PDA

View Full Version : The Forgotten Kingdom


Avalyn
01-08-2007, 13:13
Ladies and Gentleman, Boys and Girls, Children of all ages (which should be all of us, we're pretty much all big kids).

It is my pleasure to announce to you the first in a series of three named expansions, The Forgotten Kingdom.

The development team and myself has decided to focus our efforts towards one particular area of the world we believe deserves enrichment and gives players new opportunities within the game.

The Forgotten Kingdom, the first of these expansions, will feature the remnants of the lost lands of Arthedain, including Fornost Erain, Annuminas and a recreated Forochel. Yet this is not all, they are of course being complimented with extra in depth quests, enriched lore and the improvement of surrounding areas to better set the tone of the expansion. Along with improved game features that will effect the entire server.

The current PRC will be updated, with the Black Numenorean, Hobbit Shirriff and Olog Hai classes being improved upon with new abilities, but added to this, to accompany the expansion, we are included two new PRCs in the theme of the expansion, the Dúnedain Ranger, and the Draugur.

Some of the features to be included within the expansion are;


Addition of the Arthedain areas; Fornost, Annuminas, etc.
Revamped surrounding areas; Forochel, Angmar, etc.
An all new enhanced dialogue system which has a potential for increased roleplay. [Currently Restricted to the expansion, may be expanded upon if successful]
A host of new quests for various levels, including new adventures for higher level Good and Evil characters.
Revamped exisiting Prestige Classes, along with two new additions.
A recreated magic system being tested on the Bards spell set.
A host of new items to allow a greater variation of each characters equipment.
Additional elements to the crafting system.
A new neutral market area where players may set up their own stall.


I will not reveal every minor detail now, as the planned expansion is vast, and will include much more than I can tell at this given time. Instead, I will open the floor for any questions you may have, and I will do my best to answer them. Further details will be given in time though, there is is a lot to write about, we have already been working on this a month.

The future looks bright, and if we all aid each other in our efforts, we can forge even greater stories.

To give you a brief taste of things to come, I have uploaded a few screenshots of Fornost and Forochel, you will have to wait to see more :)

New Forochel (http://www.silverswords.co.uk/ForochelNew1.jpg)
New Forochel (http://www.silverswords.co.uk/ForochelNew2.jpg)
New Fornost (http://www.silverswords.co.uk/FornostNew1.jpg)
New Fornost (http://www.silverswords.co.uk/FornostNew2.jpg)

Eqvinox
01-08-2007, 14:03
1. Huzzah !

2. When ?

3. :D

Celas Ma'fel
01-08-2007, 15:51
A great addition that we're all looking forward to. :)

SNarfel
01-08-2007, 15:52
Very nice :) looking forward to it!!

int19h
01-08-2007, 15:59
Very, very good news indeed!

Any details on the revamped & new classes? Long changelogs tend to stimulate the salivation process, you know... ;)

DM_Kev
01-08-2007, 17:24
Nobody told me about this! :P

*runs back to Forochel*

When....

We won't give an exact date because we honestly don't know. Three months, minimum.

Tidbits of information will leak out gradually to keep you all fed till the big day.

Myzel
01-08-2007, 17:28
A Dunedain ranger prestige class?? Wow. I can't wait to see more details.

clone number 3
01-08-2007, 17:57
Sounds exciting. I await with baited breath

InVinoVeritas
01-08-2007, 18:29
Great news and I just asked somebody, not 2 days ago about Fornost and the surroundin' area. Great!

The Frenchman
02-08-2007, 11:12
Wow this is so very very cool! :)
Arthedain was my favourite location and MERP RPG module when I used to play the pen and paper, I am overjoyed to see it get it's due on the server - excellent news and very well done!

*Runs off to shake the dust from a 1st lvl brother and sister pair of the Arthedain dunedain*

Jarmov
02-08-2007, 12:26
Very excited about this! For some reason I've always been a great supporter of Arthedain in pen and paper MERP. Look forward to this.

