So this is the project i've been working on for quite a while now. The setting is taken from a module called Svavelvinter (Sulfur winter in english), an adventure which was designed in the 80's for a Swedish pen and paper rpg. All characters, names and places have been created by Erik Granstrom with a couple of exceptions that will be made obvious.
Overarching plot:
Marjura is a remote island poistioned in the northern seas, burdened by the massive sprawl of an ancient glacier. The island is sparsely populated with religious refugees from Trakoria, primitive natives, dwarfs and giants. Trakorian troops have occupied Marjura during recent years in an attempt to protect the profitable Sulfur trade. Beneath the tranquil surface there is seething tension, hidden conflicts between shadowy groups are slowly coming to a head.
The actual mod:
The trakorian intelligence agency Digeta Longa sends the player to Marjura on a mission to investigate the murder of a famous Trakorian Noble. By using a number of new skills the player is charged with finding a suspect and gathering evidence to support a conviction.
The new skills are:
Ether Tracing: Makes it possible to see patterns in the fabric of space that indicate where an NPC has been during times of emotional upheaval.
Language of the dead (not final name): Spirits tend to linger close to the vessel that they used to inhabit. Using this skill enables the player to communicate with these spirits.
Search: Allows the investigator to search an area or items more thoroughtly for clues. The efficiency of this skill is based on the Perception atribute.
Knowledge: By utilizing his or her intelligence the player can gain valuable information about objects in the game world. The efficiency of this skill is based on the intelligence atribute.
Additional features
I'm planning on adding adventure game elements to the mod, ie make it possible to use items on different objects in the game world to gain experience and further the plot.
Attribute scores will differ in function from the main game. Here are some examples;
Dexterity influenses
- The complexity of the locks a player can pick
- The players ability to handle dexterity based activities such as climbing ropes.
Intelligence
- The selection of spells a player will have available.
- The effectiveness of certain skills (as mentioned above)
- Dialog options
Strength:
- Gives a much larger boost in combat, mainly through making certain weapons available that are otherwise unatainable for a low strength character.
Constitution:
- Same as for strength but relevant to armor.
Below is some concept art, a map and a couple of screenshots. The screenshoots are very far from showing the finished product in terms of prop placement and terrain painting: