The critics are raving (lunatics)!

"The battles are furiously chaotic... This is NWN as I have never experienced before."

"Great storyline, cutscenes, dialogue. All round a great play." -morgwin

"Total crap." -Rndl99

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Last updated 7/9/2011
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Imagine your heart slamming against your ribcage like a war drum as you sprint down a blurring path of screams and embers. White knuckles grip the sword in your hands, raised and battle-ready. Ahead of you, the squad of marines you were sent to rescue empties round after round against enemies the likes no human warrior has ever stood their ground against. Except you.

Your vision is split with the arrival of the silver edge of a war axe. You duck into a somersault, the blade whisking over your head by a fiber, and raise to face your enemy. The orc snarls at you through two mighty obelisks of fangs, and raises his axe for another blow. You react, a left hook to the orc's jaw knocks him off guard, and a stab to the side ignores the creature's armor. Another kill. But more mythical beasts surround you. This fight has just become a war.

Adrenaline races through your system, killing the fear and offering you cold hard instinct in its place. You await the first strike. A rakshasha is the first contestant, rushing at you with twin Fire Wheel blades. You try to act first with a stab, but the monster is quick, catching your sword between his blades and yanking it out of your hands. The rakshasha is foolish to think you're unarmed. You take advantage of his confidence, launching a low punch to the gut, followed by an uppercut to the chin as the rakshasha reels in retreat. A gnoll swings his halberd at your flank. You spin, grab the blunt end of the blade and yank the gnoll towards you, greeting him with the sole of your boot to his face. Stolen halberd in hand, you twirl and drive the crescent blade of the halberd through the skull of an advancing slaad. You try the same move on a towering ogre, but he catches the halberd with one mammoth fist and snaps the staff in pieces. The ogre struts towards you, unarmed save his fists. He heaves one heavy swing, but you duck and answer with a brutal hay-maker to his jaw. The ogre fills with rage, and flies at you in a viscous tackle. You shift your weight back and grapple with him, you and the ogre spinning along the ground until you end up on top with your left hand seizing the ogre's throat and your right fist hammering a flurry of blows, bashing the beast's nose into a bloody pulp.

You rise from the circle of defeated enemies, but your triumph is silenced in a flood of screams. Ahead of you, you observe with horror as a menacing black dragon descends upon the squad of weary marines. They fire at the monster with every weapon they have, but there's no stopping the torrent of flame the dragon pours onto those poor souls. All that remains are some ashen skeletons in burnt kevlar.

The dragon spots you, the last living human in a hundred yards, and digs its tree-trunk claws into the ground. It has chosen its next prey.

You gaze at the corpses of your fallen allies in the dragon's shadow, and a rage swells in your heart. You crack your knuckles and look the dragon dead in the eyes. You too, have chosen your prey.

This is the Dyarodian Era. This is the reality of fantasy.

July Anarchy Prologue is the first chapter of an epic urban-fantasy saga in which the real world is locked in a dire war with creatures of myth. You are a Nomad, somebody who takes the fight to the mythic horde by any means necessary. Your war has brought you to the uneasy American-Mexican border, where dragons are said to be making their way to the American city of San Antonio. What awaits you is a challenge like nothing you've face before, both physically and emotionally. Do whatever it takes to survive as you make your way through a massive real-time battle and piece together the beginnings of a terrifying conspiracy that threatens everything you once knew.

July Anarchy Prologue aims to change the gameplay of Neverwinter Nights as much as possible. Featuring a plethora of new content and one of the largest battles ever rendered in the Aurora Engine, this mod changes Dungeons And Dragons dice-rolling into a furious contest of survival in a completely new universe that combines fantasy, sci-fi and the modern world. If you have hated every NWN game you've played so far, this is the mod for you.


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July Anarchy Prologue 1.2.1 July Anarchy Prologue 1.2.1 July Anarchy Prologue 1.2.1
Blog RSS Feed Report abuse Latest News: July Anarchy Prologue 1.2.1 Released!

0 comments by ABJECT_SELF on Jun 2nd, 2013

The first update leading up to version 1.3, this build contains a completely reworked ending, a new challenging and epic boss fight, new soundtrack, much better cutscenes, a complete change in the timeframe from the 26th to 22nd Century, and many more adjustments and fixes!

This is the first update to July Anarchy Prologue since 2011. For those of you who have been holding out, now's the time to jump in!


-New music by Gemini Syndrome, Primer 55, Dope, One Way Mirror and Media Lab
-New tertiary objective concerning Nobien.

