there is no one true way to do it. Add text macros to your PC for quips, or get to know the voiceset options well are just two of the tools which one can use to RP, there are many more. Have the PC develop recognizable traits and quirks, maybe the PC smokes a pipe or enjoys long searches of the bazaar for bargains? Maybe they collect something? Perhaps the PC has a passion for a particular hobby, a fondness for a particular food or wine or a longing to visit a certain place? Looking around at the game world and exploring can reveal any number of background items and places referenced to help flesh out the PC and do so in synch with the campaign.

Make a character concept. Have some idea who the particular PC is, where he/she is from, why they are where they are, doing what they do. Ponder how much of that the PC might 'wear on their sleeve' and how much they might 'play close to the vest'. Consider how the PC views other races in general. Other places. Foreign ideas. Feel free to write these things down. The ARCD forum has an In Character (IC) section where players are encouraged to post character histories or other stories. Sometimes these stories are rewarded by DMs.

When participating in a DM quest, one should assume that roleplay is expected unless otherwise stated by a DM. In short, try not to be a treasure sucking automaton; breathe some life into the PC and it will be more fun!

Some general tips:

  • When the PC is dead, the PC cannot speak.
  • Characters do not actually walk around with their names floating above their heads.
  • Not everyone gets to be the hero - take turns!
  • Think of ways to stimulate others to roleplay, then act on those ideas.

[edit] Player etiquette

  • Party chat is generally considered OOC (Out of character) unless otherwise directed by a DM.
  • // also designates out of character talk.
  • Logging on the server and inviting everyone to join your party probably isn't wise.
  • If you need help, ask politely in a tell in game, or post on the forum.
  • Refrain from profanity; it really is not needed. If your PC just must be salty, make sure the other players and DMs are OK with that as a character concept (else you may find the rest of the party roleplaying it by disbanding with you or otherwise avoiding your PC).
  • The in game message boards are generally used for roleplay.

[edit] Character build advice

First things first. Choose an appropriate name! (See the Rules section)

All manner of characters can succeed on ARCD whether min/maxed or otherwise. Consider what type of character suits your style best and then make a choice:

  • Visit a search engine and find an uber min/maxed build.
  • Design your own character
  • Improvise as you go along.

Remember, any character can be powerful if you commit to spending time levelling him/her up. Losing interest in a character is the ultimate power drain. So, first find something that is dynamic, exciting for you; then decide how you want to deal with the numbers.

[edit] PC Races

Portions excerpted from NWN manuals.

[edit] Dwarf

Dwarves are known for their skill in battle, proclivity for warfare, for their ability to withstand physical punishment and resist hostile magic, their hard work, and their capacity for drinking alcohol (ale being a favorite). Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand roughly 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.

  • Dwarven Ability Adjustments: +2 Con, -2 Cha
  • Favored Class (Fighter): A multiclass dwarf’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities: Stonecunning, Darkvision, Hardiness vs. Poisons, Hardiness vs. Spells, Offensive Training vs. Orcs, Offensive Training vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity (Lore).

Dwarves of the region (of the city of Dohral) are likely from the clan the human population often call the Lake Dwarves - though these dwarves call themselves the Lhaghannum Dreegosh (translates as Great Clan of the Deep Lake). The contact point between this dwarf clan and the humans is at the Eastern Citadel (NOT in this module) but some dwarves of this and other clans have left their dwarven homes and now travel among the other races. If your PC is a dwarf YOUR PC is one of these, so give us some thought on why your dwarf is traveling. What clan he/she is a member of and how long has it been since your dwarf was home.

[edit] Elf

Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.

  • Elven Ability Adjustments: +2 Dex, -2 Con
  • Favored Class (Wizard): A multiclass elf’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow), Skill Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen Senses, Low-light vision.

