Lead Designer / Founder: Markus "Azz`Taruth" Elo: firstname.lastname@example.org
"The Moonlight Path - Game Information:
The story begins, and you very soon learn that your father is cold-bloodedly murdered and after a series of strange events and revelations of the impending doom around you, you set out to the night, escaping the City as your only choice. You have a friend, the only one you know well enough to trust him fully in the nearby town of Elturel.
You head towards the town to see your friend, traveling through
the night, only to bump into a horrible event and taken captive. You
wake up in a damp wagon, your limbs hurting and sickness catching up to
For over a month you travel towards the unknown, fed feebly and beaten,
even sexually violated. Deprived from your dignity and humanity, you linger the damp wagon, hoping Death to release you from your ill-fate...
Suddenly the sound of swords and shields clashing together halts the wagons...your journey stops
to a place unknown... the journey has taken over a month and you are weak.. you need help, lest your sickness becomes the death of yours.
Oblivious to your surroundings and everything that engulfed you all those weary days and nights, you
are alone... broken, damned and drained. You set out to seek your path, seek answers and learn why
everyone and everything was betrayed... and why was your father murdered.
...A faint, gentle wind rushes forth as you regain your consciousness.
The partially clouded sky looms above and you set out to seek answers,
to seek your own self...
* Player shapes the world and people around him/her depending on
actions, company and other things. Most of the deeds have impact
somewhere in the world, people change when they travel with you.
Multiple options in both dialog and actions taken guarantee more complex
and interesting approach to the playing experience.
* The path between Alignments – and afterwards depending on your
actions taken – is made different, to make the game much more intense,
interesting and complex. This also adds a lot to replayability and
variation. Race, Gender and Class variability also added, to give more depth to
the character made.
2D Art: Mikko Jokisalo
3D Art: Antti Rantanen
Concept Art: Markus Elo
Single // Multiplayer:
Making it multiplayer/Persistent World module at the moment would risk many things, and it is not essential at this point yet, as the story evolves the PC and her choices made. As stated above, we still got excessive plans in making the module for Persistent World purposes, though with a different story line and dynamic for PW purposes.
Heavy, true Roleplaying. That's what you are rewarded the most for.
Not much to be added to that, I think.
Hack & Slash:
Medium or below average, depends on how you roleplay your way through.
Of course, it is a huge part of the adventure, confronting enemies in the hostile environments
where the module will take place, so you won't be left without vigorous battles, blood and gore!
Why? Because the story is like huge, simply put.
There are 50-100+ areas per Chapter, so you can expect many areas from wilderness to caverns, astral and what not. Worry not, all the areas contain points of interest and well detailed environments, atmosphere and of course what makes them
the most vivid, our Original Score put to life!
The module contains everything that the whole dark, Medieval Era of our world contained;
Blood, gore, battles, mutilation, rapes, excessive violence, certain drugs, alcohol, somewhat raw language (nothing modern though, as they were not part of that age), graphical violence, disturbing scenes and oppressive atmospheres. If you can't take it, don't play the module, or at least don't blame us. We are aiming for realistic view of the world played through a game, just what it was and what the world is even today; brutal and filled with chaos.
This is not to inspire anyone to do what the game shows, we are not aiming to agitate anyone or inspire anyone in bad manner. I take extensive inspiration from Fallout series / Planescape: Torment and other older games, when game designers had the balls to do something different.
All was silent; not the Stars nor the Moon no longer sung their songs, neither the Wind call me – for at last I had come to the end of my Journey.
How long I stood there, I do not know. I watched the barren Stars, silently gloom beyond the vast firmament, standing still with their faint haze slowly obscuring. Their beat stolen, they too, would be blinded by agony, their withdrawing souls now longing for Death.
My devoted love and sacrifice so profound took backward steps away, and loneliness aplenty stretched before me.
Long have I traveled, suffered the burden of the strenuous trek that led me here – beyond the reach of anyone who ever dared to follow me. 'Twas time for me to spread my broken wings and fly – fly towards the Pantheon. For all Eternity.
From the sole Throne of cold stone, I would watch the Moon grow old, singing its solitary song, and ponder upon the worthy, but futile attempts that took me here, condemning the loss of what once made me Immortal. What fires had burnt in my Heart, were now just the embers of a Sun's dying light...
