ALFA 003 - Proposal - The Silver Marches

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MShady
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ALFA 003 - Proposal - The Silver Marches

Post by MShady »

Proposal – The Silver Marches

1.1 Introduction: This proposal is for the Silver Marches portion of the Savage Frontier region. It is submitted by an experienced team of DMs & Builders and long-time ALFA members. It is also submitted out of a long & deep appreciation for the region both from PnP games & playing on the server. We also bring the physical infrastructure of potentially three servers, providing redundancy and the possibility for a larger server area. In addition, we hope to combine efforts with other server teams for resource sharing, specifically Murky Majare’s Daleland’s team and others.

1.2 Hosting Infrastructure: Three high end PCs on broadband connections exceeding the NWN2 hosting requirements. Two of the servers are dedicated boxes. This will allow us redundancy without relying on a DungeonServe account. It may also allow us to split the region into two modules on two servers like the Arabel/Northern Cormyr arrangement will help mitigate module size concerns.

2.0 Design Philosophy: The server is intended to go Live quickly with a smaller initial “core” region. Supporting ALFA quickly establishing a NWN2 presence is a key priority. With enough DMs to handle Live DMing in Euro & US time zones, we can conduct a telescoping stand-up with our Builders bringing in more areas. A key to this is to not get bogged down in overly detailed city building initially. The seat of purpose is adventure is in the frontier, the forests, the caves and the dungeons. The goal is to achieve Live status in 3-4 months.

2.1 Design Continuity: The existing Silver Marches module run by HDM Grand Fromage is both a well done server and an excellent realization of the region. Since many existing scripts will work in NWN2, we will try to use many dialogues and appropriate memorable static quests under the theory of not reinventing the wheel. As fans of the existing module, some continuity with it would be a tribute. This would save time in getting basic content in and provide more time for additional content to make the server feel more developed overall. Grand Fromage and Gozo put a lot of effort into the module and we appreciate there permission to use there transferable work as necessary.

2.2 Design Reassessment: Once a critical mass of areas has been established, expansion will be paused and the server will be reevaluated. During this time, the DM team will assess lessons learned, make improvements and upgrade areas. All initial areas will be top quality, but NWN2 toolset experience realistically will mean the Core areas could be improved upon. We want to apply these lessons as early as possible by stopping, thinking and rebuilding before the server gets too big. During this time Silverymoon especially would be polished to a model level representation.

3.0 Server Layout: The module focus is primarily on the Silver Marches portion of the Savage Frontier, first & foremost. Principle areas include Silverymoon, the Moonwood, Cold Wood, Evermoors, Mithral Hall, the Nether Mountains, Sundabar, Everlund and Citadels Feldbarr & Adbar. In this section, we will outline in what general order things will be built in general terms. We all have a variety of source books and they will serve as a pattern for development and will not be restated.

The Silver Marches is a vast region. While we intended to fill the whole grid, roads leading to hub areas will be one map without adjacent areas of just countryside. This will save on module size and rapidity of development of hub areas. Eventually these areas will be backfilled to better flesh out the map. While the Moonwoods would be fully built, a road from Silverymoon to there would just be a road. Obsidian’s World Map system may make this less of an issue.

3.1.0 Stage 1 – “Core Area”: The starting region of the server will encompass a few areas. This should be enough to give all races and classes a place to hang there hat from Live. Work would be distributed among the different builders. In each stage, specific areas will be mentioned but also include terrain between the areas.

3.1.1 Silverymoon:The city is a region in and of itself, with interiors/cityscapes with potentially very detailed NPCs & conversations. This area would serve as a base for PCs to start. Many NPCs would have unique descriptions and there would be several basic but very educational static quests providing information on the city and/or meeting key players, at least incidentally. We want players to learn about the city and the region. From Silverymoon, we would push it in all directions.

Silverymoon is replete with significant locations, shops, temples and landmarks too numerous to list. There is plenty of canon content here to keep us busy. One particular thing to be added to Silverymoon would be an Adventurers Museum. In it, players could find information on PCs from NWN1 and learn something about them and add information on fallen ones from NWN2 as well. It would help remember ALFA’s history and achievements of players that came before.