DM_Kev
14-08-2007, 14:18
You can comment on this exciting news on the Wireplay homepage:

http://www.wireplay.co.uk/2007/08/01/wireplay-nwn-announces-expansion-project/

DM_Kev
31-08-2007, 11:29
We don't like leaving you all hungry for too long, so here's a couple of recent ones taken during a test session a few lucky players were invited to.

http://nwn.wireplay.co.uk/foro_new_a.jpg
http://nwn.wireplay.co.uk/foro_new_b.jpg

InVinoVeritas
02-09-2007, 07:35
Man - that looks just awesome. I play NWN only for this server. I wouldn't play NWN (relatively old game now) for any other server out there.

aqualung
02-09-2007, 10:26
This news really sounds awesome. The picture really looks great. I can't hold me to see the new expansion... or more information about it :-D

DM_Kev
02-09-2007, 12:51
I keep meaning to get a developers blog going...if there's any interest in such a thing?

aqualung
02-09-2007, 13:12
For sure! I'd love it :-D And if you need help don't hesitate to contact me.

InVinoVeritas
02-09-2007, 13:45
Yeah! Mail me and send messages over msn too please. Sounds great!

int19h
03-09-2007, 06:21
I keep meaning to get a developers blog going...if there's any interest in such a thing?
Absolutely!

DM_Yavanna
03-09-2007, 17:48
Certainly!

The Frenchman
20-09-2007, 23:28
Aye, I'd love ter hear news :)

DM_Kev
24-09-2007, 18:11
The expansion continues to be worked on with some very nice features thanks to your cool ideas you've been throwing at us.

We are looking to run a test session next week which will also be featuring Helms Deep by DM Unien. Lookout for further news on the exact time this will take place.

There's been lots of exciting developments recently on and off the server and its great to see the server busy with lots of cool stuff going on. Everyone is really rallying together.

Watch this space - there's heaps more on its way! And keep giving us your ideas and thoughts.

DM_Yavanna
24-09-2007, 18:31
Congratulations to you, DM_Kev, and to DM Unien, for your hard work. UTT2 only gets better and better!:jump:

Mentat
24-09-2007, 18:35
This all sounds real great, I am looking forward to all the new and improved areas. It seems that I really joined in at the right time. Well, let it shine!

Dakota Strider
24-09-2007, 18:56
From all I have already seen, and from the previous work of the builders on this project, I am very psyched to see the newest content. The server is great already, but this is like putting extra frosting on top of a cake.

SNarfel
24-09-2007, 20:09
Only one draw back, where the heck am I suppose to find the time to explore it all! Theres still places I have yet to see from what is already open to play :).

aqualung
24-09-2007, 21:09
Hehe, that's right SNarfel ;-) It's the same for me.

DM_Kev
27-09-2007, 23:27
As the expansion will be covering areas such as Angmar, we will be introducing a range of new undead creatures. Under the control of Angmarian Necromancers, these undead are considerably tougher than your regular ghouls and zombies; evil sorcery and enchantments make these undead agile and cunning...

As part of a series of extracts and guides, here are a few of the new creatures you can expect to see.

Angmarian Ghouls - These disease carriers, the companions of choice for Necromancers, have been enchanted to display feats of great speed and agility.

Angmarian Spectres - Appearing as little more than faint shadows, these undead sap the strength of their victims with each strike. They love the darkness and the greatest of these creatures can bend it to their will.

Grotesques - Appropriately named creatures. Rotting, diseased corpses moving with the agility of a perfectly fit man. They are ferocious fighters.

Avalyn
28-09-2007, 11:19
I am still alive and working on this just to let you know, hopefully when I finally get the internet sorted Ill be able to show you some of the projects ive been working on.

*laughs maniacally*

I really need the internet again...

Dakota Strider
28-09-2007, 15:48
As part of a series of extracts and guides, here are a few of the new creatures you can expect to see.

Angmarian Ghouls - These disease carriers, the companions of choice for Necromancers, have been enchanted to display feats of great speed and agility.

Angmarian Spectres - Appearing as little more than faint shadows, these undead sap the strength of their victims with each strike. They love the darkness and the greatest of these creatures can bend it to their will.

Grotesques - Appropriately named creatures. Rotting, diseased corpses moving with the agility of a perfectly fit man. They are ferocious fighters.

*Starts buying stock in the restorative/remove disease scroll and potion industry*

DM_Kev
01-10-2007, 19:14
:::Note that this is provisional and may change, in which case we will inform you:::

There will be a test session of expansion material on Wednesday night from 8pm till late on our test server. We will be inviting a limited number of non-NWN staff to try out the material, identify bugs and errors and to offer feedback from a players perspective.

The majority of the sessions will focus on Forochel and other expanded northern areas and Helms Deep.

There will be five player slots available and they are assigned on a first come, first served basis. You will require a good/neutral character, level 5-8. You may export a server character if you wish, or you can use a local character you've created. Your character must be legal in terms of UTT2 character and itemset guidelines.

