Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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A Kinmonian Canticle
   
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23 Jul, 2019 @ 2:49am
29 Aug @ 10:48am
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A Kinmonian Canticle

Description
The world of Soyl is one of fairies, elves, dwarves, and dragons. However, like any fairy tale, the true focus of interest is on Men and their deeds. It would therefore be best to describe the world of Soyl in human terms first.

For several centuries now, the dominant power in the world has been the Cildfant Empire. Based out of Kinmonia, its dominion stretches across the seas of the world to lands far and wide, not to mention exotic. However, even as it struggles abroad for territory, it struggles within with its closest neighbors.

The Eldyll are a proud people that inhabit the western frontier lands of Kinmonia. The Eldyll once lived all across Kinmonia, but through years of war have been pushed nearly to the sea. Many of the Kinmons are arrogant and view the Eldyll as savages. Spurred on by the Halig Sedes and its teachings, not to mention political manuverings, the Cildfant Empire has declared a divine mandate to conquer the Eldyll lands and "convert" its "savage" inhabitants.

Not all of the Kinmons agree with the Imperial policy, however. Some have seen the horror of war, and its toll on the innocent, and have become Reformists as a result. That's not to say that the Reformist movement entirely centers around the war. In fact, many Reformists are neutral or favorable to the Imperial policy, disagreeing with its impetus perhaps, but not its practical benefits.

The Reformist movement is largely due to the Halig Sedes' dealings with its own "flock". The doctrine of "limbo", the ban on laity holding copies of the Libben, and other issues are highly contentious to Reformists, moving them to break away from the Kurio. Some Reformists even go so far as to say that the Ward is actually the Conmeshek of prophecy.

It is amidst this atmosphere of political/national strife and religious turmoil that our story takes place, right in the heart of Kinmonia on its western border with the Eldyll lands...



REQUIREMENT NOTES: This module requires CEP, CTP, and CMP. CEP and CTP can both be obtained here on the workshop by simply subscribing to them. For CMP... while the cmp.hak file is included with this workshop item, the actual BMU files are not. Said files are required to actually hear the music in game. The Community Music Pack (CMP) can be obtained in full from NWVault here --> https://neverwintervault.org/project/nwn1/audio/music/community-music-pack



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Additional Notes
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Races: Races other than Human have custom starting locations and do not take part immediately in base storyline. Alternate storylines are more under construction than the base one for humans.

Classes: The following classes are playable...
- Assassin
- Barbarian*
- Bard
- Druid
- Dwarven Defender*
- Fighter
- Monk*
- Ranger
- Rogue
- Sorceror
- Weapon Master
- Wizard
*Dwarves start in a different area of the module. See Races.

Recommended Levels: 1 - 15. Anything past 15 may find this module a tad boring, as the default encounters aren't really designed for custom levels--although a number of them do definitely scale. There's also enough crazy dragons and other assorted creature in the custom palette that a good DM could make this module interesting for higher levels as well, but for single player you could definitely start out as level 1 and fairly quickly progress to 3 or 4, and then steadily level up from there. I should also note that dwarves are given 5 levels to start, as the dwarven storyline involves more challenging encounters.

Misc. Features: Over 190 areas. DMFI and supplemental custom scripting, including spell overrides and custom healing potions, etc. This module was used for a few years to continuously run multiplayer games online with a team of DMs and accordingly it has a fair amount of thought put into multiplayer functionality.


Finally... This is still work in progress and everything that has gone into this module has almost been entirely the work of one person. (Myself.) Accordingly, I think this module has a lot of potential for multiplayer (including full integration of DMFI, PAW, and other elements), but the single player element is not fully complete. That being said, I hope you enjoy playing it as much as I've enjoyed making it :)
5 Comments
Shaolu  [author] 28 Aug @ 9:37pm 
@sheva_75, thanks for the question. I posted a "Recommended Levels" to the description that should hopefully answer it.
Shaolu  [author] 20 Aug @ 12:19pm 
Just FYI: I updated this entry with the most recent version of the module. There should now be an opening title video and I've worked a bit more on extending the storyline. In addition to slaying the dragon, and lifting the curse on Whircus, the governor should now give you a letter to take to the Duchess who then directs you to a contact in Heldafer who then has you speak with a shopkeep to then investigate a peculiar boat in a dock that ends up resulting in a misadventure to a mystic isle of fays. Anyhow, things go on from there and I'm just wrapping up a final climactic battle back in Heldafer which involves hordes of undead.

Along the way, I take some of the feedback to heart and I have added map pins and journal entries and an assortment of other tweaks, bug fixes, and enhancements. Just been a long road off and on, being the sole developer on this project in my spare time (which isn't easy to come by with 3 kids and a full time job).

I'll keep plugging away at it as I can.
sheva_75 9 Aug, 2023 @ 1:22am 
Greeting, nice work you have here, i just have a few question, what is the recommended level on this world? Start at 1? Is it going all the way to 40?
werelynxo 6 Mar, 2022 @ 11:34am 
2nd part of the comment:


- could use some more map pins as transitions are not clearly indicated
- some areas are empty, devoid of life etc.
- some placeable-type builidng's doors are not reachable
- Mulligan, Will (balcksmith in Great Fork) and other NPCs are missing portraits
- Heldafer north gates lead to south of heldafer
- apparently camping in a cave is disorderly conduct (Nertohrt Forest Cave)
- Blaecarus Tavern patrons respond as if we were in Neverwinter
- You cannot buy 2nd rope and you use the rope up in the mountains with no way to retrieve. Then you can get stuck in some pits.

TYPOS:
"recieve" - story book
"nex" - all henchmen
werelynxo 6 Mar, 2022 @ 11:33am 
Copy pasted from my comment on the vault.

Important note for players without DM is that only the 2 main quests are actually scripted. You can also visit some small dungeons, but most of the map is populated with non-responsive NPCs, no mobs, inconsistent loot. In other words the DM is required.
Also the first quest - one you take at level 1 - is to slay the Dragon! Unless your build can somehow deal a lot of damage it is impossible. You will be given a lot of overpowered eq, but being 2-3 hits from death with dragon hitting consistently.. you should get a few levels outside the starting town before finishing that quest.

The module is beautiful, but sometimes clunky with execution.

Some QA:
- Many NPCs are mute
- pests in Matilda's tower do not give XP at all (rats and fire beetles)
- strange javelin that seems to be important in defeating the 2nd quests goblin boss cannot be used by non-martial classes like rogue