3.1.2 Moodwood & Cold Woods: The Moodwoods/Moonlands & Cold Wood would be the first adventure/exploration area of the server. It is a very diverse area, supporting many races & classes. Beoronna’s Well is home of the Black Lion barbarian tribe and under the actual Well is an interesting dungeon. This would be a prime barbarian starting area. Another barbarian area would be The One Stone, both a key land and burial ground and site of dwarven ruins, grimlock caverns & barbarian cannibals. We hope to give the Silver Marches a strong barbarian character to it by focusing on these barbarian areas particularly.

Claw Hollow, home of the People of the Black Blood, is a promising focus for starting plots. Quaevarr as an adventuring base and home for humans & half elves would be a good starting area as well. Other areas would include The Lonely Tower, Mouth of Song, Herald’s Holdfast, the Night Trees and a cavern leading to Menzoberranzan and the Underdark generally. The Cold Wood would also be included with its Uthgardt barbarians and snow tigers, ettins, orcs, etc.

3.1.3 Mithral Hall/Settlestone/Frost Hills: Mithral Hall and some of the surrounding Frost Hills would be the core Dwarven area. Having Mithral Hall in the first Live module is key as this area is very popular and well known. People will want to visit it and ask about it, so it will be in. Mithral Hall itself will closely follow documented maps and will be a building exhibition. There will be enough of the Frost Hills initially included for exploration as well, hopefully including the Dungeon of the Ruins.

3.1.4 Western Nether Mountains: Exploring, or getting lost, in the Nether Mountains was one of the best attractions of The Silver Marches mod. In the core area, we will include as much of the Western Nether Mountains as possible; at least enough to include the Lady’s Peak and the Lady’s Hand Monastery for local color. With a mountain range, there is always opportunity for exploration, adventure, prospecting and mystery.

3.2.0 “Stage 2”: The 2nd stage of building will be down after the first server reevaluation. The goal is to begin the 2nd stage at the 5-6 month mark. The following areas will be included.

3.2.1 Nesme/Evermoors: This region is a natural extension for adventuring. Alustriel frequently sends adventurers to help out Nesme to aid in its defense; it’s also a good site for political intrigue regarding the politics of the Alliance. That she sends them via a portal in Silverymoon means only the city and a reasonable surrounding area need building initially. This is assuming a swamp can be done properly in NWN2. If stage 1 building permits, a reduced version of Nesme/Evermoors would be the first candidate for inclusion.

3.2.2 Complete Western Nether Mountains: The Western Nether Mountains would be finished in the second stage all the way to Sundabar, including the Hawk’s Nest and the Silverymoon Pass.

3.2.3 Sundabar & Everlund: Sundabar, Undercity and beginnings of the Low Road would be constructed at this juncture. Gozo, who built the original Sundabar, will be heading up this city build. Everlund would also be in all its glory, roughly serving as the southern boundary. It would also include the old dwarven trading outpost associated with the city in canon, but expanded to a smaller dwarven ruin of Barakbar that is part of the existing TSM module that lead to many excellent sessions.

3.3.0 Stage 3: In this stage, essentially the dwarven phase, Citadel Felbarr and Citadel Adbar would be added, as well as the connecting Low Road between Felbarr, Adbar and Sundabar. Additionally, the Eastern Nether Mountains would be added.

3.4.0 “Stage 4” Filling in the Grid: The above 3 stages include several landmarks. After stage 3 is completion, the emphasis will be on completely filling in the grid. Through this process, we hope to have a more rapid stand-up of major canon areas and fill in the vital context a step behind. This may be unnecessary with Obsidian’s World Map.

4.0.0 Server Content: In this section, we will address required Server Content and how our module will deal with it.

4.1. Plan for PC persistent storage: Several of our DMs have experience adding persistent storage into modules. Player housing will be made available in several ways. Membership in major, and multiple, factions will be encouraged and supported so persistent storage will be readily available. For other PCs, secure apartments and Inn rooms will be available to players for persistent storage. Additionally, housing will be available for sale. Awarding actual property to players for completing DM quests will also be encouraged. In the feudal society of the Forgotten Realms, actual property would be a common reward. Banks would also be available to players in major areas.