To login, simply PM me on the night of the testing between 6pm and 8pm UK time on IRC for the server ip and password.

DM_Kev
03-10-2007, 11:41
Just to confirm, testing will go ahead as planned tonight. See above post for details.

Dakota Strider
04-10-2007, 14:11
As one of the people that was allowed to take a look at the new area in the most recent test, have to say I am very impressed at the new additions once again. While I cannot give any spoilers, the plot for the Far North campaign impressed all that have seen it. And the addition of some puzzles, along with the challenging battles were also well done. The story will be a great engine to promote RP, as well as give those that crave action something to sink their teeth into. Also, we have gotten a large sneak peek at the improvements on the current crafting system, and was very pleased with what we saw there.

vulpex
06-10-2007, 14:58
I was there, i second that. For me living in a land of ice and snow it looked like home, allways have i liked Forochell, terrain was beautifull.
We are pleased.

People in north seem to have eerily familiar language...

DM_Kev
09-10-2007, 00:04
The focus of this weeks teasers turns to our item and crafting systems.

As promised, there will be new items of all types added in the expansion - some will be loot drops, some will be craftable and some will show up as rewards.

The crafting system itself has been fine tuned to be simple for players to understand and exciting to play out with some room for intrigue amongst PCs. At the same time, it's been streamlined for developers to add new items to the system quickly and with tiny margin for basic errors. There are many inspirations for this system, notably the concept of NWN2s crafting system using some components and essences distilled from certain creatures aswell as recipe books which give recipes for a range of items, usually of a certain type. (Such recipies are in OOC form - naturally PCs are expected to roleplay out this information) The system is also intended to reinforce the "risk = reward" logic I want to employ more in the module. More powerful NPCs will drop increasingly powerful components which in turn form more powerful items.

To that end, the item system guidelines are being extended with high-epic levels in mind as more module content arrives for them. Just some of the changes:

- Common Weapon items now range from five categories: Regular, Improved, Superior, Artificer, Masterwork. Attack bonuses conferred range from +1 to +4. All common items, including armour are now craftable with varying levels of craft weapon/armour skill required along with components. Knowledge can be found in craftmans books and tomes. Some of these can be found in stores and some will appear in loot and drops. All common weapon items have been inflated in price to create level requirement gaps between them, with level 11 required for masterwork items.

- Items for high/epic levels: Things are going to scale up in this area, but in a very controlled way. A weapon/armour upgrade system will be in place - again it will be simple like the main system, allowing a PC of sufficiently high skill in weapon/armour crafting to add one of a selection of property options to their item. The PC will be required to own a masterwork item. This item, so long as there is sufficient skill, components and knowledge, can be upgraded. Options being considered (not exhaustive) are:

(When starting with a Masterwork Weapon (+4ab)

- (Accuracy) Double attack bonus (+8 ), -10 Damage
- (Damage) 2d6 Damage Bonus (selected element), -2 attack bonus
- (Damage Heavy) 2d10 Damage Bonus (selected element), -5 attack bonus
- (Critical Light) Keen, -1 Attack Bonus
- (Critical Heavy) Keen, Massive Criticals 2d10, -4 Attack bonus

As you can see, weapon upgrades result in a trade off. Something has to be given up to offer a vast bonus. In this way, we still have a good control of the item system, ensuring they don't make or break the game and that no one item offers supremacy in all areas. Will we see a +4, 2d6 damage keen sword - never. Will we see a +5 armour with damage resistance/immunity - not at all.

- Damage resistance and % immunity is now permitted on items. This is a highly controlled property and will most commonly appear on items made of specific materials. This property will be heavily subjected to the "trade off" system.

Stay tuned!

aqualung
09-10-2007, 15:26
Very nice ideas. I realy like the trade-off system. I can't wait to see the addon, but perhaps I may ask for some infos about the new class :-D

MilouOpo
10-10-2007, 11:29
Does the update include jewelry-smithing (crafting of rings, amulets etc) or prestige class Heru Cumathar?

The trade-off idea seems excelent.


Keep up the good work! :)

DM_Kev
10-10-2007, 14:30
Jewel Smithing is already implemented in the expansion! It was the first section I added as a trial and was very successful with those lucky enough to try it out last week. It follows the same process as weapon smithing really, though the components required are usually more rare/expensive.