Elves of this world acknowledge that they are from another world originally in ages past, and this is often spoken of in their legends of the Dawn Gate. Some few wise elves even claim to know it's place, but they do not share the secret. In small bands, elves inhabit many of the wild places, forests, deserts, plains, tundra; in each case adapting to the terrain and building there in a way that is in harmony with and often secreted within the natural spaces. If your PC is an elf, chances are YOUR PC is from one of these small elven enclaves scattered about the world, so give us some thought on why your elf is roaming, where (at least terrain type) they are at home and how long have they been away.

[edit] Gnome

Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.

  • Gnome Ability Adjustments: +2 Con, -2 Str
  • Favored Class (Wizard): A multiclass gnome’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities: Small Stature, Hardiness vs. Illusions, Offensive Training vs. Reptilians, Offensive Training vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity (Listen), Skill Affinity (Concentration), Spell Focus (Illusion), Low-light vision.

Gnomes are VERY RARE and they keep their homeland secret, for fear the bigger folk might use the knowledge to do them harm. Rather, those gnomes you might meet in the game are all traveling from their home and some few do settle for a brief while in one place or another, but all speak of a 'homecoming-to-come'. If your PC is a gnome, you are one such gnome, and home is far away, nothing more need you say, for secrets are best kept that way. PLEASE CONSULT YOUR DM RE: GNOMES if you are going to play one.

[edit] Half-elf

Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, halfelves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180.

  • Favored Class (Any): When determining whether a multiclass half-elf suffers an XP penalty, his highest-level class does not count.

Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light vision.

Half-elves have it rough, well-favored as their elven parent yet shunned in both elven and human cultures as something less than either elf and human. Where was YOUR PC half-elf born and under what circumstances? These are often wanderers by nature.

[edit] Half-orc

Half-orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess’s grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.

  • Orc Ability Adjustments: +2 Str, -2 Int, -2 Cha
  • Favored Class (Barbarian): A multiclass half-orc’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities: Darkvision.

Half-orcs are ill-favored and thus have few positive social experiences on which to base a healthy personality. Mean, violent, full of reproach and willing to share it around. Shunned by human and orc society these are positive menaces to good society - usually. Is your PC a half-orc? If so, what is the tale of his conception? Childhood experiences? Current status?

[edit] Halfling

Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can’t match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or mustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.

  • Halfling Ability Adjustments: +2 Dex, -2 Str
  • Favored Class (Rogue): A multiclass halfling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities: Small Stature, Skill Affinity (Move Silently), Skill Affinity (Listen), Lucky, Fearless, and Good Aim.

Halflings are rare in this part of the world, their homeland, a lush grassland in a temperate place far from the city of Dohral. Though most remain happy at home, there are a _few_ brave halflings who leave their safe abodes in search of adventure. If your PC is a halfling, you are one such bold adventurer and there follows some important questions you should ask yourself. What inspired you to travel abroad? How long have you been away? How do you take your tea?

[edit] Human

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

  • Favored Class (Any): When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.
  • Quick to Master: 1 extra feat at 1st level
  • Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each level up

Humans are the most numerous and diverse race in ARCD, your PC, if human, could be from the city of Dohral, or from any number of other places such as Brandolay, Hadabartha, xxx, xxx or many others. Consider the important character building questions. Where is your human PC from? Why is he/she here?


[edit] Staff

Admins

  • GM_ODA / ehye_khandee: Module Builder / Scripter / Maintainer / General Admin
  • ERINIEL / DM_ERINIEL: "Server/Script Paragon Technician"

Builders

GM_ODA

Dungeon Masters

DM_ERINIEL

DM_FROGS

DM_KLASA

GM_ODA

DM_Tome

[edit] Links

Forum: http://aldohral.suddenlaunch3.com

Website: http://members.fortunecity.com/dragonizer

NWC guild: http://www.neverwinterconnections.com/guilds/adventures_in_dohral

BioWare guild http://nwn.bioware.com/guilds_registry/viewguild.html?gid=15166

Scheduled events:

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