Current Version: 1.2 In this dark fantasy RPG, you will resume the role of The Lowland General once again. Experience an epic adventure as you fight against...
Officially the most popular NWN modification on Moddb
This mod is divided into three parts:
About the main module: Experience an epic adventure of a rise to power and choices in a land troubled with war and darkness. Will you bring hope or despair? War or Peace? Loyalty or Betrayal? Choose your fate. Tales of A Forgotten Realm will be a huge campaign with many branches, choices and adventures.
Jobs: Right now, we are accepting pretty much everyone with experience in building, modeling and/or writers for in-game books.
ATTENTION: THIS MOD REQUIRES CEP V 2.4. OTHER FILES REGARDING THE MOD WILL BE STATED ACCORDINGLY.
In 1500 DR, New Neverwinter had already recovered from The Spellplague. Enjoying a new era of prosperity and peace, the cities of The Sword Coast joined together and formed The Northern Angle. Soon, it became the most powerful force in the region, and not even the largest Orc tribes posed any threat to the Anglemen. However, many mouths began to speak things like "conquest" and "domination", and soon, half of Faerun was worried about losing their territory to this new power.
Facing war with a dozen nations, The Northern Angle kept expanding, but not the way they were expected to. For one of the most interesting things The Spellplague caused was most certainly the reshaping some regions had. The energies released from it caused "curtains of fire" to come down from the sky, burning everything it touched. Worst, some of them actually cut through the land. However, that had a bright side. Before the Plague, a massive mountain range cut through The Great Sea, blocking the way to unexplored lands. The Spellplague changed that. The mountains were literally moved, and a new path was open. An opportunity such as this couldn't be ignored. And in a dark night, ships from The Angle crossed The Great Sea.
News, however, traveled fast. And soon, all the Faerunian nations entered that race. The Anglemen were able to find only one island, which they named Devron. Settling there, they discovered the island had natives. Barbarians, elves, dwarfs, halflings, orcs and even The Drow, besides a multitude of creatures never seen before. But The Anglemen would not tolerate resistance. The barbarians were crushed. The elves that did not ally with the visitors, were driven out to the Farsee Forest. The dwarfs retreated to the mountains, distrustful of all strangers to this very day. The halflings were subdued. The orcs, all but wiped out. And The Drow went back to The Underdark. Soon, The Northern Angle had complete control over the island.
But they did not count with The Dark Lords. Those men and women had more power than the visitors from Faerun could have anticipated. Unaware of their danger, the Anglemen set out to destroy them. That was the Battle of Mount Fellwatch. In the middle of the swampy, dark region that circled the Mt. Fellwatch, The Dark Lords reigned with absolute power. Their were six, to be precise. Lord Morgus, Lord Pravus, Lady Snarz, Lord Kromtar, Lord Valkan and Lord Phanius. Even though the Lords' magic proved extremely powerful, they were defeated by the forces of the Northern Angle during that important battle, but some say that their power did not immediately leave Devron, and, many years later, they were proven right. But for fifty years did the Anglemen rule the island.
Until the Great Revolution, that is. There are many sources about this event, most of them contradict with one another, but it is general knowledge that the natives, alongside some unsatisfied Faerunians, set out to make war against The Northern Angle's forces in Devron, and that they emerged victorious. Devron was then divided into three kingdoms. Highland, that controled the north, Midland, with the lands from Mt. Belus to River Belt, and Lowland, with the rest. That wasn't enough. Growing political tensions made the kingdoms go into full war, and Lowland was conquered by Midland. Highland, however, kept strong, and for hundreds of years, both fought an everlasting war, with their respective kings saying how their enemy wanted to "destroy us all, rape the women, kill the children and burn our homes".
During the war, a new kind of darkness would arrive. A few children with families that possessed strong bonds with magic, such as the Talon Rock Maegis, began to be born with powers never before seen by anyone in the whole of Toril.They were able to conjure great storms, suck the very life out of living beings, bring ruin to all but the greatest of buildings, and all that by merely raising a hand. From where such great power came from, no one, not even the greatest archmages, knew. In time, those children would grow up and end up following the same fate: setting out to conquer Devron. The island's denizens were terrified, and they began to call them with ancient names of fear: Dark Lords. For hundreds of years, the Dark Lords' grip over Devron was at times strong and at others frail, but they were always present, as some kind of twisted force of nature.