As for PRCs, that ball is firmly in Avalyn's court. Perhaps he will share some of the projects he's worked on offline with us and provide some teaser like me :)

MilouOpo
10-10-2007, 16:34
*Excalts*

DM_Kev
15-10-2007, 21:14
Following a surprise test session of the crafting system and another look at the Forochel Campaign, it's safe to say that crafting is going to become one of the modules stronger points, come the day of its release. Some minor tweaks were added today and now im starting work on the next part in the thrilling campaign - part of an exciting new development model for the world.

Lookout for this weeks spotlight on Orcs of the North and some of their sinister allies which include Slave Warriors from Rhun and the evil Angmarian Death Lords.

vulpex
15-10-2007, 22:05
Having tried some of those crafting options last test run i can say was very promising. I see lot of use for smithing skills ahead. Good stuff.

DM_Kev
21-10-2007, 14:19
Lieutenants of Evil - The Death Lords Of Angmar

Although it's military might is a shadow of its former self, there remains a large number of scattered bands, still loyal to Angmar. Former high-ranking servants of Angmar plot and scheme to emerge as the new leader or secure the service of other bands of survivors. The Death Lords, former officers of the Angmarian armies, command the swords of many surviving troops. A complex fusion of life and death, these skilled warriors dress in deathly black chain and wear dark, lofty helms. Wielded in both hands is a cruel scythe, tailored more to cutting down people, than farm crops. It is said by the few to survive in battle against these foes, that they were fearless, and could not be distracted from their tasks, nor could they be incapacitated, weakened or disrupted. Common lore has it that the Death Lords are protected by the Witch Kings Sorcery, making them near impossible to kill with many enchantments and powerful magics.

DM_Kev
22-10-2007, 20:13
A Forgotten Foe - The Ancient Trolls

Trolls, if left alone, are just about immortal. In this potentially long life, a troll can amass an enormous horde of gold, gems and other unusual items "liberated" during wars or from unfortunate passers by. However, trolls are always hungry and very greedy, not giving up their life's possessions without a bloody fight. As trolls age, their resilience and ferocity grows, including their ability to recover swiftly from otherwise fatal wounds.

DM_Kev
26-10-2007, 23:11
A new race bred for war: The Demi Hounds

In their desire to reunite and wage a new terror upon the north, the broken bands of Angmar loyalists have had to rely heavily upon the many Orc tribes of the north for much of their military activities. Whilst many orc tribes, particularly those of Gundabad are willing to offer token forces as tribute, there are some more cunning orc chieftains who know that they, if united, are the true power of the north through sheer weight of numbers. Therefore, Orc allies can sometimes be difficult to come across - and very untrustworthy.

In their secretive, underground lairs, the surviving sorcerers of Angmar seek to create an army - not only of Orc kind, but one of their own. Evil experiments take place, much like the dreaded peversions of Melkor in the first age. The dead are gathered and left to the Sorcerers for dark magical experiments and mutilation. They never cease their work untill their unknown masters are satisfied.

One such experimental creature to see the outside of these lairs is an unholy fusion of man and wolf. Known also as Demi Hounds, these beasts can cover ground at great speed and have an acute sense of smell and hearing. Expert trackers and dexterous fighters, they are a significant improvement upon the Orcs. However, with such limited resources, Angmar is unable to produce these beasts at a fast enough rate for them to swell into too great a threat.

Dakota Strider
29-10-2007, 14:42
A group of us were checking out the newest development of the new material that is beng created on Sunday. Once again impressed with the details for the quest and how it involves the story is written. The terrain and interiors we went through look great. Don't want to give away too much about what happens once you enter the lair of the main foe, but will say the triggered spawns made great use of the terrain, and made the battles very realistic for the location we were in, as it felt we were being swarmed by an angry enemy in its home terrain. And finally got a chance to meet the new creatures DM Kev has been teasing the forums with. The ancient troll is the one that probably made the biggest impression on us, as our party at full strength still had our hands full against him.

DM_Kev
29-10-2007, 15:22
There shall be a second test tonight (a full one this time) which includes a number of tweaks and fix-ups to the aforementioned along with some small additions.

There may be a display of weapon upgrading - can't guarantee that. There will be a look at alchemy - particularly the distillation of creature remains.

Up to any five players are invited to the session, kicking off at 8pm UK time on the test server. Ideally, you should be in irc to recieve server information. The testing of the quest will be balance enforced - meaning I will be measuring the quest against a "typical party".

Typical party means for this quest: Levels 5-12 with the party consisting of 5 characters with no more than 5 levels between highest and lowest level member. Typical equipment will be arranged at the start of the session.