We recognize that helping a PC set down roots on a server is one way to keep a player on the server and engaged, and certainly always coming back. It is key that housing be affordable; we believe in treating it as a given rather then a gold sync. Also, player storage would generally be secure; if someone’s persistent storage is going to be robbed, it would have to be done with a DM present. With player turnover, it is important to keep track of who has what housing and make sure a dead PC’s residence is made available should they die or retire. All rentals or sales of housing would have DM involvement, tracked on our boards and maintained aggressively.

4.2 Plan for Static Quests: Low level/low risk static quests would be available in most civilized areas. They are an important way to teach anyone new to an area about there surroundings. Education about an area, either through static quests or just conversations, is an important goal. These quests will help facilitate getting players to at least level 2-3. They will provide decreasing to no XP gain to higher level PCs, but still be available an educational.

Repeatable static content will also be available. A primary form of this would be road patrols, reconnaissance missions and FedEx statics that are generally available to all, or faction members, as seen on Shadowdale, Daggerford or The Long Road. Most would be put on a timer to avoid immediate repeats and may not always provide XP. The idea is for almost anyone, of any level, to have some something to do. Doing a repeatable static, as simple as a road patrol, is a great way to keep players out of taverns, get groups together and do something.

Faction Statics would also be available. A good example of a faction static system is the Daggerford Militia or Silverymoon’s Academy, where players work there way up in rank to an extent and are part of an organization. The Marches are replete with different factions and military organizations for them to be a part of. It would facilitate players learning about them.

Static content of significance may also be made a static quest. Rather then just adding a static orc clan that players can go into the mountains and hit, it may require a static quest. This will prevent them from repeatedly wiping out an area and regulate it a bit more. This would help protect NPC & monster factions and keep things a bit more realistic. It would also somewhat better control of wealth gain and cut back on farming.

4.3 Plan for Spawn/Mob Placement, difficulty and Static Encounters in General: The encounter tables provided in the Silver Marches source book are useful, but they will be more guidance for DMs then random, automatic, static content. Truly random wandering spawns will generally be low level. For the most part, we want to encourage players to explore the server and not get killed, but we do want to provide an atmosphere of unfriendly territory where appropriate. Some areas more so then others... We will develop custom spawn tables to that effect, but we do not want someone squashed by a territorial fire giant when they’re just exploring. If they stick there head in the giant’s camp, that is different.

Many areas will have permanent or single-firing spawns as well. As opposed to wandering spawns, these areas will be guided by the encounter table. Essentially, we will roll for a map what might be there. These areas, or portions of areas, will be known to be particularly hostile for the area, something living there, etc. They may not be passable, but they are avoidable. This is where we would put more difficult content. Many of these areas would only be accessible through static quests, albeit repeatable. Unless the local ranger tells you the orcs are there, when you go to the orc cave, they may be few or none there; they moved. Otherwise, they would just occasionally be removed from over hunting or moved around.

4.4 Merchant Availability: The Silver Marches has a large number of cities, is reputedly a high magic area and has dozens of merchants in every city. We will likely be building dozens of merchants in every city, because they are there. Some of these will be planned out in a supplemental appendix to serve as an example.

Most merchants will be themed and most will use custom made items with at least semi-unique descriptions, with the exception of consumables. Merchants will be limited on maximum item value that can be bought or sold automatically. The first by ALFA guidelines, the second by common sense. There will be places for specific classes and types of gear. Most types of goods will be available in any of the major cities, but you will pay a premium for a good axe in Silverymoon as opposed to Citadel Adbar. As part of providing persistent storage and housing to players, we also want to provide players with the opportunity to establish businesses too.

5.0 Server Team Members/Areas:

HDM: MShady – US EST: Builder, Standards, Server Testing/Beta, PnP DMing experience, Item Building, Head Staffer - Tech
EADM: Twiggee – US EST: HDM/EADM of Daggerdale, HDM Cormanthor, Moderator
ADM & Writer: Mizbiz – US EST: ALFA Representative, DM experience, Building experience
ADM: Shadow Shade – Europe: DM for Sembia & Luskan
ADM: Heegz – US CST: HDM for Baldur’s Gate, Head Staffer – Player Admissions/OAS Maintenance
Builder: Grand Fromage - Partial Silverymoon (beta build)
ADM/Scripter: Gozo – US WST: Primary TSM scripter, Builder (Sundabar), DM – The Silver Marches
Scripter: Murky Majare – Europe: HDM Shadowdale, Scripter, Fmr. Tech Admin
Hosting: MShady, Wvincenti, Muse (US EST - TFN HDM)