In 1601 DR, a very powerful Dark Lord named Dravet, also known as the Nightbringer, was in a crusade to conquer Devron. He would have been victorious, if a warrior named Peter Roderick and a wizard named Edward Gedeliah hadn't stopped him in the First Battle of Naer Ron. He was then bounded by the wizard to an unknown plane, at the cost of Gedeliah's own life. After him, no other Dark Lord was ever seen or heard of, except for an occasional pretentious bandit lord or delusional renegade sorcerer who were easily put down by the Midlander Inquisition, tasked with making sure mages and scholars stayed inside the boundaries of the law.
Now it is 1822 DR. Devron is still at war, but things are changing. The people are taking up arms. Disturbances are being felt by wizards. Kings are dying. And a darkness greater than the imaginable is returning. And now, Devron will change forever. If for good or for evil, it is up to you.
Main Module Key Features:
The Power of Choice: You will never play the same campaign. Never. We will provide a huge array of choices to be done everywhere. The World changes with you and your choices may save or condemn millions of lives.
Influence System: You will be able to gain, or lose, your companions trust, and even influence their lives and fates.
Open World: Explore the huge continent of Devron, from it's beautiful fields and plains, to haunted forests, cities, villages, towns, mountain ranges, beaches and more.
An Incredible Plot: Uncover a terrible plot that threatens all kingdoms of Devron, while taking part in a bloody war with many sidequests. Will you unite Devron under your banner or conquer it?
Fame system: Gain renown through the land and rise to power until you become the single most powerful being in Devron.
Lore: A great and well built lore will keep you immersed in Devron.
The Community Music Pack is included, which adds new music to the game.
World Altering Choices: Will you become a Dark Lord or a King?
"The Time is nigh, for Night shall rise;
A Time when Darkness will consume the land of Devron;
Where the One who should have been forgotten will once again forge his name in steel;
And Fate will be defied by this creature;
Who is the Unholy eater of Darkness;
And not even the Lowest Lord will defeat it;
For it can only be destroyed by Will, the Will of a True King;
For The Time of Night is near!"
"And the Lowest Lord will take what is His;
For long was the Time of Night delayed,
and All will despair upon the mere vision of this creature;
But Old Wounds are never healed, and a threat best left forgotten will return;
For The Time of Night is His Time;
And His patience has ended;
With Him, a great army comes, with a single purpose:
To darken all lands, and serve their master;
Great Heroes will perish;
For The Time of Night has come!"
Also_known_as_Peter - Lead Designer/Lore
KnightOfEcclesia - Lead Designer
GarynDakari - Pre-Release Manager
Framinguru: Cloak&Dagger Representative
ShenraiIarnehs - Writer
I liked the choices with consequences and EVERY area is fantastically designed with great care and detail put into them. I recommend to anyone looking for a great role playing experience. -- Valkier (NWN Vault) about The Lowland General 2
Great storylines and environments. - Beretta about the series.
So, before someone drives a spear through me for delaying CMA again, let me just start by saying that there's a pretty good reason for such. With Neverwinter Nights starting once again to rise in popularity due to the increased amount of purchases of this great game through digital distributors, we've decided to update the whole ToAFR saga, or at least the parts that have been released to this point, to our current standards. That means that every last single one of the modules you see listed under the "downloads" tab will be updated both story and content-wise. However, that also means we'll have to push CMA's release date further. Currently, the idea is to release each module in the chronological order they're set in, so first you'll be getting a much needed updated version of "Dravet, The Dark Lord", followed by a simultaneous release of "The Lowland General" and "Crowley's Magnificent Adventure", alongside the previously cancelled revamped version of "The Rise of A Legend". Then we'll release "The Lowland General 2" as the last part of this initiative we're calling "The Tale Begins", since it shows the beginning of the ToAFR Saga.
As of today, there are few pictures to show, but you can expect several updates very soon. And before I forget, let's give a round of applause to Dragon Studios' new writer, ShenraiIarnehs.
Expect news soon.
The Dragon Studios Team.
You are a Midlander merchant. You were on a ship with many of your goods and a whole army to support you. All seemed well but then the storm came...the...