Characters need to be of good/neutral alignment. Roleplay is invited, but not enforced and is solely at the party's discretion.

vulpex
31-10-2007, 07:42
Dakota has it right. I a think it had nicely pnp like style, and new stuff over there fits nicely on what many might have encountered in their pnp games.
Teaches you to laugh at trolls, manlings :)

aqualung
27-11-2007, 12:29
No news since weeks?

DM_Kev
27-11-2007, 13:36
I've had to turn my attention some some things offline. Rest assured that I will once again have ample time to contribute in the next week or two.

DM_Kev
10-12-2007, 13:59
A week or two later....

I'm back in front of the toolset...standby for more merp goodness :)

DM_Kev
18-03-2008, 21:09
Campaign Prelude: Forochel Campaign

In the far, frozen northern reaches of Middle Earth, where few eyes ever gaze, a people abide on the icy planes. For centuries have generations of these men lived off the lands and built their homes from the very ice and stone before them. They have defended their lands from man and beast all this time, even at times when the odds have been stacked greatly against them. They are the Lossoth, a hardy and strong willed people.

Time works against the Lossoth, however. The diminished, but not destroyed darker powers of the north attempt to unite and reclaim the lands they conquered those long years ago. Wicked Hillmen, so desperate in their thirst for conquest, unite with clans of Orcs and ravage the northern mountains and coastline, depriving the Lossoth of valuable foraging and hunting grounds. Lossoth camps are razed to the ground, their people killed, mutilated or taken away. It is now only a matter of time before the enemies gaze turns to the largest Lossoth camp in the north.

Chieftain Tulipak of the Lossoth tribes faces a threat on all sides as the enemy gradually surround him. With food supplies running low and many good men dead, he knows not where to turn. But perhaps the arrival of a company of adventurers will give him the strength the Lossoth need to face off the threat. But these adventurers will need to be something very special. For they shall face hosts of foes, both able and cunning. They will walk right into the jaws of the enemy, unmasking terrible plans and secrets. They will come face to face with the enemy masterminds and the mysterious agents aiding them...or are they? On their travels, they will encounter the harsh terrain of the frozen north and its denizens. It is an enexplored wilderness with many dangers, hidden secrets and forgotten treasures.

This campaign will entertain a party of players ranging from levels 5-10 with fully scaleable encounters and puzzles. Enjoy Untold Tales Of Tolkien II's first venture into fully linked regional quests - a campaign. Be immersed into an engaging and roleplay inspiring story which unfolds through 5 thrilling chapters (quests):

Chapter 1 - Stuck In a Hole
Chapter 2 - Unforseen Consequences
Chapter 3 - A Darker Diplomacy
Chapter 4 - Pack Hunters
Chapter 5 - Love thy Father

the-small-print
18-03-2008, 21:14
Whoo! *waves a flag*

vulpex
21-03-2008, 00:50
Allright, having been on last test run i can say its pretty awesome stuff. Good long campaing in the north. Those who have played MERP PnP will feel memories and good feelings, without it being a copy.
But i feel it should be aimed for level range 12+, since we have real gap at around 14 or so. I think many have chars a lot hanging around those levels. Since it is long campaing, it should be start at about lvl 12, and thats how i feel :)

Alandris
21-03-2008, 09:09
The setting and the quests are awesome. Building finesse to learn from *takes his hat off*.

This campaign could adress the level gap... however, as I see it, never meant to. Depending on the final touches, it could... for bosses are way too tough for the announced level spectre.

DM_Kev
21-03-2008, 22:20
I've gathered a fair list of quick tweaks to make - thanks to the player volunteers.

The bosses you encountered were overpowered, indeed. They are top of the list to be hammered into the correct shape :)

Glad you enjoyed it and thanks for your valuable feedback.

Jarmov
22-03-2008, 14:38
I agree with vulpex in that the campaign should be aimed for levels 12+. There is a lot to do for lower level characters but almost nothing to do for mid level characters.

Is it possible for characters above the level 10 to take these new quests? If not, could it be done so that it is possible? I really would like to experience this campaign but I do not have the energy nor the will to start a new character and a new story line.

MilouOpo
22-03-2008, 16:26
I also must agree with vulpex & Jarmov. Mid levels are in dire need of attention.


Campaign Prelude: Forochel Campaign

This campaign will entertain a party of players ranging from levels 5-10 with fully scaleable encounters and puzzles.

Wouldn't it be possible to make that campaign available for those levels aswell?