My farewell soars in the Dark colonnade Halls, like a thousand echoes singing their irreverent verse. From my hand, I would release the remnants of my fate and let them form the Stars above for remembrance of what once was and shall never be again. Only the defiance of the burning Sun would smother it all away. But so it was, that its flicker had diminished and died and we would wander in the darkness, reaching out for a hand that would guide us towards to where the Sun would once rise again.
I sit there petrified, sailing down the eternal streams of my mind and close my eyes..”
- The Pantheon
"Come, come to the balcony with me and see what you have wrought within this City. With so much blood in your hands, so many lives lost, so many people sacrificed for those who own you. And for what? What is it in your mind that you think that you achieved? For what you truly see with those blood-ridden eyes of yours, is an escape; escape from the trails of horrors you have so long walked. Hah! You are an incarnation of vanity and yours is the fate most fitting. Trust my words, for I know. Make yourself useful and plunge down to the already bloodied streets of Arabel and your escape is fulfilled..."
Arabel, the mercantile City in Cormyr stands tall with its stony walls and citadel-like provenance, marking the wealth it boasts within the region as the vast promenades are filled with buzzling people from afar, as are the many secrets within. Arabel marks the second individual story of The Moonlight Path adventure that sets in after the horrific events of Alaghôn. Escaping the dark events, the Player comes back to His roots confronting the mischievous organization of The Zhentarim, now infiltrated within the very walls of Arabel. Dark secrets and happenings brood inside the immense walls and towering heights of the City that eventually unravels the true face of our wandering ”Hero”.
The story is a dark, immersive story of devoted love and escape from perpetual horrors that stalk the Playing character and everything that surrounds Him, for good and bad. There is no room for Good, Bad or Neutrality, for all is masked behind a mirage; mirage of not knowing who You really are.
Player is forced into a chaotic setting where one must decide the fate of the many factions and strive towards to the Final event that is the very start and esssence of the whole Moonlight Path adventure.
About the adventure (in short for now):
And this is where all the devoted followers of this Mod come in.
As I have been away from this whole thing for the past 7 years, due to all kinds of crap going on and really losing my devotion, I decided to create the whole City of Arabel a-new. Just to see if I am still up to this whole thing. And while doing this for over a 100+hours, I was thinking how this all could really work the easiest, for all things concerned.
NWN 2 mechanics are old, sloppy and doesn't really do justice as to what I try to create here. It would take me an Aeon to create all the characters (for the infinity of events and settings considered) to be certain level, think of all the experience as how far the PC can be evolved and... well everything. I came to the conclusion it would really serve no purpose in the end and would be a far too strenuous task to perform.
Thus, here is a solution that would simplify the overall creation of the Mod and characters and how the story advances smoothly, yet in a bit of a linear way – whereas the ogirinal idea was far from this kind of ideology. I would suggest the following:
I would strip away most of the combat in game – I know, this sounds harsh and BORING at best – and would strive towards Torment: Tides of Numenera kind of approach, where PC goes through 80% of the adventure in a form of dialogue with all the possible choices to alter the events He/She is currently engaged with. This would tremendously strip off the nuisance of excessive coding/scripting (since I still haven't found anyone interested to do that for me, for I am 150% no good of doing that).
I would reduce mandatory combat events for bosses, certain surprise events depending on the choices made while doing certain quests and events that require that sweet old blood spilling, just to keep a little interest, not just running wild in vast locations reading and running from place to place.
There is much I need to reduce from the original setting, otherwise this whole adventure will not see a light of day at all... if it ever will. For this is the counting moment where YOU good folk decide, whether I do this in the simplified form or just thrash bin the whole idea of even trying to make this work for the NWN 2 game at all. It would be awesome to make this as an open-ended Mod in a sense of The Witcher or alike, but I don't think that would really be a good idea.
So, all in all, what do YOU think? The ball has been thrown to You now.
There's still over 200 pages of documentation for both of the Prologues (mostly for the first one at this point), over 3hours of usable music, most of the quests waiting to be implemented and a plethora of dialogue to be written.
Is this the very End of The Moonlight Path adventure where the Moon diminishes away and shatters to million pieces, or is there still a flicker of hope to be had....?
I will make a more coherent and fulfilling update later that makes more sense and fills up gaps and all.
Meanwhile, bombard me with questions and tell me what is it that you want. Thanks everyone in advance.
The latest synopsis of the Moonlight Path ALPHA test coming at your way!
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