6.0 Contribution to ALFA Diversity:

6.1 Races: The Silver Marches is called home by almost every race imaginable in the Forgotten Realms, for good and for ill. While orcs are probably the most prominent race next to rabbits, humans are the most prominent civilized race. Humans are primarily found in Silverymoon, Everlund and Sundabar. Half Elves & Elves most likely encountered in Silverymoon, Everlund & the Moonwoods. The Marches are cradle of dwarven civilization with Mithral Hall, Sundabar and Citadels Adbar & Felbarr. Gnomes, Halflings and Half Orcs are less common but frequently found as well.

6.2 Classes/Factions/Alignments: Every class can be fully supported in the Silver Marches. One emphasis will be on the strong barbarian characteristic in the region, a class that is generally not strongly supported. Spell casters of any stripe will be strongly emphasized as well. There are dozens of military & religious factions, as well as Harper and Zhentarim activity. As a center of Harper activity, we hope to work with other server teams for cross-server quests. Each major city would have a military faction that players could join, like the Knights in Silver, Spell Guard, the Hammers of Moradin, Shieldsar, Argent Legion, Black Lion barbarians, etc. The major player factions will generally be supported by at least 1 DM. While the region is generally good aligned and will be the emphasis of the server, there is something here for everybody. Evil characters have quite a few options as well.

6.3 Terrain: Just about everything is available in the Marches, from the swamps of the Evermoors to the heights of the Nether Mountains to lush valleys and the desert’s edge. It’s a very diverse area with a universal trait of tough living and danger.
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Post by Twiggy »

On board as builder.
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Post by HEEGZ »

I'm on board to help build on the eastern half of server, or as needed.
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Post by Shadow_Shade »

I'm onboard as a dm and tooler. Anything you can use me as I'm in for.
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Post by Fionn »

The possibility to recycle existing portions of the TSM mod (e.g. University) is a serious boon for this proposal.

I'd like to see a ping from the other half of the team.

The initial 'core' area seems too large for the stated goal of rapid Live certification. I'm concerned we may see a larger scale repeat of the original TSM - empty buildings, lack of content, DM required.
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Post by Grand Fromage »

Fionn wrote:The possibility to recycle existing portions of the TSM mod (e.g. University) is a serious boon for this proposal.

I'd like to see a ping from the other half of the team.
The University will not be recycled per request of Wynna. The rest of the mod will be available for this proposal to salvage.

I will be building at least part of Silverymoon.
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Post by Mizbiz »

I ONLY RP DM, but I'm on if it mattes.
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Post by MShady »

Well, thanks for putting a foot forward folks. I appreciate the folks who volunteered and others unlisted who would have helped contingent on approval. I also want to thank Muse, WVincenti for providing hosting. Also, Grand Fromage for offering the use of the TSM mod and Gozo being willing to return to help out.

Thanks,
Mike
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Post by Grand Fromage »

If anyone was wondering, the rejection of this proposal means the TSM module and its transferrable contents will not be made available to any DM team.
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Post by Keith Mac »

:( ..was looking forward to playing here
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Post by Swift »

Its still getting built keith. There were 2 proposals for this area.
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Post by Keith Mac »

Its still getting built keith. There were 2 proposals for this area.
Knew that... and this wasn't a jab at the other team..I don't play politics here....I was just looking forward to this teams vision and style...anyways I truly hope that this team can be assimilated into the 03 team and join forces....If my team had not been accepted I would certainly join another no hard-feelings....but then again I'm not hear to boost my ego.....I'm here to have fun......and hopefully give others some in return......
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Post by Fionn »

The Evil Banite wrote:I'm here to have fun......and hopefully give others some in return......
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Post by Twiggy »

No hard feelings on my part and I wish the other team luck.
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Post by MShady »

Concering the persistant storage concerns raised by the review team, there are very pat, very standard answers for how it is done.

The intent here was to cover all of that, and try to focus on factions as yet another avenue. Effectively, we'd have a much more extensive storage system. Again, if there were questions, no one asked them.

Mike
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"Come take them!"

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