Argentum Regio - the City of Dohral
From NWNWiki
Argentum Regio - the City of Dohral (ARCD or 'Arc-dee') is a NWN1 server vault module that is online twenty-four hours per day, seven days per week and that offers more than 440 areas of adventure.
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!)Conceived as a multi-module multi-themed adventure arc, even the single module (currently) available delivers on that promise. This game world contains complex plots and characters, and no single overarcing plot (though several plots could result in some very significant changes to the game world depending upon PC interaction to resolve these pending storylines in a dynamic game setting).
Five years of careful building has brought forth a module 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.
[1] (ARCD) is a server vault sound-stage and persistent world.
Contents |
[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.
- Direct connect IP address: 66.232.100.90
- Patch: 1.68
- Level limit: 40
- Player limit: 30
- Vault type: Server vault
- PvP mode: FULL
[edit] Geography
Occupying two adjacent cells at Grid2 level (see Cartography). The southern cell is a rough and rocky coastline fronting a seasonally stormswept sea. The inland region includes Tivook Province, a rural and wilderness region cut across by the a river, and hosting three roadways. The land gains some elevation as one progresses northward generally.
[edit] City of Dohral
The city of Dohral was founded about 100 years ago. The founder, Bennin oz Dohral, had previously been shipwrecked along the coast nearby and thus knew something of the area in advance. The city is well placed along a poorly serviced stretch of sea-coast that makes up the Acerian Tradeway. Inland, she accesses timber from the Toltaw forest thanks to a special deal with the dwarves of the region. Farmers around the city supply her with vegetable produce and some livestock (meat) resources. Most grain and other goods are shipped in from abroad. Shipbuilding has recently become a viable trade here in Dohral, augmenting the timber trade handsomely.
- Bath House: Your PC can become rather unkempt over time, visiting and using the facilities here will remove those pesky variables like bDirty and bStinky from your PC.
- Arena: Viewing and wagering on matches.
- College of Dohral: Crafting such as woodworking, enchanting, herbology and metalurgy are taught here.
[edit] Isle of Vestalla
The isle of Vestalla has seen better days, or at least the town of Vestalla has seen them. In times past, her founder and later his son, pressed inland and sought to expand the town founded by the elder of the two. To no avail, it seemed the harder they pushed, the harder the island pushed back. Raids and depredations of monsters have taken their toll and rumors of the danger of the isle prevents most immegration. Today the town has stronger walls than ever albeit smaller in terms of how much land is protected by them, the old family manse is now a hotel hosting adventurers who sometimes come to hunt the islands monster population.
- Old Town: Some ruins and grass-filled squares mark the old town. Even this close to the town, monsters are sometimes sighted.
- Remote Farms: Are farms no more, long ago abandoned and left to the wild.
- Jungles: A dangerous place rife with wild monsters.
[edit] Tivook Province
Located north of the city of Dohral, along the only inland traderoute, it is well situated to enrich itself from the local trade.
- Tivook Inn: Set near the crossroads between the city of Dohral, the Eastern Citadel and Humfoodale, this is a high traffic location. Rumors are found here in abundance, as are drunks spreading same.
- Metrocryptia: Located a safe distance from the city, all interrments are done here. Special protections help guard the city from the depredations of necromantic fiends.
- Toltaw / Zeethan River: Landmark, barrier; no known fords, deep and swift, it is used to transport lumber from the Toltaw forest to the dwarves at the Eastern Citadel.
[edit] Feyland
A term applied to any and all lands 'claimed' by the wee folk, wildland spirits and similar entities.
- Cave of Loupee D'Fey: A twisted warren of passages and redoubts.
- Feyland Isthmus: 'a connecting strip of land' in this case, between dimensions.
- Fey Kings: Oh, those pompous lil fellows!
[edit] Wild Spaces
This is a catch-all category for all those remote and wild places.
- Ant Colony: These are twisted and confusing jumbles of passages and chambers filled with very defensive giant ants. There are 'safe spots' in the warrens, places where the ants loose your scent trails - lots of luck finding them sparky (I only mention them because they might save your sim-life). These giant ants are large-dog to cow sized and can lift a loaded wagon over their heads. Fair warning.
- Goblin Camp: Goblins have been spotted in the outlying regions, no word on what they want or why they are there has yet been forthcoming.
- Lost Island(s): Sea travel can result in a safe journey, but also it may result in mutiny, piracy or even shipwreck/castaway events. The lost islands are the place your PC ends up if they survive an otherwise negative experience at sea. Now your PCs only problem is finding a way off the isle.
[edit] Unmentionable Places
Lightweight spoilers, skip this bit if you just don't want to know.
- Slaadeville: A very funny place.
- Agaolaiin: They are overrun with monsters!
- The Maze: This place does not exist, so says Norkel the Finger.
[edit] Trolloch
Think 'Swan Lake' but with warty, green-skinned cannibalistic and hungry dancers. Well, maybe not 'Swan Lake' but the rest of it is accurate. This is an other-dimensional space where dwell hordes of troll.
- Bad Pit: Troll punishment.
- High Trolloch: Split by a wide crevice, these two ledges are nexus of many troll clan cave exits. The highest ledge is also occupied....
- Troll Clan Area(s): Deadly winding warrens of vile stench-filled troll lair.
[edit] Map
The region shown includes all of Dohral and Tivook.
[edit] Guilds
Guild have played an important part in Argentum Regio's history and future; their relevance and importance fluctuates over time.
- Shak Tolun: Does not exist. So says Norkel the Finger.
- Highguard of Dohral: Lawful warriors and Paladins are welcomed.
- ??? Monestary: available for PLAYER control.
- YOUR GUILD NAME: available for PLAYER control.
[edit] Tips & Tricks
[edit] Getting around in the big city.
Yes, it is very city-like, many NPCs, many shops, some you might never need to visit, but all a possible source of adventure. Explore at your own amusement/peril. HOW does one get around in such a vast city? Well, this is a modern city (in the NWN sense), and features inexpensive public transport, in the form of flying carpets. These are found at Magic Carpet Depots around the city, and they will convey the PC from any depot to any other depot (but offer NO service outside the city of Dorhal).
Remember, the city is divided into slices along the north-south axis, from west to east these are named Algrada, Bolovin, Chonda, Donnel, and Egbort (A B C D and E). The city is also divided into slices along the east-west axis, named from north to south these are North, Mid, South and Port. In this way, you find areas of the city known as 'Mid Chonda', 'North Donnel' or 'Port Algrada'.
[edit] Where to level?
First, this is a game without rails. Your PC can go anywhere you please, do whatever you please. Be warned, your PC can die in many many ways. So, use good sense and do not get in over your PCs head too often or you will quickly run out of SOULRUNES and discover the joys of PC permenant death. Like the original DnD game there is a limit on how many times your PC can be raised/resurrected, you start with SOULRUNES based on your character's CON and can earn more by sucking up to your chosen deity.
What follows is a hypothetical of what a character might do in this module, it is by no means exhaustive, but rather narrow.
Special Note: NOOB U. offers free equipment, guides on how-to use and do most everything you may need to do in the game and also offers up to FOUR LEVELS free! All percs of attending NOOB U.! Go Noobs!
LEVEL 1-5 Your character begins their journey in Port Chonda, part of the city of Dohral and a seedy part at that. The city is large and PCs can seek out TASKMASTERS for modest quests, undertake to hone their skills in the sewers target practicing with rats, or take to the great outdoors in Tivook Province.
LEVEL 6-10 Your character may find challenge in ant colonies, the Maze, roadside bandits, goblins, lizardmen and trolls. There are TASKMASTER options geared to this level also.
LEVEL 11-15 Your character may find challenge in the Maze, lizardmen, orcs, and trolls.
LEVEL 16-20 Your character may find challenge in the Maze, trolls, and drow.
LEVEL 21-25 Your character may find challeng in the Maze, trolls, drow and slaad.
LEVEL 26-30 Your character may find challenge in the Maze, drow and slaad.
LEVEL 31-35 Your character may find challenge in the Maze, and slaad.
LEVEL 36+ Your character may need to seek a DM to find serious adventure in this module, the sister modules... well that's another story.
[edit] Puzzles and Riddles!
What? You were expecting spoilers maybe?
[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 your voiceset options well are just two of the tools you can use to RP, there are many more. Have your 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 you flesh out your PC and do so in synch with the campaign.
Make a character concept. Have some idea who your PC is, where he/she is from, why they are where they are, doing what they do. Ponder how much of that your PC might 'wear on their sleeve' and how much they might 'play close to the vest'. Consider how your 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 your PC and you will have more fun!
[edit] Character build advice
First things first. Choose an appropriate name! (See the Rules section)
Now that that's taken care of:
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] World History
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[edit] Famous Citizens (PCs)
Here's where you can log your character as being a part of ARCD. Use this format, [Account Name]: Character. Perhaps a good criteria for famous would be if the character is Level 30 or above! Try it!
[edit] Community
[edit] Overall Top 10 Forum Posters
GM_ODA 276
Eriniel 49
Shadow 32
Klasa 22
Frogs 21
Createse 16
Anelor 10
japh 9
Iryara 8
figment 6
[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
[edit] Links
Our forum http://aldohral.suddenlaunch3.com
Web http://members.fortunecity.com/dragonizer
Wiki http://nwn.wikia.com/wiki/ArgentumRegio
NWC Guild http://www.neverwinterconnections.com/guilds/adventures_in_dohral
BIOWARE Guild http://nwn.bioware.com/guilds_registry/viewguild.html?gid=15166
Scheduled Events by - DM_Eriniel http://www.neverwinterconnections.com/schedule/index.cfm/fuseaction/DisplayMembersGames/viewid/42229.htm