-Final boss battle has been completely rebuilt. Players must now kill final boss.
-Warfare sounds in Sector A now play in random areas at greater intervals.
-Chief Paolo can now be found in a tent rather than standing in the open.
-The background music in the final battle has changed from a nu-metal track to an orchestral track.
-Nobien can now be persuaded out of becoming hostile to the player.
-A temporary reskin for Eric's head eliminates that awkward beard.
-Player can now choose Alex's decision at the end.
-Heavily revamped all final cutscenes.
-Added a random population script to the "Three Days Later" area.
-Adjusted dialog and tlk files to fit new timeframe.
-Removed ending credits vid temporarily.
-Removed certain voice acting samples until they can be re-recorded.
-Eric's stance in the first cutscene adjusted. Intro cutscene camera angles touched up.

Plot Changes:
-The story now takes place in the year 2157 instead of 2517.

-Vincent Meda now has the proper head model.
-Cutscenes in the Tier-Anoch areas no longer show pitch-black characters.
-New journal update and completion sounds now play instead of the default sounds rather than over them.
-Pact's dialog sounds no longer play over each other in cutscenes.
-The area the boss fight takes place in has a different name than the area prior to it.
-Ace Edal now has the correct head model.

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July Anarchy Prologue 1.2.1

July Anarchy Prologue 1.2.1

Jun 1, 2013 Full Version 0 comments

Most recent version as of 6/1/13. Features a completely revamped boss fight, ending, and various fixes.

July Anarchy Prologue 1.2

July Anarchy Prologue 1.2

Jul 8, 2011 Full Version 0 comments

The MODDB debut version, most recent as of 7/7/2011. With loads of new content and endless gameplay changes, July Anarchy Prologue transforms the fantasy...

Post comment Comments  (10 - 20 of 51)
Guest May 24 2013, 10:15pm says:

This comment is currently awaiting admin approval, join now to view.

ABJECT_SELF May 27 2013, 8:12am replied:

Nevermind, found it. Looks like I uploaded it to the Nexus years ago and completely forgot it existed. Thanks for reminding me!

+1 vote   reply to comment
ABJECT_SELF May 27 2013, 7:46am replied:

Thanks, but you found this on Nexus Mods? I wasn't aware the mod was hosted there. Could you post a link?

+1 vote   reply to comment
ABJECT_SELF May 15 2013, 7:51pm says:

$#@^@%@!!$!^!!!! Fixing this final cutscene makes me want to freakin' murder the Aurora engine!!!

On the plus side, the revamped boss fight is finished and oh-so-sweet! Just have to make everything that happens after work out.

+1 vote   reply to comment
KnightofEquulei May 15 2013, 8:49pm replied:

Lord Fire shows up at the end and murders everyone unintentionally with his sexiness.

+2 votes     reply to comment
ABJECT_SELF May 15 2013, 9:15pm replied:

void main ()
object oLordFire = OBJECT_SELF;
object oTarget = GetNearestObject(OBJECT_TYPE_CREATURE);
int nCount = 1;
while (GetIsValidObject(oTarget) == TRUE)
ApplyEffect(oTarget, DURATION_TYPE_INSTANT, EffectDamage(DAMAGE_TYPE_SEXINESS, 9999);
nCount = nCount++;
oTarget = GetNextObject(OBJECT_TYPE_CREATURE, nCount);

Yeah, that would work.

+2 votes   reply to comment
ABJECT_SELF May 7 2013, 1:00am says:

Looking at making the final boss feel more like a final boss. I might get rid of the bad ending entirely, since it's gotten zero positive feedback and the cutscene is a pain to improve. Instead the player can destroy the columns with whatever they wish, and doing so causes the roof to collapse in that area, potentially causing massive damage to the boss, or the player if they're not careful. That doesn't mean fighting it will be any easier...

+1 vote   reply to comment
ABJECT_SELF May 7 2013, 4:16am replied:

Holy crap, this boss battle is turning out to be an all-out sensual assault! Can't wait for you guys to try it!

+1 vote   reply to comment
ABJECT_SELF Mar 31 2013, 3:31pm says:

Think it's about time this mod got an update. I'm thinking improved enemy spawn system, better cutscenes, and more cooperative AI.

+2 votes   reply to comment
ABJECT_SELF Aug 4 2011, 3:12am says:

That's it, we hit the 100 mark!!! I wasn't sure we'd get to 50! Updating the site with a flashier layout and writing a few articles to celebrate.

+2 votes   reply to comment
ABJECT_SELF Jul 29 2011, 3:57am says:

Just 10 downloads away from the big 100! Remember to submit your scores for a spot on the leaderboard, folks.

+2 votes   reply to comment
ABJECT_SELF Jul 17 2011, 3:13am says:

Whoops! It's come to my attention that I forgot to delete a certain box hidden in one of the maps that happens to contain 20 shots of a certain rare item. Will probably make a small update to fix that as well as the few times Alex mistakenly refers to himself as being "fifteen years old".

+2 votes   reply to comment
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Released Jul 19, 2010
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