Stormcenter Networks presents:
Storm Keep, Four Winds Bar, and Kingdom of Flastrom

Persistant worlds for Neverwinter Nights


The current version of Storm Keep is Storm-Keep078

The current version of The Four Winds Bar is FourWinds023

The current version of Kingdom of Falstrom is off-line

Development thread on The Stormcenter Forums

This is a very brief description of the Neverwinter Nights servers hosted by Stormcenter Networks. Forgive the lack of color and graphics and such, since I'm editing this on the fly in a shell session (yes, still) - and don't really care about getting fancy at this point.

The servers share bandwidth and hardware with Radio Free Dwarfstar's internet radio station - though bandwidth and CPU power are proving more then adequate for the task. If we run into issues, the 'less popular' service will be throttled to maintain the pipe. Two of the systems are 950Mhz Athlons with at least 256M RAM, running Mandrake Linux and Bioware's nwserver software for Linux. The third server (listed as "Stormcenter - Tsunami") is a 533Mhz PIII with 256Meg of RAM. This machine is a dedicated NwN server with no other loads and generally runs around 25% CPU load.

Since the toolset only runs under Windows, the server may also appear from a Windows workstation on the stormcenter LAN. That is most often done now to demo the Server Vault version of Storm Keep as "Stormcenter - L.V. Demo". Also note that the Linux servers are up most of the time, but are occassionaly brought down when there are no users and I need the CPU power for something else. The Storm Keep module (on "Stormcenter - Hurricane"), is usually restarted every few days to recover memory or because the Module has been updated.

28 April 2004: Storm Keep's required hak list has been updated!

Storm Keep currently requires the listed haks.

Four Winds Bar (After version 021) requires the SKLace3, 3a and the Add On hacks listed below.
Kingdom of Falstrom also requires these hacks.

Storm Keep

Notice: Storm Keep has gone to a Server Vault, but is often up in "demo mode" as a Local Vault server as well. We gained a number of new regulars right after the release of NwN 1.32, which is great, but we also attracted our fair share of powergamers and bad attitudes. In order to keep it fun for the RPers (the people who matter to us) we're taking steps to keep the characters reasonable. If you were a regular, and got attached to your character, you should be able to play them in the vault configuration. However, please see the Forum for the submission policy. We hope everyone will find it reasonable. If you simply can't play your character without 75% Damage Immunity to everything, and 30 points of Reduction or Resist, then this probably isn't the mod for you. Our philosophy is "it we wouldn't allow it in a live game, we won't allow it here."

The Storm Keep module itself is a splinter of the IRC channel #Storm-Keep found on irc.dwarfstar.net (irc.stormcenter.net is a member of dwarfstar.net as stormcenter.dwarfstar.net) - a role playing channel that is primarily a Free Form RP environment. Characters are from several backgrounds, including AD&D, Fantasy Hero, and The Fantasy Trip (in case anyone remembers the game that became GURPS). As a module, it tries to recreate the Keep itself and the surrounding countryside. Encounters have been added to make it a little more interesting for NwN players, but they were not originally part of the Storm Keep channel environment.

Players looking for extensive "Computer moderated RP" will probably be disappointed. The module designer and staff are all old-time P&P gamers, and believe rather firmly that the best AI is a poor substitute for a live GM. While there are extant quests and recurring encounters, this is primarily a module for Character Interaction where the characters are Human controlled.

We realize that many gamers consider Role Playing in this context to be how they handle the automated quests. If that's what you're used to, you will probably not find what you're looking for here. While we plan (and have implemented) a number of quests, they are not the primary experience here. With that in mind, the module is at it's best when there are other players to interact with.

Characters initially find themselves in the hold of a cargo ship - the Lady Kerwynn - after a brief stop to Talk to The Hand about the rules - just arrived from wherever it is they came from. The town of Ballard's Freeport is just ashore and will provide the first taste of the environment. The main RP section is Meriweathers Tavern - the heart of town. Players who plan on coming back might be interested in getting a room key from Meriweather so they can have some "private" space in the mod - at least while they're here.

The ultimate goal of this module is to create a persistant world. There will be a number of "recurring" quests, but as is the nature of any persistant world, the players are the ones who will make it come alive. If anyone is interested in development of the module or becoming part of the world, we welcome your input. Feel free to contact us on-line in #Storm-Keep or in the mod, or send email to bagheera@stormcenter.net or live4java@netscape.net.

The Four Winds Bar

The Four Winds Bar started life as a multi user "storyboard" on a dialup BBS system in Northern California in the mid 80's. This was back before the Internet as we know it today was even around. The Mod is an homage to that ancient media and the folks who played there. It is MUCH smaller than the Storm Keep mod and is intended almost exclusively as a Social setting. While there is an Arena where people can fight summoned monsters, and the world is PvP enabled in many areas (people like to be able to duel if they want to) there are no quests, encounters, or wandering monsters.

There was a Portal link between the two servers that was quite stable - since both servers run on the same LAN, but was deactivated when Storm Keep went Server Vault. The "Don't be a wanker" rule applies to both servers, and both servers allow Adult themes and characters. Note: We have no way of confirming a users age, identity, or anything else. We expect you to act like an adult and treat others in kind. Most staffers weild a mean Cluebat and are not afraid to use it. Abuse players will be banned from BOTH servers.

Kingdom of Falstrom

Written by Saloran, Kingdom of Falstrom is best described by its author.

The Kingdom of Falstrom module is a result of many years of AD&D gaming over a period of 18 years. Initially it was the base for a series of adventurers, but rapidly developed a social and economic system. Years later, with the arrival of NWN, the ideas were pulled out of mothballs. The result is a medieval realm that is based on a feudal/Arthurian system of government.

There is plenty of AI interaction...but due to the huge scale of the production, it is undergoing constant development to improve the RP. At present it is listed under social, but will include one-off quests and adventures (as the developer writes the script to create randomly generating quests); at which point it will move the the Role Playing section. It currently uses the Falstrom Hak version 1, but a new version will be posted to the vault in a few days (dated 8 June 2003) and once that is done the mod will be upgraded to use the new hak.

The rules for the mod are simple....behave and the guards won't take you out (they are very hard fellas - in the future offenders will be thrown in prison). Players are encouraged to stay in character at all times...oh and be careful of the language the NPC's and some of the players will speak in middle English (that's thees and thous to you). Finally, the PW is designed to grow and develop with the people who use it so I'm relying on the players to either add ideas which will get to me via Live4Java...or if they do spot problems let me know...(of course life being as it is - all notifications will be dealt with when I get the time; but they will be dealt with)